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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.
41

Využitie PPC marketingu v mobilných reklamných kampaniach (Optimalizácia mobilných kampaní v AVG Technologies) / Use of PPC marketing in mobile advertising campaigns (Mobile campaign optimization in AVG Technologies)

Čierna, Katarína January 2012 (has links)
The thesis is focused on most recent trends in the mobile marketing industry, paid mobile advertising market structure, size and processes. The aim of the thesis is to define the possibilities of using mobile advertising in two basic segments mobile advertising in search and mobile display advertising. It provides performance results of the paid mobile advertising campaigns and their role in the corporate practice. The last part provides in-depth view about use of mobile advertising at the company AVG Technologies. It illustrates how the company increased the number of app installations and factors that influence the effectiveness of in-app advertising campaigns in general.
42

Generation Y Attitudes toward Mobile Advertising: Impacts of Modality and Culture

Koo, Wanmo 08 1900 (has links)
Mobile phone usage has grown rapidly and is widely used as an advertising channel. Both short message service (SMS) and multimedia messaging service (MMS) are typically used for mobile advertising. The goals of this study are to examine the determinants of attitudes toward mobile advertising in an apparel context and subsequent impact on behavior intention and to investigate the effects of modality and culture on attitudes toward apparel mobile advertising. Results indicate that entertainment, informativeness, irritation, and credibility are determinants of attitudes toward apparel mobile advertising, and attitudes can explain behavioral intention at least in part. Perceived entertainment is different between SMS and MMS apparel mobile advertising, and perceived entertainment, informativeness, irritation, and credibility are different between U.S. and Korea participants.
43

Student Recruitment for the Mobile Generation : An Exploratory Study of Mobile Marketing Practices in the International Higher Education Industry

Zinn, Marian, Johansson, Helen January 2015 (has links)
Background: In an increasingly market-driven and global higher education industry, characterized by growing international competition and the emergence of disruptive mobile technologies, higher education institutions (HEIs) are challenged to adopt innovative ways of marketing for student recruitment to sustain student enrollment numbers. Within this new landscape the concept of mobile marketing for student recruitment has become an important issue for HEIs. Mobile devices are playing an increasingly significant role in the decision-making process of potential students and this trend has created the need to adopt new forms of marketing through mobile devices to stay relevant with a new mobile generation of students. Purpose: Despite the growing significance of mobile marketing for HEIs, little is still known about the phenomenon of mobile marketing for student recruitment within a higher education setting. Hence, the purpose of this thesis was to fill this knowledge gap by exploring how and why mobile marketing can be used during the student recruitment process from the perspective of education-marketing practitioners. Method: The research gap addressed in this thesis called for existing mobile marketing concepts to be introduced to the field of higher education marketing. Hence, in alignment with abductive reasoning, the starting point of the research was the creation of a theoretical framework that integrates theory on mobile marketing tools with the student recruitment process. Subsequently, through a collective case study design, exploratory qualitative research was undertaken amongst ten universities and four education-marketing agencies to learn about exemplary cases of mobile marketing practice in HEIs. Empirical data was collected from semi-structured interviews with 16 informants, as well as relevant documents to gain a rich understanding of the phenomenon of mobile marketing for recruiting new students. Results & Contribution: This thesis extends the higher education marketing literature by making a first contribution towards conceptualising mobile marketing for student recruitment. The empirical study revealed ten major categories of mobile student recruitment tactics to engage with potential students on mobile devices, and provides new insights on how and for what purpose these tools can be used to recruit new students. Furthermore, a conceptual model of mobile marketing for student recruitment was developed, which helps to understand how mobile marketing can be applied to the student recruitment process. The study is particularly relevant for education marketers, as it provides practitioners with new knowledge about the opportunities presented by mobile marketing channels to communicate with their main target audience. Specifically, the study provides empirical evidence of mobile marketing practices in the industry and a set of specific recommendations. Additionally, the new model may provide a framework for developing a mobile recruitment strategy for HEIs.
44

A study on 2D advertisementsin mobile versus VR experiences

Beverskog, Simon, Larsson, Fredrik January 2020 (has links)
Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement format that can be implementedin a similar fashion on a mobile game and VR game.For this study two games were developed, one that runs on a OculusQuest VR headset and one for mobile Android devices. The games are asclose to each other as possible in terms of objective and settingwith the same advertisements implemented in them, each game featurestwo levels, one level contains advertisements and one does not.Surveys are used to find data regarding how the advertisementsaffected the game experience on both platforms. Interviews were thenconducted to find more qualitative information and to explain theresults as well as to find out what makes an advertisement good ortolerable.

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