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A Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents

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dc.contributor.author임영준-
dc.contributor.author이영숙-
dc.date.accessioned2023-04-28T09:41:58Z-
dc.date.available2023-04-28T09:41:58Z-
dc.date.issued2018-02-
dc.identifier.issn1598-2009-
dc.identifier.issn2287-738X-
dc.identifier.urihttps://scholarworks.dongguk.edu/handle/sw.dongguk/9774-
dc.description.abstractWe proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, it is a marketing strategy that utilizes an arrangement of venue seats. It is possible to predict for watching a performance at angle and sight in performance venue seats that audience want through VR. This allows the theatre seats to be experienced in advance with the VR contents inducing the reservation of the seats with a high sense of immersion. Secondly, it is a marketing using PR and AD of performing arts through MR in the space with a large transient population. It is possible to promote dynamic promotion utilizing the sense of the presence of performing arts compared with existing static promotion means. Thirdly, it is a marketing strategy that utilizes actor characters in performance. The audience could be interested in the performing arts in advance via a preview of the AR contents of the pamphlet. Fourthly, it is a way to communicate with customers directly by establishing a VR social network to manage venue members. This will help attract an audience to revitalize the theatre venue.-
dc.format.extent10-
dc.language영어-
dc.language.isoENG-
dc.publisher한국디지털콘텐츠학회-
dc.titleA Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents-
dc.title.alternativeA Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents-
dc.typeArticle-
dc.publisher.location대한민국-
dc.identifier.doi10.9728/dcs.2018.19.2.309-
dc.identifier.bibliographicCitation디지털콘텐츠학회논문지, v.19, no.2, pp 309 - 318-
dc.citation.title디지털콘텐츠학회논문지-
dc.citation.volume19-
dc.citation.number2-
dc.citation.startPage309-
dc.citation.endPage318-
dc.identifier.kciidART002322474-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthorRealistic Contents-
dc.subject.keywordAuthorMarketing of Performing Arts Theatre-
dc.subject.keywordAuthorVirtual Reality-
dc.subject.keywordAuthorAugmented Reality-
dc.subject.keywordAuthorMixed Reality-
dc.subject.keywordAuthor실감콘텐츠-
dc.subject.keywordAuthor공연장 마케팅-
dc.subject.keywordAuthor가상현실-
dc.subject.keywordAuthor증강현실-
dc.subject.keywordAuthor혼합현실-
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