This study examined the types of retro marketing of fashion brands and explored the difference in retro characteristics and nostalgic emotions. Additionally, the effects of retro characteristics on nostalgic emotions and the influence of nostalgic emotions on brand attitude were examined. A total of 33 fashion brands, including eight designer brands, 10 sports and outdoor brands, 11 casual brands, and four SPA brands were investigated to categorize the retro marketing types. An online survey was also conducted of respondents in their 20s to 50s, and a total of 363 responses were analyzed using SPSS 26.0. The results were as follows. First, the retro marketing of fashion brands was categorized into four types including brand heritage marketing, retro design marketing, retro emotional experience-oriented marketing, and brand collaboration marketing. The four retro marketing types showed differences in retro characteristics and nostalgic emotions. Second, the retro characteristics consisted of four dimensions including familiarity, attractiveness, uniqueness, and historicity. Nostalgic emotions consisted of four dimensions including sadness, longingness, comfort, and pleasure. Third, the results showed that familiarity and attractiveness had significant effects on comfort and pleasure, while uniqueness and historicity had significant effects on longingness. Fourth, the results showed that longingness, comfort, and pleasure had positive effects on brand attitude, whereas sadness had a negative effect on brand attitude.
Journal of Wellbeing Management and Applied Psychology
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v.7
no.2
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pp.39-47
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2024
This study investigates the impact of mega-influencers and micro-influencers on consumer trust, brand attitude, and purchase intention within the beauty industry. Methods: A survey of 160 adults was conducted in March 2024, analyzing responses to the influence of a beauty mega-influencer ("Isa Bae") and a micro-influencer ("Day Beauty"). Participants were surveyed online over two weeks, and the data were analyzed using statistical tools to compare the influence of both types of influencers. Results: The results indicated that mega-influencers had a more substantial effect on reliability and brand attitude compared to micro-influencers, although both types of influencers significantly influenced purchase intentions. Influencer attractiveness and expertise emerged as critical factors in shaping consumer perceptions and behaviors. Conclusion: This study provides insights into optimizing influencer marketing strategies by leveraging the distinct characteristics and scales of influencers to enhance consumer engagement and brand loyalty. The findings underscore the importance of choosing the appropriate influencer type to maximize marketing effectiveness and consumer trust in the digital marketing landscape.
In this study, we analyze the big data of visitors who are looking for a sports stadium in marketing field and conduct research to provide customized marketing service to consumers. For this purpose, we intend to derive a similar visitor group by using the K-means clustering method. Also, we will use the K-nearest neighbors method to predict the store of interest for new visitors. As a result of the experiment, it was possible to provide a marketing service suitable for each group attribute by deriving a group of similar visitors through the above two algorithms, and it was possible to recommend products and events for new visitors.
Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.
Seo, Jung-Hwa;Kim, Hwa-Kyung;Kim, Jong-Jin;Youn, Myoung-Kil
Journal of Distribution Science
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v.15
no.11
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pp.83-93
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2017
Purpose - The study aims to analyze the VMD(Visual Merchandising) perception factors in recent sporting goods store and clarify the effect of each VMD perception factors on brand image, satisfaction, and customer revisit intention. The VMD perception factors play an important role in attracting and actually inducing sales to the visiting customers. It has investigated the effect of VMD perception on customer satisfaction and revisit intention. It is expected that the company's marketing strategy with VMD will be differentiated and competitive in sports item stores, brand image enhancement, customer retention, and acquisition. Research design, data, and methodology - In order to verify the hypotheses of this study, a total of 380 questionnaires had been distributed. 360 respondents were used in the final analysis excluding 20 respondents' incomplete answers. The SPSS 18.0 program was used and the data analysis was conducted for the demographic characteristics and distribution behavior. Principal Components Analysis was used for the common factor extraction for validity analysis, and factor analysis was conducted to verify such as validity in brand image or brand attitude. As for Multiple regression analysis, was performed to verify and in the research model, and in and , the mediation was defined through the Sobel Test in order to verify the brand image mediating effects on VMD, store satisfaction, and revisit inquiry of sports store. Results - Qualitative research shows that VMD sub-variables such as aesthetic, fitness, and functional convenience influence store satisfaction and revisit intention. As a result of analyzing the mediating effect of the brand image, the more VMD is strengthened, the more brand image is improved and store satisfaction is also increased. Conclusions - VMD enhancement requires a VMD strategy aligned with the company's management policies and objectives, a visual directing and consistent concept that delivers a strong message to customers. The customer actual purchasing behavior is a combination of various factors such as sports item stores' interior design, display, advertisement promotion like POP(Point of Purchase), salespersons and their service quality, so that the VMD image and the brand image must be consistent and a unique strategic plan is required.
Journal of the Korea Academia-Industrial cooperation Society
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v.15
no.11
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pp.6536-6546
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2014
The aim of this study was to predict the global sports market trend to make developmental and strategic marketing planning for governments, enterprises and scholars. By participating in Delphi, 21 professionals from 12 countries came up with 51 foresights. In addition, the following 7 final results emerged after 3 rounds of discussion. First, integrity issues (e.g., doping and gambling) will increase in the sports industry. Second, the market of youth sports will continue to grow worldwide. Third, the health-oriented sports service will growth, particularly for seniors or people with less wealth. Fourth, the convergence with high-technology, culture and leisure activity will be accelerated. Fifth, mega sports events will receive increasing scrutiny and criticism. Sixth, the leverage of new media (e.g., social media) as well as old media (e.g., TV and magazines) will expand in the sports industry. Finally, globalization, which is similar to the culture phenomenon, will be accelerated in the sports industry.
Journal of Fisheries and Marine Sciences Education
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v.29
no.2
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pp.526-536
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2017
This study intended to understand similarity of image between games and position of image attribute perceived by consumers according to the games of marine sports using MDS (Multidimensional Scaling). Through the foregoing, this study aims to provide preliminary data for establishing marketing strategies for games of marine sports by accurately understanding images of marines sports perceived by consumers. For survey targets, this study selected students of K University located in Gyeonggi-do as a population, and extracted samples using convenience sampling out of non-probability sampling methods targeting 200 students who showed intention of participation in this study, and total 188 sheets of questionnaire were used as final data excepting 12 sheets that are filled up unfaithfully or considered unreliable. For data processing, this study conducted Frequency Analysis, Descriptive Statistical Analysis, Reliability Analysis, MDS (Multidimensional Scaling) and Multiple Regression Analysis, and study results show that water ski and wakeboard(.602) have the most similar image attribute, indicating that image attributes of scuba diving and water ski(2.031) are positioned farthest with each other. As for image attribute, image attribute of water ski has appearance and progressiveness, windsurfing has an image attribute of positive, scuba diving has an image attribute of negation, and marin rafting has an image attribute of friendliness.
Purpose: Due to the COVID-19 and inflation, participation sports companies, including fitness centers, are facing challenges. Since a fitness center must simultaneously manage facilities and operate services, both factors must be considered when developing a marketing strategy. Therefore, this study examines the effects of expanded marketing mix factors (price, physical evidence, place, people, product, and promotion) including facilities and services on the consumption behavior (satisfaction, recommendation intention, repurchase intention) of fitness center customers. Research design, data, and methodology: The data were collected from sample of 323 fitness club members in Seoul and analyzed with SPSS Win Ver.28.0 program. Result: The specific results of the study were as follows; First, extended marketing mix factors had significant positive (+) effect on satisfaction. Second, extended marketing mix factors had significant positive (+) effect on recommendation intention. Third, extended marketing mix factors had significant positive (+) effect on repurchase intention. Fourth, satisfaction had significant positive (+) effect on recommendation intention and repurchase intention. Conclusions: To encourage consumption behavior, it is necessary to convert existing customers into loyal ones by increasing satisfaction and establishing a virtuous cycle structure that recommends them to others while also improving repurchase intention.
The purpose of this study was to develop licensed fashion products based on the analysis of Korean professional baseball licensing. This study reviewed the introduction of sports marketing, licensing programs, and analyzed the current status of licensing brands and products in Korean baseball clubs. Based on this analysis, high value added licensed products were developed for Korean professional baseball clubs. The results of this study were as follows. First, all Korean baseball clubs operated offline shopping malls in their home stadiums and posted online shopping mall links on their websites. Moreover, licensed products were developed through agreements with sports and licensing companies, and sales were being done through official shopping malls, open markets, and shopping malls. Various marketing for specific events or targets were not done well. Second, licensed products were mostly fashion products such as clothing and hats. Most of them were unisex wear, but the proportion of fashion products for women was not large. Also, while the licensed products used elements that made the baseball team feel symbolic throughout, they sometimes sold products that did not reveal the identity of the professional baseball team, with an emphasis on motifs that were unrelated to the team. Third, this study selected KIA Tigers and developed 27 kinds of women's licensed fashion products including textile designs. Through this research, it was derived that there is the need for integrated marketing of Korean professional baseball, diversification of consumer-based licensing products, and enhanced entertainment products for the Korean baseball cheering culture.
With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.
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