• 제목/요약/키워드: placement marketing

검색결과 45건 처리시간 0.031초

A Study for Antecedent Association Rules

  • Park, Hee-Chang;Cho, Kwang-Hyun
    • Journal of the Korean Data and Information Science Society
    • /
    • 제17권4호
    • /
    • pp.1077-1083
    • /
    • 2006
  • Association rule mining searches for interesting relationships among items in a given database. Association rules are frequently used by retail stores to assist in marketing, advertising, floor placement, and inventory control. There are three primary quality measures for association rule, support and confidence and lift. In this paper we present association rule mining based antecedent variables. We call these rules to antecedent association rules. An antecedent variable is a variable that occurs before the independent variable and the dependent variable.

  • PDF

Discovery of Association Rules Using Latent Variables

  • Park, Hee-Chang;Cho, Kwang-Hyun
    • 한국데이터정보과학회:학술대회논문집
    • /
    • 한국데이터정보과학회 2005년도 추계학술대회
    • /
    • pp.177-188
    • /
    • 2005
  • Association rule mining searches for interesting relationships among items in a given large data set. Association rules are frequently used by retail stores to assist in marketing, advertising, floor placement, and inventory control. There are three primary threshold measures in association rule; support and confidence and lift. In the case of appling real world to association rules, we have some difficulties in data interpretation because we obtain many rules. In this paper, we develop the model of association rules using latent variables for environmental survey data.

  • PDF

Criteria of Association Rule based on Chi-Square for Nominal Database

  • 박희창;이호순
    • 한국데이터정보과학회:학술대회논문집
    • /
    • 한국데이터정보과학회 2004년도 춘계학술대회
    • /
    • pp.25-38
    • /
    • 2004
  • Association rule mining searches for interesting relationships among items in a given database. Association rules are frequently used by retail stores to assist in marketing, advertising, floor placement, and inventory control. There are three primary quality measures for association rule, support and confidence and lift. In this paper we present the relation between the measure of association based on chi square statistic and the criteria of association rule for nominal database and propose the objective criteria for association.

  • PDF

Discovery of Association Rules Using Latent Variables

  • Park, Hee-Chang;Cho, Kwang-Hyun
    • Journal of the Korean Data and Information Science Society
    • /
    • 제17권1호
    • /
    • pp.149-160
    • /
    • 2006
  • Association rule mining searches for interesting relationships among items in a given large data set. Association rules are frequently used by retail stores to assist in marketing, advertising, floor placement, and inventory control. There are three primary threshold measures in association rule; support and confidence and lift. In the case of appling real world to association rules, we have some difficulties in data interpretation because we obtain many rules. In this paper, we develop the model of association rules using latent variables for environmental survey data.

  • PDF

Marketing Feng Shui to Asia: A Case Study

  • Bela Florenthal;Noriko Yagi;Hongjiang Xu
    • Asia Marketing Journal
    • /
    • 제11권2호
    • /
    • pp.1-20
    • /
    • 2009
  • Feng Shui practice is very popular in East Asia and has been rapidly adopted by the population of the West. As Feng Shui involves knowledge of object placement, it opens opportunities to market Feng Shui knowledge and products. This paper presents an analysis of a successful Feng Shui enterprise, World of Feng Shui (WOFS), that has been established by a well-known Feng Shui expert Lillian Too and her daughter Jennifer Too. The enterprise's marketing strategies and tactics are tied to the theoretical concept of social influence, widely researched in the consumer behavior literature. The three types of social influence (informational, utilitarian, and value-expressive) are examined in relation to WOFS' marketing strategies using secondary data material. The main results indicate that the strategies of WOFS enterprise address all three types of social influence. The articles generated on-and off-line can be mostly associated with the informational influence. The off- line activities such as events, courses/workshops, and TV shows are also informational in nature. The Q & A sections/postings can be considered as representative of the utilitarian influence. They give experts (e.g., Lillian Too) the opportunity to provide individuals with problem-specific recommendations. Mega-mall website provides the value-expressive influence as purchase and consumption of the Feng Shui products is most susceptible to this type of influence. In terms of implications, WOFS enterprise strategies are suitable not only for consumes but also for business executives in Asia and in the West as architects, designers, and homeowners across continents use Feng Shui practices for building placements and decoration of dwellings and workplaces. Feng Shui practice has some limitations such as conflicting opinions of experts and increased complexity when the dimension of time is taken into consideration. Still, Feng Shui as a practice is growing globally adjusting itself to regional and cultural challenges.

  • PDF

OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로 (A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types)

  • 김태양
    • 한국인터넷방송통신학회논문지
    • /
    • 제20권4호
    • /
    • pp.155-164
    • /
    • 2020
  • 본 연구는 OTT(Over the Top) 서비스 상에 노출되는 간접광고의 유형에 따른 효과를 실험연구를 통해 실증적으로 검증하였다. 이를 위해 지상파채널에 실제 방영되었던 간접광고를 3가지 유형의 실험 자극물로 구성하여 실험 참가자를 대상으로 시선추적 장비를 이용해 데이터를 수집하였다. 또한 시청한 간접광고에 대한 광고태도, 브랜드 태도, 구매의도를 알아보기 위해 설문조사를 실시하였다. 연구결과 응시시간과 응시횟수 모두 맥락적 PPL, 단순노출 PPL, 일반협찬 PPL순으로 차이가 있음을 밝혀졌으며, 맥락적 PPL과 단순노출 PPL은 브랜드 태도 및 구매의도가 통계적으로 유의미한 것으로 분석되었다. 일반협찬 PPL은 단순회귀분석결과, 광고태도와 브랜드 태도, 구매의도가 통계적으로 유의미하지 않은 것으로 분석되었다. 본 연구는 이러한 연구결과를 바탕으로 OTT서비스에서 간접광고의 가능성과 OTT서비스를 통하여 마케팅을 펼치려는 기업에게 보다 효과적인 간접광고의 전략적 기준을 제시하는데 그 목적이 있다.

비기술적 혁신의 고용 효과 분석 : 제조업과 서비스업 비교 (An Analysis of Employment Effects of Non-Technological Innovations: Manufacturing vs. Service Firms)

  • 문성배
    • 기술혁신학회지
    • /
    • 제22권3호
    • /
    • pp.283-306
    • /
    • 2019
  • 본 연구는 기업의 비기술적 혁신 활동이 고용증가에 미치는 효과를 실증 분석하였다. 2016년 한국기업혁신조사의 제조업과 서비스업 자료를 이용하여 조직혁신과 마케팅혁신이 기업의 고용에 미치는 효과를 추정하였다. 추정결과에 따르면 조직혁신과 마케팅혁신의 세부 유형별로 고용효과의 차이가 존재하는 것으로 나타났다. 조직혁신의 경우 업무수행방식의 변화와 업무조직의 변화는 제조업과 서비스업 모두에서 고용증가에 유의한 효과를 발생하지 않는 것으로 나타났다. 반면 외부조직과의 협력은 제조업에서는 기업의 고용을 증가시키는 효과가 있는 것으로 나타났다. 마케팅혁신도 제품수요와 연관이 있는 새로운 홍보방식과 신규 판매전략은 제조업의 고용을 증가시키는 효과가 있는 것으로 나타났다. 하지만 서비스업에서는 마케팅혁신이 추가적인 고용효과를 발생하지는 않는 것으로 나타났다.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
    • /
    • 제15권3호
    • /
    • pp.117-139
    • /
    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

  • PDF

일일 품목 집중화를 통한 인터넷 마케팅 서비스 확대전략 연구 (Internet Marketing Service Expansion Strategy through Focusing on One-Day Products)

  • 신성윤;서진형;이현창
    • 디지털융복합연구
    • /
    • 제10권7호
    • /
    • pp.85-92
    • /
    • 2012
  • IT 장비의 발전에 따라 온라인 쇼핑도 데스크 톱 환경에서 스마트폰에 이르기까지 다양한 형태로 이루어지고 있으며, 판매 품목도 다양하게 진행되고 있다. 뿐만 아니라, 판매 형식도 하루에 한 종목만을 판매하는 형태 등 오프라인에서 볼 수 없는 형태의 온라인 판매 형식이 다양하게 나타나고 있다. 이러한 판매 형태에서도 경쟁은 매우 심화되고 있으며, 이들 가운데에서도 차별화된 특징이 경쟁력을 도모할 수 있게 되었다. 이에 본 연구에서는 하루 한 종류의 상품만을 온라인 마케팅에 활용하여 일일 상품에 대한 기대치를 높임으로서 매출 향상을 목적으로 기획 및 구현된 사이트 개발을 목표로 하고 있다. 이를 위해서 기존 상업 사이트들에 대해 일일 상품 사이트 기획들에 대한 분석을 기반으로 평소 관심을 갖지 않던 품목에 대한 관심을 증대시킬 수 있으며, 고객들이 사이트 방문 시 마케팅 기획과 정보 배치를 중심으로 강조된 사이트를 구축하였다. 이를 통해 특정 품목에 대한 일부 고객층 대상으로 일일 품목 홍보 효과 증대와 매출 증대를 도모할 수 있을 것으로 기대된다.

패션상품의 제품배치(PPL)에 대한 소비자(消費者)의 태도(態度) 연구(硏究) - TV를 중심으로 - (A Study on a Consumers Attitude toward PPL(Product Placement) of Fashion Products - Centering on TV -)

  • 김일;김기령
    • 패션비즈니스
    • /
    • 제8권1호
    • /
    • pp.117-132
    • /
    • 2004
  • The purpose of this study is to analyze consumers attitude toward PPL (Product Placement) of fashion products on TV, with regarding PPL as a new-communication sphere of marketing. This study used a questionnaire method, and the results of the analysis are as follows. First, as for the information availability of PPL related to fashion products on TV, it was shown to be higher in order of trend, brand, color, practicability, price and material. Second, as a result of analyzing, through 11 items, the attitude on PPL experience of fashion products on TV, there were many positive responses as to 5 items (The commodity with PPL is the product of a renowned brand, The commodity with PPL is the expensive product, An image of the product with PPL becomes good, The product with PPL is suitable to the mood in a drama, I try to think whether the product with PPL matches with myself), and there were more negative responses as to 6 items (Because of desiring to know a brand of the product with PPL, I look for it, The product with PPL is practical, The product with PPL is same as the real situation, I will also buy the product with PPL, Because there are too many commodities with PPL, I become angry, In case of facing PPL, I change a channel). Third, it was shown that the purchase experience and purchase intention as to the product with PPL on TV, have a positive correlation with TV viewing time and with whether or not re-approval as to PPL of a specific company. Also, the purchase experience as to the product with PPL on TV was shown much in the group of viewing TV via internet and in the group of using the digital TV broadcasting. The purchase intention as to the product with PPL on TV was shown higher in the group of using much cable TV broadcasting and general TV broadcasting, while the group of viewing TV via internet had purchase experience, but the response of not having intention of repurchasing was the highest.