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디지털 시대 게임 콘서트 마케팅 전략 비교 연구
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조회 18회 작성일 26-07-21 15:43
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Video games have moved from subculture into mainstream culture, and game concerts have accordingly become a form of crossover marketing. This study uses a qualitative comparative case study method, with the experience economy and cultural branding theories as its analytical framework, to compare two models: the offline symphonic concert represented by Distant Worlds: Music from Final Fantasy, and the in-game virtual concert represented by Fortnite's Astronomical. The findings are as follows. The offline model borrows the authoritative symbols of the classical concert hall to evoke the collective memory of core fans, aiming to deepen brand value and retain core users. The online model uses the game engine to create surreal spectacle and real-time interaction, turning the platform into a hub for cultural events, aiming to attract new users and expand the platform ecosystem. The two paths correspond respectively to "inward deepening" and "outward expansion," offering different points of reference for cultural marketing in the digital age.
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디지털 시대 게임 콘서트 마케팅 전략 비교 연구_리일.pdf (3.3M)
3회 다운로드 | DATE : 2026-07-21 15:43:37
