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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Effects of in-game advertising on brand awareness in virtual reality game interactions

Papadopoulos, Savvas January 2020 (has links)
Advertisers keep seeking new ways to target a wider audience while game developers are trying to monetize their game. This study investigates how Virtual Reality (VR) interactions influence user's sense of presence and brand awareness; specifically brand recall and brand recognition. A 2 (familiar/unfamiliar brands) x 2 (high/low game interactions) between subject design user study was created where 40 participants were recruited to participate in a self-made Virtual Reality game built in Unity. The game objective was to walk through a virtual city and locate the stadium while passing by billboards with static advertisements which the users were not informed about. The data have been collected through post and pre-experiment surveys in addition to two memory tests; brand recall and brand recognition. The results show that users that have the option to interact more with the VR environment can have a slight increase in their sense of presence as well as their recognition to both familiar and unfamiliar brands. Virtual reality in-game advertising can make advertisers unlock new audiences who can not target with traditional media while developers can unlock new revenue streams through entire gaming sessions without disrupting the user experience. / Marknadsförare letar ständigt efter nya vägar att nå ut till en bredare målgrupp samtidigt som spelutvecklare strävar efter att utveckla spel som genererar inkomster. Denna studie undersöker hur interaktioner i Virtual Reality (VR) påverkar användares känsla av närvaro och medvetenhet gällande varumärken; specifikt vad gäller varumärkesåterkallelse och varumärkesigenkänning. En 2 (kända/okända varumärken) x 2 (hög/låg spelinteraktion) mellan-ämnesdesign har använts i en användarstudie där 40 deltagare rekryterades till att delta i ett egentillverkat VR-spel skapat i Unity. Spelet gick ut på att gå genom en virtuell stad för att hitta Stadion och samtidigt passera skyltar med statisk reklam som användaren inte informerades om i förväg. Data har samlats in genom undersökningar före och efter experimentet och två minnestester har genomförts; varumärkesåterkallelse och varumärkesigenkänning. Resultaten visar att användare som har möjlighet att interagera i större utsträckning med VR-miljön kan ha en ökad känsla av närvaro och igenkänning av kända och okända varumärken. Genom att marknadsföra i VR in-game kan marknadsförare nå ut till nya målgrupper de inte når via vanlig media samtidigt som spelutvecklare kan skapa nya inkomstströmmar i spelsessioner utan att störa användarupplevelsen.
12

Investigation of Embedded Brand Placement within Esports / Undersökning av inbäddad varumärkesplacering inom Esports

Lundberg, Carl Alexandros, Smith, Lola January 2021 (has links)
The video game and esports industry has grown exponentially over the past few years.“During recent years, esports have become one of the most rapidly growing forms ofnew media driven by the growing provenance of online games and onlinebroadcasting technologies” (Hamari and Sjöblom, 2017). Sponsors have identifiedmarketing opportunities in this rapidly growing advertising medium. Brand placementin esports is gaining momentum as a means to target audiences in an indirect andengaging way. In our study we have defined embedded brand placement in the contextof video games and esports as the practice of including a brand name, signage or otherforms of trademark merchandise integrated naturally within the game and in return,visibly featured in the esport broadcast. The aim of this study was to examine howembedded brand placement performed during different spectating scenarios whichpossess different distraction levels and in-game dynamics (audio and visual). Ourstudy explores the effectiveness of embedded brand placement within esports byemploying an eye tracking methodology as well as a brand recall exercise inconnection to participant's prior involvement with the video game, League of Legendsand the respective esports scene. The practical implications from the results of thisstudy hope to assist advertisers in making a better informed decision aboutcollaborating with esport events and uncover a better perception in regards to howthey might expect their advertising messages to perform. Through our study, we havesuccessfully contributed to the foundation of research surrounding embedded brandplacements within esports through our investigation of practical factors affecting towhich extent viewers are able to consume these advertising messages. These factorsbeing prior involvement, how differing spectating scenarios, distractions and in-gamedynamics affect fixations on advertising messages and finally how the above factorscontribute to overall brand recall as well as long-term versus short-term brandrecollection.
13

Sponsorship - Attitudinal Effects of Sponsorship

Jansson, Wiktor, Johansson, Ilja, Mehrnoosh, Ali January 2009 (has links)
Purpose: To investigate how attitudes of hockey supporters change towards a sponsoring company depending on fan type and team commitment. Background: Sponsorship has become a widely accepted and used as a communication tool. In Sweden, sponsoring is a large part of all advertising conducted in the country. Previous studies within the subject of sponsorship show that generally sponsorship is a good affair for companies that engage in it. When it comes to sports sponsorship, hockey is the most developed sport in Sweden. Sports sponsorship is also an area where negative effects could occur due to sponsoring and the fact that many people are very passionate when it comes to sports and their favorite teams. Considering the massive amounts that companies invest in sponsoring it is of great interest to further investigate the effects of such activities. There is quite little research conducted within sports sponsoring in Sweden and therefore it is of interest both from businesses as well as the academic world to investigate the effects of sponsorship in a Swedish context. The main focus of this study is to investigate possible positive and negative attitudes towards sponsoring companies that sponsor different teams as well as effects on brand recall based on fan commitment. Method: In order to answer the purpose of this thesis a deductive approach was applied by collecting quantitative data from an experiment, control group and a follow-up study. Theories and previous research in the subject area was used in order to establish hypothesis that later has been tested.  The data retrieved through the research was processed and analyzed using SPSS. Conclusion: The results show that attitudes towards the sponsor are positive when associated with the supported team and negative when associated with the rival team. Fans viewer frequency did not have a significant impact on positive attitudes towards the supported team while fan commitment had a strong impact on negative attitudes towards the sponsor of the rival team. Brand recall was higher with highly committed fans and is correlated with fan commitment. It is concluded that negative attitudes are easily invoked by fan commitment while it is not as easy to build positive attitude with repeated viewings.
14

Event marketing: an innovative promotional tool and its impact on consumer memory and brand awareness

Ribeiro, Catarina Peres January 2015 (has links)
Submitted by Catarina Ribeiro (catarinacpr@gmail.com) on 2016-03-07T18:06:32Z No. of bitstreams: 1 Master Thesis - Catarina Peres Ribeiro.pdf: 1434267 bytes, checksum: 9d63b69f24d336186dcb0e2b11ed6577 (MD5) / Approved for entry into archive by Janete de Oliveira Feitosa (janete.feitosa@fgv.br) on 2016-08-01T14:57:16Z (GMT) No. of bitstreams: 1 Master Thesis - Catarina Peres Ribeiro.pdf: 1434267 bytes, checksum: 9d63b69f24d336186dcb0e2b11ed6577 (MD5) / Approved for entry into archive by Maria Almeida (maria.socorro@fgv.br) on 2016-08-01T19:53:29Z (GMT) No. of bitstreams: 1 Master Thesis - Catarina Peres Ribeiro.pdf: 1434267 bytes, checksum: 9d63b69f24d336186dcb0e2b11ed6577 (MD5) / Made available in DSpace on 2016-08-01T19:53:40Z (GMT). No. of bitstreams: 1 Master Thesis - Catarina Peres Ribeiro.pdf: 1434267 bytes, checksum: 9d63b69f24d336186dcb0e2b11ed6577 (MD5) Previous issue date: 2016-01-29 / Event Marketing represents a common promotional strategy that involves direct contact between brands and consumers at special events, namely concerts, festivals, sporting events and fairs. Brands have been investing in sponsorship as a means of associating themselves with particular events, essentially with the goal to enhance brand image and brand awareness. Interestingly, the response of consumers to event marketing has not yet been fully understood. This dissertation fills this gap. More specifically, it intends to determine the extent to which sponsoring brands at events favors brand awareness (recall and recognition) and how it relates to brand attitude. Based on three Portuguese music festivals, two studies were conducted to ascertain event sponsorship’s impact on consumer memory, notably Brand Recall and Brand Recognition, and correlation with attitudes towards the brands such as familiarity and liking. The key findings of these studies show that recognition is much higher for those respondents who attended the festivals, presenting a score of 73,9%, in comparison with recall, presenting a much lower score of 37,5%. Further, and surprisingly, it suggests that the ability to recall and recognize sponsoring brands is not associated to consumer attitudes towards the brands. Instead, it relates to the time consumers dedicated to these particular events, that is, the number of music festivals attended. / Marketing em Eventos representa uma estratégia promocional comum que envolve contacto direto entre marcas e consumidores em eventos pontuais, nomeadamente concertos, festivais, eventos desportivos e até feiras. As marcas têm investido em patrocínios como um meio de associação a eventos específicos, principalmente com o objetivo de intensificar a sua imagem e notoriedade. Interessantemente, as reações dos consumidores relativamente ao marketing em eventos não foi ainda inteiramente compreendida. Esta é precisamente a lacuna que esta dissertação tenciona preencher. Mais especificamente, esta pretende determinar em que medida o patrocínio de marcas em eventos favorece verdadeiramente a notoriedade das mesmas, e a correlação com as atitudes do consumidor. Baseados em três festivais de música Portugueses, foram conduzidos dois estudos com o objetivo de averiguar o impacto do patrocínio em eventos na memória do consumidor, particularmente Brand Recall e Brand Recognition, e a correlação com as atitudes para com as marcas, tal como familiaridade e agrado. As principais descobertas destes estudos, mostram que o reconhecimento das marcas (brand recognition) é mais alto para os consumidores que frequentaram os festivais, apresentando um resultado de 73,9%, comparativamente com a lembrança das mesmas (brand recall), apresentando um resultado mais reduzido de 37,5%. Para além disso, e surpreendentemente, sugere que a capacidade de lembrar e reconhecer as marcas patrocinadoras não está associada às atitudes do consumidor para com as marcas, mas sim relacionada com o tempo dedicado a este tipo de eventos, isto é, ao numero de festivais de música em que participa.
15

Recordación de la marca Entel a partir de la nostalgia como narrativa publicitaria durante pandemia / Entel’s brand recall based on nostalgia as an advertising narrative during a pandemic

Espinoza Morales, Brenda 06 January 2022 (has links)
Este trabajo estudia el recurso de la nostalgia dentro de la narrativa publicitaria y su efecto en la recordación a largo plazo de la marca, particularmente durante un contexto de crisis, tal como la pandemia de COVID-19. Se trata de un estudio cualitativo y de diseño de un estudio de caso, ya que se analiza específicamente el spot ‘Pacho’, que pertenece a la campaña “Hoy conectados, mañana juntos” de Entel, lanzado en los primeros meses de la imposición de restricciones tales como distanciamiento social e inamovilidad social en el Perú. Se realizaron 20 entrevistas semi-estructuradas a consumidores de Entel pertenecientes al rango de 45 a 55 años de edad. El principal resultado consta en que el uso de la nostalgia durante este contexto social efectivamente fue un factor determinante en la recordación de la publicidad de Entel y de la marca como tal, ya que se trató de una circunstancia que generó muchas emociones negativas en la sociedad, la cual consecuentemente se vio más propensa a pensar con melancolía en lo que le gustaría recuperar del pasado. Ante esto, el utilizar el recurso de la nostalgia como narrativa publicitaria resultó, para los espectadores, en una llegada de esperanza, compañía y empatía, que se reflejó en el surgimiento de determinadas emociones y actitudes positivas de ellos hacia la marca, resultando, finalmente, en una recordación de esta a largo plazo. / This work studies the recourse of nostalgia within the advertising narrative and its effect on brand recall, particularly during a crisis context, such as the COVID-19 pandemic. It’s a qualitative study with a case study design, since it specifically analyzes the spot ‘Pacho’ that belongs to the campaign “Hoy conectados, mañana juntos” by Entel, which was released in the first months of the restrictions’ imposition such as social distancing and social immobility in Peru. 20 semi-structured interviews were conducted with Entel consumers, belonging to the ages between 45 to 55 years old. The main result is that the use of nostalgia during this social context was indeed a determining factor in the remembrance of Entel’s advertising and of the brand as such; since it was a circumstance that generated many negative emotions in society, which consequently was more prone to think with melancholy about what they would like to recover from the past. Given this, using the resource of nostalgia as an advertising narrative resulted, for viewers, in an arrival of hope, company and empathy, which was reflected in the emergence of certain positive emotions and attitudes towards the brand, ultimately resulting in a long term recall of it. / Tesis
16

Slogan Word Count and the Effects on Consumer Behavior

Scro, Paige 12 1900 (has links)
Slogans can be attributed as a way in which to communicate a brand's message to its key consumer. An effectively established brand amongst targeted consumers can in turn generate profitability and ever further promote the brand. The purpose of this paper was to investigate the effectiveness of advertisements that employ vague or precise cosmetic product brand slogans among both male and female consumers. Ultimately, the end goal of marketing is to make a sale. Additionally, the purpose of this study was to determine whether or not the length of a slogan is an influential factor on the participant's motivation to purchase a cosmetic or skincare product. Data was collected through the use of survey in an online social media format, in order to test the effectiveness of different lengths of slogans for slogan recall, brand recall, brand awareness and purchase intention. Prior research and hypotheses were used to predict the concept that shorter more concise or precise slogans in this study would heighten the levels of all measured variables in the study, slogan recall, brand recall, brand awareness and purchase intention. The results of this paper conclude overall vague slogans have the potential to reach higher levels of slogan recall ability , brand recall and the intent to purchase, on the contrary shorter more precise slogans affect brand awareness at a greater level than the lengthier slogans.

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