TY - GEN
T1 - Study on the Effect of the New Media Marketing Methods of the Palace Museum’s Cultural and Creative Products—Take “Gugong Taobao” as an Example
AU - Wang, Ruxing
AU - Liu, Fang
N1 - Publisher Copyright:
© 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2023/7/9
Y1 - 2023/7/9
N2 - The development of new media technology provides new methods for the marketing and promotion of cultural and creative industry. The Palace Museum has seized the opportunity to use new media platforms to extensively promote its cultural and creative products. A series of innovative marketing methods have not only successfully promoted the products, but also propagandized the history and culture of the Palace Museum itself. However, the cultural and creative development of the Palace Museum is still in its development stage, and there probably exist some deficient points in its marketing and promotion on new media platforms. In order to provide valuable suggestions for the new media marketing and promotion of the Palace Museum’s cultural and creative products, and also to provide reference for the innovation of publicity methods of the cultural and creative industry in the future, this research takes “Gugong Taobao” as an example to investigate and study the actual effectiveness of the marketing methods which have been used by the Palace Museum’s cultural and creative products in the new media era. The research found that the marketing of “Gugong Taobao” lacks effective interaction with consumers, and many consumers are generally not motivated to participate in the interactive activities and are not willing to further share and spread cultural and creative products information of “Gugong Taobao”. The research indicates that effective interactive activities can greatly improve the marketing influence of creative products.
AB - The development of new media technology provides new methods for the marketing and promotion of cultural and creative industry. The Palace Museum has seized the opportunity to use new media platforms to extensively promote its cultural and creative products. A series of innovative marketing methods have not only successfully promoted the products, but also propagandized the history and culture of the Palace Museum itself. However, the cultural and creative development of the Palace Museum is still in its development stage, and there probably exist some deficient points in its marketing and promotion on new media platforms. In order to provide valuable suggestions for the new media marketing and promotion of the Palace Museum’s cultural and creative products, and also to provide reference for the innovation of publicity methods of the cultural and creative industry in the future, this research takes “Gugong Taobao” as an example to investigate and study the actual effectiveness of the marketing methods which have been used by the Palace Museum’s cultural and creative products in the new media era. The research found that the marketing of “Gugong Taobao” lacks effective interaction with consumers, and many consumers are generally not motivated to participate in the interactive activities and are not willing to further share and spread cultural and creative products information of “Gugong Taobao”. The research indicates that effective interactive activities can greatly improve the marketing influence of creative products.
KW - Cultural and Creative Industry
KW - New Media Marketing Strategy
KW - The cultural and creative products of the Palace Museum
KW - “Gugong Taobao”
UR - http://www.scopus.com/inward/record.url?scp=85169065249&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-35936-1_9
DO - 10.1007/978-3-031-35936-1_9
M3 - Conference Proceeding
AN - SCOPUS:85169065249
SN - 9783031359354
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 111
EP - 127
BT - Cross-Cultural Design
A2 - Patrick Rau, Pei-Luen
PB - Springer Science and Business Media Deutschland GmbH
T2 - 15th International Conference on Cross-Cultural Design, CCD 2023, held as part of the 25th International Conference on Human-Computer Interaction, HCII 2023
Y2 - 23 July 2023 through 28 July 2023
ER -