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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.
1

Measuring Digital Signage ROI : A combination of Digital Signage and Mobile Advertising as a method for measuring Digtal Signage ROI

Helander, Fredrik January 2010 (has links)
<p>Marketing has changed a lot the past decade. New modern marketing channels have been developed and marketing have become more effective. This has affected the expectations advertisers have on advertising channels. One thing advertisers increasingly expect is to be able to efficiently measure the result of advertising, the ROI. A method for measuring ROI of digital signage is in focus in this study. The measurement is enabled by a combination of digital signage and mobile advertising. First a consumer is exposed to digital signage encouraging SMS interaction in order to receive an electronic voucher entitling the consumer to a discount. If the voucher is used, revenues can be linked to a specific campaign and ROI can be calculated. The study focus on measuring the tendency consumers have to interact through SMS when they get exposed to relevant advertising and the tendency they have to use the voucher that is sent to them as a result of the interaction.  The question is how efficient this method is for measuring ROI. In order to bring clarity to the issue, I conducted a quantitative survey using an online self completion questionnaire as measurement tool. It was distributed through e-mail among students at the College of Management at National Taiwan University. Furthermore, I have chosen a deductive approach, my epistemological position is positivism and I therefore utilize the scientific model conducting my research. My ontological position is objectivism meaning that I believe reality is independent of social actors.</p><p>The empirical data collected showed that the method in focus have great potential in working efficient for measuring ROI of digital signage. The general tendency to interact through SMS was high, on average 82.3% of the respondents would interact through SMS when getting exposed to relevant advertising. In addition, 96.5% of those would also use the voucher sent to them, enabling ROI calculations.</p><p>It was presumed that the digital signage advertising was relevant to such an extent to the consumer getting exposed to it, that he/she already had a purchase intention of the product/service which the advertising regarded. This should be remembered when evaluating the results. Nevertheless, if advertisers succeed in reaching out with relevant advertising enough, the findings in this study indicates that the method is an efficient tool to use for ROI calculations of digital signage.</p><p> </p>
2

Measuring Digital Signage ROI : A combination of Digital Signage and Mobile Advertising as a method for measuring Digtal Signage ROI

Helander, Fredrik January 2010 (has links)
Marketing has changed a lot the past decade. New modern marketing channels have been developed and marketing have become more effective. This has affected the expectations advertisers have on advertising channels. One thing advertisers increasingly expect is to be able to efficiently measure the result of advertising, the ROI. A method for measuring ROI of digital signage is in focus in this study. The measurement is enabled by a combination of digital signage and mobile advertising. First a consumer is exposed to digital signage encouraging SMS interaction in order to receive an electronic voucher entitling the consumer to a discount. If the voucher is used, revenues can be linked to a specific campaign and ROI can be calculated. The study focus on measuring the tendency consumers have to interact through SMS when they get exposed to relevant advertising and the tendency they have to use the voucher that is sent to them as a result of the interaction.  The question is how efficient this method is for measuring ROI. In order to bring clarity to the issue, I conducted a quantitative survey using an online self completion questionnaire as measurement tool. It was distributed through e-mail among students at the College of Management at National Taiwan University. Furthermore, I have chosen a deductive approach, my epistemological position is positivism and I therefore utilize the scientific model conducting my research. My ontological position is objectivism meaning that I believe reality is independent of social actors. The empirical data collected showed that the method in focus have great potential in working efficient for measuring ROI of digital signage. The general tendency to interact through SMS was high, on average 82.3% of the respondents would interact through SMS when getting exposed to relevant advertising. In addition, 96.5% of those would also use the voucher sent to them, enabling ROI calculations. It was presumed that the digital signage advertising was relevant to such an extent to the consumer getting exposed to it, that he/she already had a purchase intention of the product/service which the advertising regarded. This should be remembered when evaluating the results. Nevertheless, if advertisers succeed in reaching out with relevant advertising enough, the findings in this study indicates that the method is an efficient tool to use for ROI calculations of digital signage.
3

玩遊戲的魅力:互動敘事廣告研究 / The charm of playing game: A case study of the interactive advertising narrative

蕭婕妤 Unknown Date (has links)
在資訊科技的蓬勃發展的現代世界,消費者不但握有比過去更多的資訊主導權,得以選擇性地接收的訊息,網路特有的即時回饋機制更提供了一個互動的管道,讓消費者與品牌站在一個更平等的立場溝通。而在強調互動特質之餘,說故事仍然是行銷人將品牌與消費者的生活經驗相互連結的利器。因此,如何成功地結合「互動」與「敘事」是廣告成功的關鍵,也是最大的挑戰。本研究選擇紐西蘭品牌Hell Pizza推出的「Deliver Me to Hell」系列廣告為個案,先採Roland Barthes敘事分析法,從廣告製作的角度出發,瞭解現今的互動敘事廣告之情節設計原理與符號運作過程。再以深度訪談法,從消費者的角度出發,瞭解現今的互動敘事廣告之訊息內容與表現方式如何影響消費者對於品牌的觀感。並根據分析與訪談結果,提供廣告從業人員使用互動敘事廣告進行行銷活動的參考依據。 分析結果顯示,「D1eliver Me to Hell」的符號運作原則是以殭屍冒險主題連結產品特色、品牌精神與流行殭屍文化,創造出一個符合品牌名稱「地獄」般的故事情境。而廣告中的血腥暴力氣氛、殭屍電影情節、黑色幽默對白、龐客音樂等符號聯合指涉的就是驚悚、前衛且富有叛逆性的品牌形象。另根據訪談結果的統整,品牌使用互動敘事廣告進行行銷活動時,訊息內容必須彰顯強烈的主題性與故事性,並且輔以適當的感官刺激;情節安排必須簡單明瞭,但富有創意或與眾不同,最好能以節奏暢快的遊戲方式行進。實務人員製作廣告之前應該先瞭解品牌的調性與消費者的偏好,如此一來,互動敘事廣告方能達成增進品牌知名度、記憶度與認同感的說服效果,間接提昇消費意願。 / In today’s advertising industry, the degree of interactivity and storytelling skills in commercials are keys to success. On one hand, interactivity enables the two-way communication between consumers and brands. Through online interaction, consumers have more resources of information in hand and they are able to choose ones that fit their needs. On the other, storytelling helps advertisements arouse consumers’ responses to the brands. It is the most effective way to connect brands with consumers’ life experiences by creating scenario in advertisements. Therefore, the biggest challenge for practitioners is to combine interactivity with advertising narrative. The New Zealand Hell Pizza’s online advertisement “Deliver Me to Hell” is selected for this case study of interactive advertising narratives. The first part of the study applies Roland Barthes’s narrative theory to analyze the semiotic principles in the interactive advertising narrative from practitioners’ perspective. The second part conducts in-depth interviews to observe how the content and form of the interactive advertising narratives influence the brand attitude of consumers. According to the content analysis, “Deliver Me to Hell” uses zombie to connect product features and the brand spirits. Bloody and violent scenes, zombie movie plot, black humor conversations and punk music used in the advertisement refer to a horror, rebellious and avant-garde image that suited the brand’s name “Hell.” The result of in-depth interview indicates that the successful interactive advertising narratives must have an obvious theme delivered by storytelling with proper sensory stimulations. The story plots need to be well-constructed, simple but creative. Moreover, adver-game with smooth storylines is the ideal form of interactive advertising narratives. It is necessary for practitioners to understand the tone and style of brands and consumers’ preferences, in order to design interactive advertising narratives that contributed to degree of brand prominence, consumer’s awareness and buying intention.
4

El reconocimiento al consumidor como recurso para reforzar el engagement mediante la interacción publicitaria digital / Consumer recognition as a resource to reinforce engagement through digital advertising interaction.

Martínez Ruiz Huidobro, Dariela 19 August 2019 (has links)
El ser humano, al vivir en sociedad, necesita del reconocimiento como incentivo para su propia formación. Se sabe que las personas responden a estímulos, tanto físicos como emocionales, que podrían ser utilizados como motivación para su toma de decisiones. Uno de estos estímulos vendría a ser el uso de premios o recompensas que reconozcan su participación activa y exitosa en las distintas labores diarias. Éste recurso gratificante para las personas funciona en varios ámbitos. La publicidad lo está sabiendo utilizar y lo incluye como parte de sus estrategias otorgándo un mayor protagonismo al consumidor y vinculándolo a los aspectos emocionales. Asimismo, surgen adaptaciones en los medios de comunicación, propias de los avances tecnológicos, que permiten y facilitan la interacción de las marcas con sus consumidores y de ahí, se presentan nuevas estrategias para reforzar el engagement de las marcas. Éste juego de interacciones permite que el consumidor se vuelva parte de la creación de contenidos de las marcas y llegue a sentirse reconocido por la empresa. La presente investigación tiene como objetivo comprender cómo el reconocimiento al consumidor, como elemento publicitario, permite reforzar el engagement a través de la interacción publicitaria digital. La metodología tendrá un enfoque cualitativo y se recurrirá a focus groups y entrevistas a expertos como técnicas. Se ha centrado el estudio en jóvenes millennials limeños, afines a la tecnología, que buscan ser empoderados y reconocidos por la exposición de sus propios mensajes y contenidos en el mundo digital. El principal hallazgo, a nivel teórico, es que el reconocimiento relacionado a aspectos emocionales, es decir, intangible, genera como resultado conexiones más fuertes a largo plazo y refuerza el engagement con las marcas. / The human being, living in society, needs recognition as an incentive for their own formation. It is known that people respond to stimuli, both physical and emotional, that could be used as motivation for their decision making. One of these stimuli would be the use of prizes or rewards that recognize their active and successful participation in different daily tasks. This rewarding resource for people works in several areas. Advertising is knowing how to use it and includes it as part of its strategies, giving the consumer greater prominence and linking it to emotional aspects. Likewise, adaptations arise in the media, typical of technological advances, which allow and facilitate the interaction of brands with their consumers and from there, new strategies are presented to reinforce brand engagement. This interactive game allows the consumer to become part of the content creation of the brands and can come to feel recognized by the company. This investigation has the objective to understand how the recognition to the consumer, as an advertising element, allows reinforcing the engagement through the digital advertising interaction. The methodology will have a qualitative approach and will resort to focus groups and interviews with experts as techniques. The study focused on young millennials from Lima, related to technology, who seek to be empowered and recognized by the exposure of their own messages and content in the digital world. The main finding, at a theoretical level, is that recognition related to emotional aspects, that is, intangible, results in stronger connections in the long term and engagement with brands. / Trabajo de investigación

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