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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

Associating Brands to Nations: Why and How? : A Case Study of Orrefors Kosta Boda

Fridjonsson, Sylvia, Mersmann, Emma January 2009 (has links)
<p>As globalization has contributed to the increased availability of foreign products across global markets, it is nowadays believed by some that a prerequisite for being able to compete on increased competitive levels is to adapt a global perspective. In this sense, marketing strategies aimed at promoting brands and products must be designed to function even on a global scale. Whereas it has in the past been useful to associate brands and products to specific nations in order to create an exotic appeal, it is questionable if such a marketing strategy would be of use today.</p><p> </p><p>With this in mind, this thesis aims to answer why associating a brand to a nation would be used as a marketing strategy and how such an association would be expressed in practice by having performed a single case-study of the company of Orrefors Kosta Boda and its two brands’ marketing activities.</p><p> </p><p>What this study concludes is that the main reason as to why Orrefors Kosta Boda’s two brands are associated to Swedish attributes, which are both positive and unique, is that there is a belief that this strategy allows the brands to be differentiated from other brands, and hence increases both brands’ equity. In addition, this study concludes that associations to Swedish attributes are developed by using a combination of two strategies, namely those of the country-of-origin strategy which serves to emphasize upon the products’ Swedish origin in terms of production and quality, and the culture-of-brand-origin strategy which is aimed at communicating culture-based symbolic attributes assigned to, amongst many, the brands’ heritages.</p>
2

Associating Brands to Nations: Why and How? : A Case Study of Orrefors Kosta Boda

Fridjonsson, Sylvia, Mersmann, Emma January 2009 (has links)
As globalization has contributed to the increased availability of foreign products across global markets, it is nowadays believed by some that a prerequisite for being able to compete on increased competitive levels is to adapt a global perspective. In this sense, marketing strategies aimed at promoting brands and products must be designed to function even on a global scale. Whereas it has in the past been useful to associate brands and products to specific nations in order to create an exotic appeal, it is questionable if such a marketing strategy would be of use today.   With this in mind, this thesis aims to answer why associating a brand to a nation would be used as a marketing strategy and how such an association would be expressed in practice by having performed a single case-study of the company of Orrefors Kosta Boda and its two brands’ marketing activities.   What this study concludes is that the main reason as to why Orrefors Kosta Boda’s two brands are associated to Swedish attributes, which are both positive and unique, is that there is a belief that this strategy allows the brands to be differentiated from other brands, and hence increases both brands’ equity. In addition, this study concludes that associations to Swedish attributes are developed by using a combination of two strategies, namely those of the country-of-origin strategy which serves to emphasize upon the products’ Swedish origin in terms of production and quality, and the culture-of-brand-origin strategy which is aimed at communicating culture-based symbolic attributes assigned to, amongst many, the brands’ heritages.
3

Once upon a time : En studie om storytelling som marknadsföringsverktyg

Fröberg, Malin, Sundin, Sofie January 2014 (has links)
Berättelser har sedan urminnes tider fängslat och fascinerat människor men idag är berättelsen inte bara ett sätt att förmedla sagor och fabler utan sker även inom företag och organisationer. Kraften i berättelser har under de senaste decennierna börjat användas inom företagsvärlden för att förmedla berättelser om företag och varumärken. Detta sätt att använda berättelser har kommit att kallas storytelling och är en populär strategi inom marknadsföring idag. Storytelling har blivit ett allt viktigare inslag i marknadsföring hos företag inom livsmedelsbranschen då konkurrensen från inhemska och utländska varumärken har ökat i samband med Sveriges inträde i EU. Syftet med uppsatsen är att ur ett företagsperspektiv undersöka hur företag använder storytelling i sin marknadsföring för att stärka sitt varumärke. Studien är också ett försök att upprätthålla ett analysverktyg utifrån de teoretiska begreppen brand identity, brand heritage och core &amp; extended identity för att teoretisera begreppet storytelling och hur det används i marknadsföring av varumärken. Resultatet påvisar att stortyelling används i marknadsföringen för att uttrycka vilka företagen är men också berätta den historia som ligger bakom varumärket samt de värderingar och budskap som varumärket vill förmedla. Studien indikerar att det framtagna analysverktyget kan vara ett möjligt sätt att teoretisera och förklara hur företag kan arbeta med storytelling i sin marknadsföring, då den empiriska undersökningen visar att de valda teoretiska begreppen är tydliga inslag i samtliga företags arbete med storytelling.
4

Personal Home Pages in Academia: The Medium, its Adopters, and their Practices

Rick, Jochen 19 April 2007 (has links)
Personal home pages are outgrowing their playful beginnings to serve serious purposes. At the forefront of this emergence is academia, where they are becoming a meaningful way for researchers to engage each other. Yet, the medium is still in its infancy: The medium, its adopters, and their practices are unduly constrained by current technology. To better study the meaning and use of personal home pages in academia, I created the AniAniWeb personal-home-page system to loosen these constraints. AniAniWeb applies wiki technology to facilitate easy editing, to enable interaction, and to focus the user on content creation. Others began adopting AniAniWeb in fall 2003. This dissertation centers on a case study of six graduate students and their experience with AniAniWeb over a period of two years. Their practices are viewed through three analytical lenses. Media theory focuses on the technology. Communities of practice focuses on the social context. Core identity theory focuses on the individual. When combined, these frameworks lead to a rich understanding of personal home pages in academia. Based on observations and interviews, issues of design, technology, meaning, and use are addressed.
5

Varumärkeshantering : Positionera ett varumärke på spelmarknaden / Brand Management : Positioning a brand on the gambling market

Larsson, Jennifer, Jansson, Johan January 2011 (has links)
Problemställning: Syftet med examensarbetet var att bekräfta en position och en tilltänkt målgrupp tilluppdragsgivaren MooreGames som är en ny spelsajt på den svenska spelmarknaden. Studien är även tillför att ta fram en varumärkesplattform som i sin tur sammanfattas i en varumärkesbok. Denna bokkommer internt och externt kommunicera varumärkets värden.Teori: För att kunna få reda på hur vi på ett lyckat sätt skulle identifiera positionen hos varumärketMooreGames studerade vi teorier inom varumärkesutveckling och retorik. Teorierna förvarumärkesutveckling är tagna ur brand managment-området som är en övergripande teori förvarumärkesutveckling. Delarna vi använt oss av inom brand managment-området äridentitetsstrukturen, image hantering, positionering och konsumentens perspektiv. Teorierna omretorik användes för att granska konkurrenternas retorik som sedan ledde till att vi kunde fastställakonkurrenternas positioner.Metod: De empiriska studierna bestod av en enkätundersökning på målgruppen, och en kvantitativinnehållsanalys som mätte konkurrenters användande av retoriska grepp. Den kvantitativainnehållsanalysen bestod av 11 spelsajter som utifrån retoriken analyserats medan enkätundersökningenhar fokuserat på MooreGames tilltänkta målgrupp (killar 18-25år).Resultat: De empiriska studierna visade att den tilltänkta positionen var tillgänglig på spelmarknaden.Denna position innebär att MooreGames skulle kunna ge mer än vinster, i form av pengar, för attkunna särskilja sig från deras konkurrenter. Under målgruppsanalysen såg vi att målgruppen borde ökasmed 5 år, då MooreGames annars kommer förlora en stor del av spelarna på grund av att spelaren ärmellan 23-28 år. Målgruppens intressen är resor, sport, familj och vänner, samt att de ärvinstfokuserade. Den position som föreslås för MooreGames kommer innebära att vinsterna som delasut kommer vara i form av resor och sportevenemang. / Presentation of the problem: The goal of the thesis was to find a position to our client MooreGames,which is a new game site on the Swedish gaming market. Our study will help us develop a brandplatform that will be summarized in a brand book. This book is going to communicate internal andexternal values of the brand.Theory: To learn about how we successfully could find a position to the brand MooreGames westudied the theories of branding and rhetoric. The theories of brand development are taken from theBrand Management area, which is a comprehensive theory of brand development. The parts we usedfrom the Brand Management area are Core Identity, Image Management, Positioning and Consumerbehaviour. The theories of rhetoric were used to examine competitors' rhetoric, which then led us todetermine the positions of the competitors.Method: The empirical studies consist of a survey on the target group and a quantitative contentanalysis that measures the competitors' use of rhetoric. The quantitative content analysis consists of 11gaming sites based on the rhetoric analyzed while the survey has focused on MooreGames intendedtarget group (boys 18-25year).Results: The empirical studies showed that there is a vacant position in the gaming market. Thisposition means that MooreGames could offer more profits in other forms then money to be able todistinguish themselves from their competitors. In the target group analysis, we saw that the targetgroup should be increased with 5 years, or else MooreGames will lose a large part of the playersbecause the average player is between 23-8 years old. Therefore a wider audience in the age 18-30 wasrecommended. The target group interests are travel, sports, party, and that they are profit-focused. Theposition suggested for Moore games will mean that the benefits awarded will be in the form of traveland sporting events. / Den producerade varumärkesboken bifogas som en bilaga

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