Viral Marketing: Concept Explication and Case Studies
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Unethical Viral Marketing in Social Network Service
International Journal of Entrepreneurship Volume 24, Issue 1, 2020 UNETHICAL VIRAL MARKETING IN SOCIAL NETWORK SERVICE Seungho Cho, Soongsil University ABSTRACT The current research investigates how marketing professionals perceive an ethical issue of viral marketing and what factors are associated with their moral judgment on an ethical problem of a power blogger. In specific, this research considered organizational factors and individual factors of marketing professional affecting judgment on an ethical issue of a power blogger. To answer the research questions, online survey was taken by marketing professionals found in the list that the Korean Economic Institute. Ninety four marketing professionals participated in the online survey. The research found that marketing professional had strong utilitarian perspective on the ethical issue of viral marketing through a power blogger. Individualism among individual factors was significantly associated with deontology, relativism, and utilitarianism, and sense of rivalry was also significantly associated with justice and relativism. However, there were no significant organizational factors associating with each ethical perspective. Keywords: Viral Marketing, Ethical Perspectives, Power Blogger, Marketing Professionals. INTRODUCTION Viral marketing, or word-of-mouth marketing, refers to marketing techniques that recently use social networks to acknowledge products, advertise brands, or to achieve other marketing objectives through social networking such as YouTube, Facebook, Twitter, or blogs. The immense benefit of using such social networks in viral marketing is that the message whether it is about a product, brand, or service can be rapidly spread by highly connected social individuals. The purposes of the current study are to ascertain whether viral marketing has been done unethically through power bloggers in Korea, and how marketing practitioners morally perceive such unethical viral marketing and what factors are associated with their moral judgment on the ethical issue of a power blogger. -
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EC DT DN 6 PM 6:30 7 PM 7:30 8 PM 8:30 9 PM 9:30 10 PM 10:30 11 PM 11:30 2 - - WHWC Elizabeth I (TVPG) Victoria on Masterpiece Victoria on Masterpiece (N) Queen Elizabeth I Antiques Roadshow (TVG) Austin City Limits (HD) The Simp- Bob’s Burg- Rent A live musical about struggling artists. (Live) (N) (HD) Fox25/48 Graham (:05) The Big (:35) To Be 3 - 25 WEUX sons (HD) ers (HD) News at 9 Bensinger Bang Theory Announced FOX-48 - - - WCCO-4 60 Minutes (N) (HD) Big Brother: Celebrity NCIS: Los Angeles (HD) Madam Secretary (HD) News News Joel Osteen Turning Point - - - WSTP-5 Funniest Home Videos Funniest Home Videos Shark Tank (N) (HD) (:01) Shark Tank (N) (HD) 5 Eyewitness News at 10 On the Road Bensinger - - - WSAW-7 60 Minutes (N) (HD) Big Brother: Celebrity NCIS: Los Angeles (HD) Madam Secretary (HD) News 7 at 10 (:35) Face the Nation (N) NCIS: N.O. - - - KARE-11 The Titan Games The Titan Games American Ninja Warrior Team USA takes on the world. News Minn. Bound (:05) Entertainment Tonight 6 - - WKBTDT Entertainment Tonight (N) Dateline (TV14) (HD) NCIS: New Orleans (HD) Leverage “The Studio Job” Major Crimes (TV14) The Listener (TV14) (HD) 60 Minutes (TVPG) (N) Big Brother: Celebrity NCIS: Los Angeles A terror- Madam Secretary “Proxy News 8 at (:35) The James (:35) Wipeout 7 8 8 WKBT (HD) Edition (TVPG) (N) (HD) ist cell must be located. (N) War” (TVPG) (N) (HD) Ten (HD) M*A*S*H Brown Show “Feed Jill” CBS-8 - - - WAOW-9 Funniest Home Videos Funniest Home Videos Shark Tank (N) (HD) (:01) Shark Tank (N) (HD) News 9 (:35) Entertainment Tonight Badgers America’s Funniest Home America’s Funniest Home Shark Tank A product for (:01) Shark Tank (TVPG) News 18 (:35) Castle Beckett’s ex- (:35) Castle 9 - 18 WQOW Videos (TVPG) (HD) Videos (TVPG) (N) (HD) traveling with pets. -
Vol LI Issue 1
page 2 the paper january 31, 2018 Marc Molinaro, pg. 3 Hygge, pg. 9 Oscars, pg. 15 F & L, pg. 21-22 Earwax, pg. 23 the paper “Favorite U.S. President Based on Looks” c/o Office of Student Involvement Editors-in-Chief Fordham University Colleen “Barack Obama” Burns Bronx, NY 10458 Claire “John Tyler” Nunez [email protected] Executive Editor http://fupaper.blog/ Michael Jack “Lyndon Baines Johnson” O’Brien News Editors the paper is Fordham’s journal of news, analysis, comment and review. Students from all Christian “Theodore Roosevelt” Decker years and disciplines get together biweekly to produce a printed version of the paper using Andrew “Rutherford B. Hayes” Millman Adobe InDesign and publish an online version using Wordpress. Photos are “borrowed” from Opinions Editors Internet sites and edited in Photoshop. Open meetings are held Tuesdays at 9:00 PM in McGin- Jack “Millard Fillmore” Archambault ley 2nd. Articles can be submitted via e-mail to [email protected]. Submissions from Hillary “Franklin Daddy Roosevelt” Bosch students are always considered and usually published. Our staff is more than willing to help new writers develop their own unique voices and figure out how to most effectively convey their Arts Editors thoughts and ideas. We do not assign topics to our writers either. The process is as follows: Meredith “Spiro Agnew” McLaughlin have an idea for an article, send us an e-mail or come to our meetings to pitch your idea, write Annie “Dead White Guy” Muscat the article, work on edits with us, and then get published! We are happy to work with anyone Earwax Editor who is interested, so if you have any questions, comments or concerns please shoot us an e- Marty “Andrew Jackson” Gatto mail or come to our next meeting. -
Social Media and Its Implications for Viral Marketing
Social media and its implications for viral marketing Rohan Miller The University of Sydney Natalie Lammas The University of Sydney Abstract Social media presents potentially seductive opportunities for new forms of communication and commerce between marketers and consumers. As advertisers typically want to find some way to follow their target audiences, many new media opportunities are presented to advertisers. However, we are still social media pioneers. While the boom in social marketing appears persuasive with an estimated 70% of consumers visiting a social website for information, other research points out that 90% of WOM conversations still occur face to face or by phone, and only 7 percent occurs online. In contrast to traditional advertising media such as television, there are measurement and consumer behaviour modelling issues that will need to be addressed before marketers that measure and manage their media investments will be able to fully embrace the opportunities and navigate the risks presented by social media. Ultimately, advertisers will be forced beyond the “old- school” approaches to adopt many of the principles and techniques of relationship marketing in order to effectively use social media and likely the multiple niche co-creation of products and services. Keywords: social media, new media, marketing communication, viral, word of mouth Introduction In the last decade there has been a major shift from traditional media. The second generation of Internet-based applications (i.e. “Web 2.0”) or what Shih (2009) calls the fourth revolution, in which users generate and control communication, holds great promise to significantly enhance marketing efforts with viral marketing campaigns (Thackeray et.al. -
Birth and Evolution of Korean Reality Show Formats
Georgia State University ScholarWorks @ Georgia State University Film, Media & Theatre Dissertations School of Film, Media & Theatre Spring 5-6-2019 Dynamics of a Periphery TV Industry: Birth and Evolution of Korean Reality Show Formats Soo keung Jung [email protected] Follow this and additional works at: https://scholarworks.gsu.edu/fmt_dissertations Recommended Citation Jung, Soo keung, "Dynamics of a Periphery TV Industry: Birth and Evolution of Korean Reality Show Formats." Dissertation, Georgia State University, 2019. https://scholarworks.gsu.edu/fmt_dissertations/7 This Dissertation is brought to you for free and open access by the School of Film, Media & Theatre at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Film, Media & Theatre Dissertations by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. DYNAMICS OF A PERIPHERY TV INDUSTRY: BIRTH AND EVOLUTION OF KOREAN REALITY SHOW FORMATS by SOOKEUNG JUNG Under the Direction of Ethan Tussey and Sharon Shahaf, PhD ABSTRACT Television format, a tradable program package, has allowed Korean television the new opportunity to be recognized globally. The booming transnational production of Korean reality formats have transformed the production culture, aesthetics and structure of the local television. This study, using a historical and practical approach to the evolution of the Korean reality formats, examines the dynamic relations between producer, industry and text in the -
Thursday, February 21, 2019
SIOUXCITYJOURNAL.COM SUNDAY, FEBRUARY 17, 2019 | H15 THURSDAY, FEBRUARY 21, 2019 5 PM 5:30 6 PM 6:30 7 PM 7:30 8 PM 8:30 9 PM 9:30 10 PM 10:30 11 PM 11:30 12 AM 12:30 KCAU9 News ABC World KCAU9 News Inside Edition Grey’s Anatomy Meredith breaks A Million Little Things Maggie’s How to Get Away With Murder KCAU9 News Jimmy Kimmel Live (CC) Nightline (N) Paid Program Inside Edition ABC (KCAU) ) at 5pm (N) News at 6pm (N) (N) (CC) a hospital record. (N) mother makes a visit. “Make Me the Enemy” at 10pm (N) (CC) (CC) Siouxland CBS Evening Jeopardy! (N) Wheel of The Big Bang Young Sheldon Mom (N) (CC) Fam “Drunk in S.W.A.T. “Pride” (N) (CC) Siouxland The Late Show With Stephen The Late Late Show With Chicago P.D. CBS (KMEG) . News at 5 News (CC) Fortune (N) Theory (N) (N) Love” (N) News at 10 Colbert (CC) James Corden (CC) (CC) CBS (KELO) + News CBS News News Ent. Tonight Big Bang Sheldon Mom (N) Fam (N) S.W.A.T. “Pride” (N) (CC) News Late Show-Colbert James Corden News American Dad American Dad Family Guy Family Guy Charmed The sisters seek advice Legacies Alaric wants the talent Page Six TV The Goldbergs The Goldbergs Seinfeld “The Seinfeld “The Rules of Rules of The King of The CW D(CC) (CC) (CC) (CC) about Harry. (CC) show postponed. (N) (N) (CC) (CC) Opposite” Millennium” Engagement Engagement Queens (CC) Mike & Molly 2 Broke Girls The Big Bang The Big Bang Gotham Jeremiah returns with a The Orville “Identity, Pt. -
19 Overwatch Checklist Poster NEW 20 Teams ROOKIE and Base
EXCLUSIVELY LICENSED OVERWATCH LEAGUE™ TRADING CARDS CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER CARD# PLAYER 1 SNOW 26 MANNETEN 51 HYDRATION 76 MEKO 101 DANTEH CHECKLIST ROOKIES STAR 201 ERSTER 226 SWON 251 FL0W3R 276 AID 2 NOTE 27 ZEBBOSAI 52 ASHER 77 PINE 102 IDDQD 202 MASAA 227 BQB 252 NENNE 277 ENVY 3 AVAST 28 CWOOSH 53 FISSURE 78 MANO 103 ARCHITECT 203 DAFRAN 228 KRIS 253 GREYY 278 BUMPER (OVERWATCH LEAGUE HIGH SERIES SET) HIGH SERIES LEAGUE (OVERWATCH BASE SET CHECKLIST SET BASE 4 KALIOS 29 AWESOMEGUY 54 IREMIIX 79 LIBERO 104 MIRO 204 NLAAER 229 XEPHER 254 LHCLOUDY 279 STITCH 5 AIMGOD 30 MUMA 55 SHAZ 80 JOEMEISTER 105 GIDO 205 KODAK 230 APPLY 255 KRUISE 280 SEOMINSOO 6 GAMSU 31 CLOCKWORK 56 BIGGOOSE 81 CARPE 106 ZUNBA 206 GATOR 231 RIO 256 HYP 281 SLIME 7 NEKO 32 BOINK 57 SUREFOUR 82 FRAGI 107 KUKI 207 DACO 232 HAPPY 257 BENBEST 282 JJANU 8 STRIKER 33 LINKZR 58 VOID 83 SHADOWBURN 108 RYUJEHONG 208 POKPO 233 ONLYWISH 258 NICOGDH 283 HOOREG 9 MISTAKES 34 ARHAN 59 KARIV 84 DAYFLY 109 FLETA 209 DOGMAN 234 EILEEN 259 ELK 284 TWILIGHT 10 KELLEX 35 JAKE 60 FATE 85 POKO 110 XEPHER 210 BLASÉ 235 SHU 260 SMURF 285 HAKSAL 11 HARRYHOOK 36 BANI 61 CUSTA 86 BOOMBOX 111 WEKEED 211 COLOURHEX 236 KYB 261 RASCAL 286 SANSAM 12 UNKOE 37 MENDOKUSAII 62 FINNSI 87 SNILLO 112 MUNCHKIN 212 ALEMAO 237 CHARA 262 VIOL2T 287 STRATUS 13 TAIMOU 38 FCTFCTN 63 NUMLOCKED 88 EQO 113 TOBI 213 -
2020 Upper Deck Overwatch League Ultimate Fan (#Owlultimatefan) Program Contest Official Rules
2020 UPPER DECK OVERWATCH LEAGUE ULTIMATE FAN (#OWLULTIMATEFAN) PROGRAM CONTEST OFFICIAL RULES NO PURCHASE NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT INCREASE YOUR ODDS OF WINNING. WINNERS WILL BE REQUIRED TO RESPOND TO THE WINNER NOTIFICATION AND/OR COMPLETE AND EXECUTE A RELEASE AND PRIZE ACCEPTANCE AGREEMENT AND ANY OTHER LEGAL DOCUMENTS WITHIN THE TIMEFRAME REQUIRED BY SPONSOR OR PRIZES MAY BE FORFEITED (IN SPONSOR’S SOLE DISCRETION). ANY TERMS DEFINED IN THE RELEASE SHALL BE THE SAME AS THOSE DEFINED IN THE RULES. BY ENTERING THIS CONTEST DEFINED BELOW, YOU AGREE TO THESE OFFICIAL RULES, WHICH ARE A CONTRACT, SO READ THEM CAREFULLY BEFORE ENTERING THIS CONTEST. THIS CONTEST EXPRESSLY EXCLUDES QUEBEC, FLORIDA, RHODE ISLAND AND PUERTO RICO. WITHOUT LIMITATION, THIS CONTRACT INCLUDES INDEMNITIES TO THE SPONSOR FROM YOU AND A LIMITATION OF YOUR RIGHTS AND REMEDIES. 1. NAME OF CONTEST: 2020 Upper Deck Overwatch League Ultimate Fan Program Contest (“Contest”). 2. SPONSOR: This Contest is sponsored by The Upper Deck Company located at 5830 El Camino Real, Carlsbad, California 92008 (“UDC” or “Sponsor”). 3. CONTEST PERIOD: August 27, 2020 at 9 a.m. Pacific Standard Time (“PST”) to October 5, 2020 at 9 p.m. PST (“Contest Period”). For more information please see the Contest details located at www.upperdeck.com/OWLUltimateFan (the “Website”). 4. ELIGIBILITY: The Contest is open and offered only to natural persons Entrants who are legal residents of (a) the fifty (50) United States of America (“USA”), including Washington D.C., but excluding Florida, Rhode Island and Puerto Rico who are at least eighteen (18) years old or the age required in the state in which he or she resides at the time of Entry in the USA, and/or (b) the provinces and territories of Canada, excluding Quebec, who have reached the age of majority in their jurisdiction of residence. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
Project Horseshoe 2018 Report Section 4
Participants: A.K.A. "Who Watches The Watchmen" Steve Meretzky, Independent Dave Rohrl, Mobile Game Doctor Juan Gril, Independent Ian Schreiber, RIT Kenny Shea Dinkin, King Mission statement: to understand why players passively watch games … either as a pure spectator, or in their own gameplay during periods of low interaction or low agency … and to give gamemakers a blueprint for creating watchable games. What makes games watchable? YouTube influencers and Twitch streaming have become a major force affecting the game industry. Each year, tens of millions of players enjoy spectating the growing category of esports, while at the same time the growing phenomenon of player walkthroughs has many millions of players watching videos for game hints and help or pure entertainment. In addition to these purely passive experiences, there are important and widely adopted forms of gameplay that in many ways looks more like traditional experiences of watching rather than traditional experiences of playing. These include games where the player has little or no control of the game’s outcome (as in a slot machine or an on-rails linear narrative game) and games where the player only interacts with the game quite infrequently (as in idle games, anthill-type simulations, and map-based MMORTS games like Travian). We now live in an environment where games don’t just have to consider what it’s like to play them, but also what it’s like to watch them - even if the player gets to interact with them sometimes. Professional sports have been designed this way for many years (although we only get a new one of those that catches on once every several generations), but it’s a relatively new design consideration for today’s video game and board game designers. -
Marketing of Professional Women's Soccer in the United States
MARKETING OF PROFESSIONAL WOMEN’S SOCCER IN THE UNITED STATES THROUGH FEMINIST THEORIES by CHRISTOPHER HENDERSON (Under the Direction of James J. Zhang) ABSTRACT Despite the success of the United States Women’s National Team (USWNT), two women’s soccer leagues have quickly failed in the U.S. This doctoral dissertation examines the past and present of the marketing of professional women’s soccer in the United States emphasizing feminist themes to fulfill three objectives: (a) to critically examine the history of the marketing of women’s soccer in the United States to identify and gain a better comprehension of changes in theory and practice of marketing in women’s soccer in the U.S. over time; (b) to identify and explain the use of three feminist themes in the marketing of women’s soccer, specifically in the NWSL; and (c) to analyze the impact of these three feminist themes on the related marketing strategies used within in the NWSL in an effort to build a framework while also developing recommendations for marketing practitioners for the promotion and marketing of professional women’s soccer in the United States. The historical analysis segment revealed that the failure of the first two professional women’s soccer leagues in the United States were largely a result of poor resource allocation and an inability to connect with and retain fans, the media, and sponsors. The Women’s United Soccer Association (WUSA) burned through capital at an unsustainable rate and was unable to maintain the excitement of the 1999 Women’s World Cup, leading to microscopic television ratings and perennially falling attendance. -
Esports Impact Study
0 ESPORTS INDUSTRY ASSESSMENT TABLE OF CONTENTS CONTENTS TABLE OF CONTENTS .............................................................................. 1 1. INTRODUCTION ................................................................................. 2 2. ESPORTS ECOSYSTEM ........................................................................ 4 2.1 ABOUT THE GEORGIA ECOSYSTEM ............................................................ 4 2.2 KEY PLAYERS ............................................................................................. 8 2.3 EVENTS ..................................................................................................... 8 2.4 VENUES .................................................................................................. 10 2.5 HIGH SCHOOL AND COLLEGE ESPORTS .................................................... 12 3. ESPORTS INDUSTRY ......................................................................... 14 3.1 INDUSTRY DEFINITION AND DESCRIPTION ............................................... 14 3.2 COMPETITIVE LANDSCAPE....................................................................... 16 3.3 OTHER KEY STATISTICS ............................................................................ 17 4. CONCLUSION .................................................................................. 18 5. APPENDIX - ABOUT THE GEORGIA TECH, ENTERPRISE INNOVATION INSTITUTE ........................................................................................... 19 1 ESPORTS INDUSTRY ASSESSMENT