• Title/Summary/Keyword: win-win 마케팅

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A Cooperative Marketing Strategy using Mobile Communications: The New OB Mobile Campaign (모바일 채널을 활용한 협동적인 마케팅 전략: OB 맥주 신제품 모바일 캠페인)

  • Lee, Joong-Yeup;Kim, Beom-Soo;Ahn, Joong-Ho
    • Information Systems Review
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    • v.7 no.1
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    • pp.153-171
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    • 2005
  • As the mobile telecommunications industry in Korea boasts record-high revenue from its businesses, consumers and other industries are looking for new business applications and opportunities using mobile technologies. Many firms are seeking guidelines or business models for an effective use of this new mobile technology in their operations. This paper reviews the characteristics that distinguish mobile marketing, and analyzes marketing approaches which utilize the potential of the new mobile technologies. This paper shows that the new mobile advertising channel is not only complementary to traditional marketing channels, but also delivers benefits for multiple parties involved in mobile marketing. The key success factors in the new OB (Oriental Brewery) marketing campaign include a shortening of the stages in the AIDMA model and a broadening of customer contact points by exposing the brand through well-coordinated marketing efforts. The OB case shows that a mutually beneficial relationship between co-marketing participants can lead to a win-win marketing strategy. It also highlights that collaborative channel management in mobile marketing methodology is critical for successful mobile marketing.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

A study on the preference for theme park using membership & reward program (멤버십 및 보상프로그램 적용에 따른 테마파크 선호변화에 관한 실증연구)

  • Yoo Myeong-Hee
    • The Journal of Information Technology
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    • v.6 no.3
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    • pp.97-113
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    • 2003
  • The efficient conduct of the win-win strategic alignment in leisure industry is the one of the best way to cope with current situation. The purposes of this study are to identify the change of theme park consumers' visit intention when theme park joins with the membership program(reduced price) & Reward program of Network marketing system. From this study, it was found as follows : First, Membership progeam(reduced price) affects the change of consumer's preference to theme park.($before\;12.6\%,\;arter\;49.1\%$) Second, Network Marketing(reduced price + win-win rewards program) affects the change of consumer's preference to theme park.($before\;12.6\%,\;arter\;77\%$)

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온라인 명품 마케팅 : 온라인 Luxury 쇼핑몰 현황과 특성분석을 중심으로

  • 이연진;박철;정수연;오인영
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2002.11a
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    • pp.118-124
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    • 2002
  • 바야흐로 [ 온라인 명품 시대 ]가 열리고 있다. 경기불황에도 불구하고 좀처럼 식을 줄 모르는 명품 열기가 온라인으로 옮겨 붙은 것이다. 가격적인 인센티브나 제품정보 비교가 가능한 것 등의 여러 장점으로 일단 온라인 명품 시장은 그 가능성을 보이는데 성공했다고 할 수 있겠다. 이에 본 연구에서는 온라인과 명품 사이의 관계 고찰을 위해 왜 인터넷에서 이러한 현상이 일어나는지를 간단히 서술한 후, 국내에서 정식 허가를 받고 운영중인 온라인 명품 사이트 160여개를 웹사이트 평가모형에 근거한 기준으로 분석하여, 온라인 명품몰의 현황을 알아보고 그로부터 온라인 명품 쇼핑의 올바른 나아갈 길을 제시하여 소비자와 판매자 모두에게 win-win 게임이 될 수 있는 온라인 명품 마케팅에 대해서 알아보고자 한다.

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온라인 명품 마케팅 : 온라인 Luxury 쇼핑몰 현황과 특성분석을 중심으로

  • Lee, Yeon-Jin;Park, Chul;Jung, Soo-Yeon;Oh, In-Young
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.11a
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    • pp.118-124
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    • 2002
  • 바야흐로 (온라인 명품 시대)가 열리고 있다. 경기불황에도 불구하고 좀처럼 식을 줄 모르는 명품 열기가 온라인으로 옮겨 붙은 것이다. 가격적인 인센티브나 제품정보 비교가 가능한 것 등의 여러 장점으로 일단 온라인 명품 시장은 그 가능성을 보이는데 성공했다고 할 수 있겠다. 이에 본 연구에서는 온라인과 명품 사이의 관계 고찰을 위해 왜 인터넷에서 이러한 현상이 일어나는지를 간단히 서술한 후, 국내에서 정식 허가를 받고 운영중인 온라인 명품 사이트 160여개를 웹사이트 평가모형에 근거한 기준으로 분석하여, 온라인 명품몰의 현황을 알아보고 그로부터 온라인 명품 쇼핑의 올바른 나아갈 길을 제시하여 소비자와 판매자 모두에게 win-win 게임이 될 수 있는 온라인 명품 마케팅에 대해서 알아보고자 한다.

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Analysis on Theme Park Using Experiential Marketing and Sponsorship Marketing : The case of Kidzania (체험마케팅과 스폰서십마케팅을 활용한 테마파크의 운영 분석 : 직업체험 테마파크 키자니아 사례를 중심으로)

  • Kwag, Kyoung-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.432-445
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    • 2012
  • Company cooperates with amusement parks to do experience marketing for it's product and service. Company can reduce risk from marketing failure and amusement park can get economic support from company. So sponsorship between company and amusement park is 'win-win' relationship. This relationship finally makes new paradigm of amusement park industry, named 'Kidzania'. This research analyzes experience zone of 'Kidzania' using 'experience economy' by Pine II, B. Joseph and Gillmore, James H. I'll find sponsorship management of this amusement park and make a proposal that how to maximize the effect of amusement park.

A study on deriving success factors and activating methods through metaverse marketing cases (메타버스(Metaverse) 마케팅 사례를 통한 성공요인 및 활성화 방안 연구)

  • Jo, Jae-Wook
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.791-797
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    • 2022
  • Through recent metaverse marketing case studies, success factors and activation methods were analyzed from the perspective of content, platform, network, and device of the metaverse ecosystem in each industry. The importance of contents and platform of metaverse could be found in entertainment, fashion, office space and real estate, education, advertisement and commerce industries. In order to vitalize the metaverse, firstly, it is necessary to strengthen active participation and retention by providing a stable revenue model for market participants. Secondly, the importance of attractive content to expand subscribers is a key trigger for metaverse activation. Thirdly, it is necessary to increase the convenience of using metaverse service by using a light and simple device for the user. Fourthly, a win-win cooperation strategy should be supported in the value chain of the industry through ecosystem scalability. In addition, business opportunities for market participants and additional revenue models should be continuously provided.

It is development about search and shopping of underground center for O2O-based marketing (O2O 기반의 마케팅을 위한 지하상가 검색 및 쇼핑 앱 개발)

  • Lee, Hye-bin;Kim, Jun-hwan;Ku, Ye-sol;Lee, Gyeong-yong;Jung, Deok-gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.304-307
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    • 2015
  • It's a shame one of the famous places of Busan is the underground shopping area on the decline gradually. The reason why we developed this application is to provide information of the desired product and store for other residents as well as Busan residents. As a result, we expect a revival of underground shopping area. The main features of the application are to provide the location of shops and the information of products. In addition, it provides information of shops around me to utilize of location-based-service. We studied the possibility of win-win situation between offline stores and online through this application.

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