The Essentials of Branding from the Big Book of Marketing Mcgraw-Hill, 2010 Contents
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2018 Annual Report
ANNUAL REPORT 2018 2 WPP AUNZ WE ARE A CREATIVE TRANSFORMATION COMPANY ANNUAL REPORT 2018 1 CONTENTS 2 WELCOME TO WPP AUNZ 4 CHAIRMAN’S LETTER 6 OUR COMPANIES 8 COMMUNICATIONS 11 EXPERIENCE 14 COMMERCE 17 TECHNOLOGY 20 CREATING A CULTURE OF EXCELLENCE 22 WORK FROM OUR COMPANIES 26 THE BOARD OF DIRECTORS 29 DIRECTORS' REPORT 32 OPERATING AND FINANCIAL REVIEW 36 AUDITOR'S INDEPENDENCE DECLARATION 37 OUR REMUNERATION CHAIR'S LETTER 38 REMUNERATION REPORT 56 FINANCIAL STATEMENTS 120 DIRECTORS’ DECLARATION 121 INDEPENDENT AUDITOR'S REPORT 126 ASX ADDITIONAL INFORMATION 128 CORPORATE DIRECTORY 2 WPP AUNZ WELCOME TO WPP AUNZ WPP AUNZ is made up of Australia and New Zealand’s leading companies in communications, experience, commerce and technology. Four key areas that our clients are invested in. Four key areas that will determine our clients' growth and their success. Our operating companies are focused on delivering Fortunately, we have access to more data and insights excellence in these four critical areas. Whether it’s creating about Australians and New Zealanders than any other brand stories through inspired communication, or company in this part of the world. We know their dreams delivering memorable customer experiences, every single and aspirations, their frustrations and their worries. day we build that important bridge between our clients’ Business can only grow if it can connect with the brands and their target audiences. customers who buy their products and services. Understanding human behaviour is the key ingredient in More and more, our work is built on the strength of building new business models and new revenue streams. -
2017 Agency Family Tree
2017 GLOBAL AGENCY FAMILY TREE TOP 10 WPP OMNICOM Publicis Groupe INTERPUBLIC Dentsu HAVAS HAKUHODO DY MDC Partners CHEIL BlueFocus (Revenue US 17,067M) (Revenue US 15,417M) (Revenue US 10,252M) (Revenue US 7,847M) (Revenue US 7,126M) (Revenue US 2,536M) (Revenue US 2,282M) (Revenue US 1,370M) (Revenue US 874M) (Revenue US 827M) OGILVY GROUP WPP DIGITAL BBDO WORLDWIDE PUBLICIS COMMUNICATIONS MEDIABRANDS DENTSU INC. DENTSU AEGIS NETWORK HAVAS CREATIVE GROUP HAKUHODO HAKUHODO MDC PARTNERS CHEIL WORLDWIDE DIGITAL Ogilvy & Mather ACCELERATION BBDO Worldwide Publicis Worldwide Ansible Dentsu Inc. Other Agencies Havas Worldwide Hakuhodo Hakuhodo 6degrees Cheil Worldwide BlueDigital OgilvyOne Worldwide BLUE STATE DIGITAL Proximity Worldwide Publicis BPN DENTSU AEGIS NETWORK Columbus Arnold Worldwide ADSTAFF-HAKUHODO Delphys Hakuhodo International 72andSunny Barbarian Group Phluency Ogilvy CommonHealth Worldwide Cognifide Interone Publicis 133 Cadreon Dentsu Branded Agencies Copernicus Havas Health Ashton Consulting Hakuhodo Consulting Asia Pacific Sundae Beattie McGuinness Bungay Madhouse Ogilvy Government Relations F.BIZ Organic Publicis Activ Identity Dentsu Coxinall BETC Backs Group Grebstad Hicks Communications Allison + Partners McKinney Domob Ogilvy Public Relations HOGARTH WORLDWIDE Wednesday Agency Publicis Africa Group Initiative DentsuBos Inc. Crimson Room FullSIX Brains Work Associates Taiwan Hakuhodo Anomaly Cheil Pengtai Blueplus H&O POSSIBLE DDB WORLDWIDE Publicis Conseil IPG Media LAB Dentsu-Smart LLC deepblue HAVAS MEDIA GROUP -
Ds2 Download for Ps4 Controller Pair DUALSHOCK®4 Wireless Controller with PC, Mac, Android and Ios Devices
ds2 download for ps4 controller Pair DUALSHOCK®4 wireless controller with PC, Mac, Android and iOS devices. If you would like to use your DUALSHOCK 4 wireless controller with compatible games and applications away from your PS4™ console, you can connect via Bluetooth® in a few steps. DUALSHOCK 4 wireless controller Bluetooth compatible devices. Devices using the operating systems listed below or later support DUALSHOCK 4 wireless controller Bluetooth connections. Once connected, you can use your wireless controller to control compatible games and applications via Bluetooth. Android™ 10 iOS 13 iPadOS 13 macOS Catalina tvOS 13. You can connect a DUALSHOCK 4 wireless controller to a Windows PC using a DUALSHOCK®4 USB wireless adaptor or a compatible micro USB cable. Step 1: turn on DUALSHOCK 4 wireless controller pairing mode. To use a controller on a device for the first time, turn on pairing mode: Make sure the light bar on the controller is off. If the light bar is on, press and hold the PS button until it turns off. If a USB cable is connected to the controller, disconnect it. While pressing and holding the SHARE button, press and hold the PS Button until the light bar flashes. Step 2: connect DUALSHOCK 4 wireless controller via Bluetooth. On your device, go to Bluetooth settings and enable Bluetooth . Select scan for new devices and then select the controller from the list of devices. When pairing is complete, the light bar turns a solid color. A controller can be paired with only one device at a time. Each time you change devices you must pair the controller with the new device. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Advertising & Marketing Agencies from "The 2014 Inc. 5000 List"
Advertising & Marketing Agencies from "The 2014 Inc. 5000 List" whose web is in WordPress. List provided by Nelio Software (http://neliosoftware.com) on July 2015 5000 Inc. Company Name Company URL Profile Rank Offers proprietary, automated software tools and custom advertising programs to facilitate automotive dealers' 26 Showroom Logic http://showroomlogic.com Internet marketing. Offers lead generation software that features lead scoring, automated optimizations and analytics for the insurance, 41 ReviMedia http://revimedia.com automotive and home security industries. A full-service digital agency that cultivates brands online utilizing digital media, social media, e-commerce usability, 61 PMG Worldwide http://www.pmg.co information architecture (IA), and creative design. Offers an automated marketing platform that integrates social media, Web, mobile and e-mail marketing to extend 73 Main Street Hub http://mainstreethub.com local businesses' customer service, manage their online reputation and leverage Main Street Hub's merchant network. A full-service digital marketing agency with expertise in research, strategy, planning, organic and paid search, local 75 Ethology http://www.Ethology.com search, display advertising, social media, e-mail marketing, content strategy and marketing, analytics, Web development, mobile/tablet/desktop apps, user interface and user experience design, and creative copy and design. Operates a customer acquisition platform that generates leads and provides market analysis for the solar energy 79 Clean Energy Experts http://cleanenergyexperts.com industry. 114 AdColony http://www.adcolony.com Provides a proprietary HD video advertising platform for iOS and Android mobile devices. A global media valuation platform that enables digital buyers and sellers to assess the value of every ad opportunity 115 Integral Ad Science http://integralads.com across channels and screens, and make informed decisions that maximize ROI. -
Starbucks: Brewing Customer Experience Through Social Media
513-001-1 IBS Center for Management Research Starbucks: Brewing Customer Experience through Social Media This case was written by Indu Perepu, IBS Hyderabad. It was compiled from published sources, and is intended to be used as a basis for class discussion rather than to illustrate either effective or ineffective handling of a management situation. © 2013, IBS Center for Management Research IBS Center for Management Research (ICMR) IFHE Campus, Donthanapally, Sankarapally Road, Hyderabad-501 504, Andhra Pradesh, INDIA. Ph: +91- 8417- 236667 / 68, Fax: +91- 8417- 236668 E-mail: [email protected] Distributed by ecch, UK and USA North America Rest of the world www.ecch.com t +1 781 239 5884 t +44 (0)1234 750903 ecch the case for learning All rights reserved f +1 781 239 5885 f +44 (0)1234 751125 Printed in UK and USA e [email protected] e [email protected] 513-001-1 MKTG/303 Starbucks: Brewing Customer Experience through Social Media “It’s not an accident that Starbucks is the No. 1 brand on Facebook and Twitter. We’ve used that to engage with our customers in a much more real, authentic, emotional way. It’s lowered the cost of customer acquisition and built customer loyalty.”1 – Howard Schultz, CEO, Starbucks, in 2011 “If we had approached it not from ‘what you know and love about Starbucks’ but as a marketing channel, we would have taken this down a path that would have been very different. This was not [built as a] marketing channel, but as a consumer relationship-building environment.”2 – Chris Bruzzo, VP-brand content and online, Starbucks, in 2010 “I think what they’ve done is elevate the entire experience away from just a cup of coffee into, really, Starbucks being the corner bar, and they’ve used social media to leverage that positioning,”3 – Reggie Bradford, Founder and CEO of Vitrue4, in 2010 A SOCIALLY ENGAGED COMPANY In March 2012, US-based Starbucks Corporation (Starbucks) was adjudged the most socially engaged company in a study conducted by PhaseOne5, an advertising research firm. -
Printmgr File
UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 20-F (Mark One) ‘ REGISTRATION STATEMENT PURSUANT TO SECTION 12(b) OR (g) OF THE SECURITIES EXCHANGE ACT OF 1934 OR È ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended 31 December 2020 OR ‘ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 OR ‘ SHELL COMPANY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Date of event requiring this shell company report For the transition period from to Commission file number 001-38303 WPP plc (Exact Name of Registrant as specified in its charter) Jersey (Jurisdiction of incorporation or organization) Sea Containers, 18 Upper Ground London, United Kingdom, SE1 9GL (Address of principal executive offices) Andrea Harris Group Chief Counsel Sea Containers, 18 Upper Ground, London, United Kingdom, SE1 9GL Telephone: +44(0) 20 7282 4600 E-mail: [email protected] (Name, Telephone, E-mail and/or Facsimile number and Address of Company Contact Person) Securities registered or to be registered pursuant to Section 12(b) of the Act. Title of each class Trading Symbol (s) Name of each exchange on which registered Ordinary Shares of 10p each WPP London Stock Exchange American Depositary Shares, each WPP New York Stock Exchange representing five Ordinary Shares (ADSs) Securities registered or to be registered pursuant to Section 12(g) of the Act. Not applicable (Title of Class) Not applicable (Title of Class) Securities for which there is a reporting obligation pursuant to Section 15(d) of the Act. -
Global Media Deck
Global Media Deck 2010 ImagePower® Green Brands Survey June 2010 Background • Since 2006, the ImagePower® Green Brands Survey has analyzed consumer perceptions of green products and corporate brands. • WPP companies Cohn & Wolfe, Landor Associates, and Penn Schoen Berland, in partnership with corporate environmental strategy consultancy, Esty Environmental Partners, conduct the research and analysis. • The 2010 survey is the largest ever—with over 9,000 people in eight countries. • Australia was included this year for the first time. We do not offer 2009 comparative data for Australia. • This deck presents top-line findings and global trends. However, it only begins to tell the story—to learn more please contact us. 2 Contents • Methodology • Top-line findings and country insights • Global Outlook • About Us 3 Methodology • 9,022 online interviews were conducted in Australia, Brazil, China, France, Germany, India, the U.S., and U.K. from February 27 – March 24, 2010. Number of Margin of error (%) interviews 1,200 ± 2.8 1,201 ± 2.8 1,100 ± 3.0 1,120 ± 2.9 1,100 ± 3.0 1,100 ± 3.0 1,100 ± 3.0 1,101 ± 3.0 • Interviews were conducted online among the general adult population. In China, India, and Brazil, respondents were from tier-one cities.* 4 * Tier-one cities are major metropolitan areas in a country. Contents • Methodology • Top-line findings and country insights • Global Outlook • About Us 5 The Green Brands Survey answers several important questions • Do consumers care about environmental sustainability when they choose a brand, product -
Branding and Extroversion Handbook: a Guide for Smes
IDEA SOCIAL DESIGN ADVERTISING RESEARCH BRANDING BRAND PRODUCT CREATIVITY BRANDING AND EXTROVERSION HANDBOOK: A GUIDE FOR SMES This project has been funded with support from the European Commission. This publication [communication] reflects only the views of the author. Therefore The Commission cannot be held responsible for any eventual use of the information contained therein. Project No. 2015-1-HU01-KA202-013605 This project has been funded with support from the European Commission. This publication [communication] reflects only the views of the author. Therefore The Commission cannot be held responsible for any eventual use of the information contained therein. Project No. 2015-1-HU01-KA202-013605 INDEX 02 I. Introduction: The Aim Behind the Handbook 04 II. Introduction to Branding 05 II.1. What is Branding? 06 II.2. Brand your Business 10 II.3. Brand Building, Branding Process 16 III. Step by Step into the Branding Process 17 III.1. Preparation for the branding process 20 III.2. The choice of the Name 27 III.3. Right Logo for the right Brand 30 III.4. Brand protection, intellectual property, copyright 36 III.5. Successful complex Brand Design 40 III.6. Brand identity, brand equity 43 III.7. Monitoring and Rebranding 48 III.8. Branding through Social Media 50 IV. Branding and Extroversion - connection and relation 51 IV.1. Extroversion in Branding 52 IV.2. Definition of the Extrovert entrepreneurial attitude 53 IV.3. Extroversion Techniques 56 V. Branding and Extroversion complex training 60 V.1. Useful National Contacts 62 VI. Main Branding & Extroversion Literatures and Online Resources 1 I. INTRODUCTION: THE AIM BEHIND THE HANDBOOK 2 Today companies face huge challenges stepping into the market with new products and services. -
Hash Tag Slogans, Super Bowl Commercials, and Millennial
Journal of Marketing Management June 2016, Vol. 4, No. 1, pp. 7-18 ISSN: 2333-6080(Print), 2333-6099(Online) Copyright © The Author(s). All Rights Reserved. Published by American Research Institute for Policy Development DOI: 10.15640/jmm.v4n1a2 URL: https://doi.org/10.15640/jmm.v4n1a2 Hash tag Slogans, Super Bowl Commercials, and Millennial Dr. Douglas M. Carroll1 Abstract This study measures brand awareness of Super Bowl commercials using hash tag slogans with survey samples comprised of Millennial. The day after the Super Bowls of 2015 and 2016, participants were given a recognition test and asked to match the slogan with the correct brand from a list of three. Test items included traditional slogans and hash tag slogans. Participants also responded to a survey questionnaire regarding personal electronic device ownership and social media use. Results indicated greater brand awareness of traditional slogans as compared to hash tag slogans. The study also noted high degrees of electronic device ownership and social media use. Implications for researchers and marketers were discussed. Keywords: Super Bowl commercials, hash tags, online advertising, Millennial Introduction The rise of online advertising has generated considerable pressure on all other sectors in the advertising industry. Television has been the traditional gold standard for decades but today broadcast and cable networks are engaged in an ongoing competition with increasingly popular digital platforms. One strategy networks have employed is convergence or merging television and online techniques and technology. This convergence becomes evident when television producers create pop-up ads, computer generated graphics, references to social media, and hash tag slogans. -
Game Development Essentials
Game Development Essentials: An Introduction Third Edition Chapter 1 Historical Elements how did we get here? Key Chapter Questions ■ What are the significant milestones in the history of electronic game development? ■ Who are game development pioneers, and how did they contribute to the industry? ■ How did the game industry evolve from coin-operated electromechanical and mainframe computer games of the 1960s to the console, personal computer, online, and mobile industries of today? ■ What factors contributed to the video game slump of the early 1980s? ■ Why did certain game companies and titles succeed during game development history—and why did some fail miserably? Before the Arcades Big Stock Photo Big Stock Photo The first electronic games were played at military bases and universities. The Arcade Phenomenon Computer Space JN The Arcade Phenomenon Pong Atari Interactive, Inc. The Arcade Phenomenon Asteroids Atari Interactive, Inc. The Arcade Phenomenon Galaxian Namco Bandai Games America Inc. The Arcade Phenomenon Pac-Man Namco Bandai Games America Inc. The Arcade Phenomenon Donkey Kong Nintendo Nintendo The Arcade Phenomenon Tron leighjevans (Photobucket) The Birth of Console Games Atari VCS/2600 Atari Interactive, Inc. The Birth of Console Games Mattel Intellivision Mattel, Inc. The Birth of Console Games ColecoVision Mattel, Inc. The Video Game Slump & a New Golden Age Nintendo NES Game Boy Nintendo Nintendo The Video Game Slump & a New Golden Age Sega Sega Master System PlayStation Sega Sony Computer Entertainment America The Video Game Slump & a New Golden Age The “Big Three” Console Wars PlayStation 2 Sony Computer Entertainment America Xbox GameCube Reprinted with permission from Microsoft Corporation Nintendo The Personal Computer Revolution Mainframes & Text Adventures Will Crowther Colossal Cave The Personal Computer Revolution Apple II Apple Computer, Inc. -
Studies in Licit and Illicit Markets for Digital Entertainment Goods
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by OpenGrey Repository Studies in licit and illicit markets for digital entertainment goods The thesis submitted in partial fulfilment of the requirements for the award of the degree of Doctor of Philosophy of the University of Portsmouth Joe Cox May 2012 Word Count: 68,597 Abstract The widespread proliferation of digital communication has revolutionised the way in which traditional entertainment media are distributed and consumed. This thesis investigates a range of aspects of these markets, beginning with a detailed analysis of the video games industry, which has emerged from relative obscurity and moved toward the cultural mainstream as a consequence of the digital revolution. The thesis presents an analysis of the market for video games from both the demand and supply side, investigating factors that drive the prices and unit sales of video gaming hardware and software. In doing so, evidence is presented on significant predictors of ‘blockbuster’ titles, the existence of first-mover advantages and the extent to which international markets conform to theoretical expectations relating to purchasing power parity (PPP) and cultural convergence. The thesis also goes on to explore the darker side of the digital revolution by examining the economics of illegal file sharing. Later chapters present empirical analyses of survey data with the aim of understanding motivations to participate in the practice to varying extents. The results are unique in the sense that they differentiate between a range of behaviours, such as seeding and leeching, as well as the illegal consumption of music and movie content.