Wednesday, August 28, 2019

A Marketing Journal Essay Example | Topics and Well Written Essays - 750 words

A Marketing Journal - Essay Example We believe that digital marketing is an attractive proposition for more consumer product or service categories than is typically assumed. In fact most consumer marketers - be they in financial services, travel, music, and books, even food and beverages - should be exploring how to capture the digital world's business opportunities. For marketers of consumer goods or services, the emergence of a new consumer market space is no longer a matter of speculation or hype. In the consumer world, users of many popular branded products subscribe today to interactive media at rates two to three times the national average. By 2000, there will be between 30 and 40 million of such "digital" consumers. [Stone, B. (1997)] Social marketing is a strategy that uses marketing approaches developed within the business arena to design, implement, and evaluate socially beneficial programs. This approach can be an effective social change strategy for groups working in the profession of community development. This paper describes two community-based projects that employed social marketing to design and implement interventions to promote health in Arkansas and Florida. We describe the stages of the research, as well as the limitations and strengths of this approach. Within the world of domestic and international commerce, the principles and practices of business marketing have proven to be powerful in maximizing profit by creating or increasing consumer demand for goods and services and reducing the real or perceived costs of these goods and services. While product marketing is integral to the world of business, social marketing, the application of marketing approaches to non-business enterprises, such as community development efforts, is not so widespread. (1) Social marketing is now in a rapid growth phase, with several textbooks, a peer review journal, two conferences, and numerous social marketing institutions now available to assist program planners in using this powerful approach to social change (Andreasen, 2002). Article 3: Relationship marketing is one of the newest schools of marketing thought. Unlike the customer-acquisition focus on traditional marketing, relationship marketing focuses on retaining existing customers (Berry 1995). It concentrates on the long-term, ongoing relational exchange so vital to service firms today (Dwyer, Schurr, and Oh 1987) and represents a genuine paradigm shift in marketing theory (Morgan and Hunt 1994). The recent work of the Electric Cooperatives Brand Identity Steering Committee of the National Rural Electric Cooperative Association (NRECA) underscores the importance of relationship marketing as a tool for long-term competitive advantage. The 42-member committee introduced Touchstone Energy to symbolize the various elements that "represent the relationship between COUs and their consumer-members and the communities they serve," said Glenn English, NRECA chief executive officer. "The brand identity embodied in Touchstone Energy is an important development in helping electric co-ops retain their current customer base and prepare for increasing competition in the industry" (Miller 1997). Article 4: Statistical research in marketing is heavily influenced by the availability of different types of data. The last 10 years have seen an explosion in the amount and variety of data available to market researchers. Demand data from scanning equipment have now become

Tuesday, August 27, 2019

Criminology Movie Review Example | Topics and Well Written Essays - 500 words - 1

Criminology - Movie Review Example New Year’s Eve celebration was launched by the gangs in the name of a military operation whereby each character take a specific role. For instance, Josh Howard (Davis) was to drive a garbage truck while the rest were to steal from various casinos. Sam Harmon. Charges were made on replacing the electrical transmission tower and in each casino electrical systems to give a backup are rewired. At midnight when everyone is celebrating and singing in all the casino the tower was placed down and darkness that was inevitable sets occurs. Funny enough the cashier cages containing money are opened instantly by the backup electrical systems contrary to putting on the emergency lights. In no waste of time, they moved into the cashier cages and stole the money. They removed money from bags and dump the bags in the garbage bin. Creatively they went back and joined the crowd pretending they were among them. Immediately lights were back, the thieves left the casinos. Josh drove the garbage truck and collects the bags passing through the blockade of the police with absence of people notice. Coincidentally Tony Bergdorf (Conte) who was an electrician got a heart attack and dropped dead in the middle of Las Vegas strip. This death caused a lot of concern as police wondered whether there was any connection with the robbery. Duke Santos (Romeo) gets reformed and decided to get back the casino bosses’ money for a return. In this scenario, he learns of Ocean and is connected to Foster, the son of Duke’s fiancà ©e (chase). Person contemplates about that before the return of Bergdorf’s body at mortuary. Santos talked to the robberies asking for half of the money. Nevertheless $10000 was set for the widow (Jean Willies) of the electrician and the rest hidden in the coffin. Creatively the group had planned to take the money in no return to Santos after coffin is taken to Francisco. However, the

Monday, August 26, 2019

Introduction to macroeconomics Essay Example | Topics and Well Written Essays - 1500 words

Introduction to macroeconomics - Essay Example A single estimate is then derived and published as the official estimate of GDP. There are two ways to measure the GDP, Real and the Nominal. Every country uses estimates of GDP in real terms as the international standard to measure growth in an economy. It is essential to follow a common standard so as to allow meaningful comparisons between different economies. United Kingdom follows the international conventions and European Union guidelines. This paper examines the GDP as a metric for measuring the health of an economy. It begins by analysing the distinction between the real and the nominal GDP and then goes on to elucidate the voids in using GDP as a sole quantifier of national economy. It then suggests other alternatives and gives the relative merits of using other systems to access the state of national economy of any country. The GDP of every economy tends to rise over a period of time. ... The real GDP is the value of the GDP at constant prices using a given base year value. It excludes any inflation and reflects the changes purely in volume terms; thus giving the actual level of economic activity. It is estimated using chained volume measures. The nominal GDP gives the value of GDP at current prices, prices for which year the GDP is taken. Growth in nominal GDP reflects the effects of inflation, as well as real GDP growth .It reflects change in value terms. For example to calculate the value of 1999 nominal GDP, we will sum the value of all expenditures in 1999, using the prices that prevailed then. The real GDP would be calculated by taking the sum of the values of all the expenditures in 1999, but using the prices that prevailed in the base year (2003). When the economists need to quantify inflation they take the ratio of nominal to real GDP, and take its percentage. This then is called the GDP deflator. A Time Series data of nominal and real GDP. Year GDP at current market prices (millions of pounds) GDP at constant (2003) market prices (millions of pounds) GDP Deflator (index 2003=100) Population (in millions) 1990 558,160 814,956 68.49 57.237 1991 587,080 803,892 73.03 57.439 1992 611,974 805,699 75.96 57.585 1993 642,656 824,085 77.98 57.714 1994 680,978 859,566 79.22 57.862 1995 719,747 884,748 81.35 58.025 1996 765,152 909,102 84.17 58.164 1997 811,194 936,717 86.60 58.314 1998 860,796 968,040 88.92 58.475 1999 906,567 997,295 90.90 58.684 2000 953,227 1,035,295 92.07 58.886 2001 996,987 1,059,648 94.09 59.113 2002 1,048,767 1,081,469 96.98 59.322 2003 1,110,296 1,110,296 100.00 59.554 2004 1,176,527 1,146,523 102.62 59.834 2005 1,224,715 1,167,792 104.87 60.209 Source : http://eh.net/hmit/ukgdp/ Efficacy of GDP as a

Sunday, August 25, 2019

Pom Wonderful Paper Movie Review Example | Topics and Well Written Essays - 1250 words

Pom Wonderful Paper - Movie Review Example But Morgan Spurlock pulled it off. It was a very daring movie to actually document the entire process of getting company pay for a movie that will show how they invade our everyday lives that they literally assaults us from the day we wake up until we sleep. It was more daring when Spurlock actually asked for these companies to pay for the movie and show how they negotiated in the raw. The expected reaction of advertising firms was also documented in the raw when he negotiated or tried to up-sell the concept of his film. There in the negotiations, it was articulated the fear of the advertisers of the unknown that they did not want to be a part of the film that may put them in a bad light. Spurlock however was not discouraged by this initial failure. He went around asking people on how he could make companies to pay for his film. He eventually did when he initially struck an interim agreement with Ban deodorant that the company would be in if there are 15 other brands who would join h im. Personally, my impression was it was a typical success story on how one will succeed if only he or she will try hard enough as what Spurlock did in the movie The Greatest Movie Ever Sold. In a way, the movie or documentary can be considered as a learning material. Very subtlely, marketing concepts such as as brand collateral was explained in a manner that will be very easy to understand. I had difficulty discerning what really it was all about but after watching the film, I learned that it simply meant what do you offer to your consumers or what are bringing on the table? I also learned that people’s personality can be considered as brands too. During the first part of the film where Morgan Spurlock was having difficulty getting companies to pay for his film, he came upon an Analyst who explained to him that his personality is playful and risk taker. It was explained that it is more likely that brands who share his personality will be the ones who are likely to support hi m. In a way, the movie â€Å"exposed† the science of marketing. After explaining the nature of his personality, Spurlock was able to strike deals with companies. The biggest of which was with POM wonderful who was even excited to be the brand X of the film to make the film entitled â€Å"POM Wonderful Presents: The Greatest Movie Ever Sold†. It was at a hefty price of $1 million dollars with others agreeing to pay between $25,000 to $50,000. At one point in the film, Sheetz even have to fly him in their private jet just to have a meeting with him. The company agreed to be a part of the film. I was really aghast with this â€Å"success† part of the film because it showed that with a right idea and right persistence, one can actually convince companies to pay for a film that â€Å"exposes† them. I was even surprise that even Mane n Tail actually paid for the film even if Morgan Spurlock poked fun of its product saying â€Å"there is an instruction for huma n† and there is another instruction for the horse. I remarked watching the film â€Å"wow, he really pulled it off in style!† There is one part of the film that made me think. There was a conversation after Morgan Spurlock showed the contents of his contracts that he can only drink, eat, and drive this and that. Basically the stipulations of his contract. He raised issues such as the companies might insist too much on placing in their products in the film that it will diminish his influence as a filmaker. Basically, the concern was that since

Saturday, August 24, 2019

Investigation of factors affecting the adoption of mobile shopping Essay

Investigation of factors affecting the adoption of mobile shopping (DBA, Dissertation) - Essay Example The chapter is organized into six sections. In section 2.2, the definition, enabling technologies and current development of mobile shopping is briefly reviewed. The Technology adoption theories and research on factors influencing online shopping and mobile shopping adoption of consumers are described and discussed in detail in section 2.3, 2.4 and 2.5. The gaps in the previous literature are identified in section 2.6. A preliminary conceptual model for this study is developed in section 2.7 with the associated hypotheses developed based on supporting literature to be further tested in the current research. Finally, conclusions are presented in section 2.8. 2.2 Overview of Mobile Shopping With the integration of web browser functionality in mobile telephones, the benefits of virtual storefronts have become inevitable for consumers. With the development of the mobile Internet since the use of 3G networks, despite its high expectations, mobile shopping has not received an extremely fav orable response from the market so far. Only those digital products like ring tones and mobile application are popular. The transaction activity of real products still failed to attract the customer's attention. 2.2.1 Definition There are different definitions of what is mobile shopping. The simplest definition of mobile shopping is the purchase of product at mobile site or portal through the mobile network. A more broaden the definition of mobile shopping is the usage of wireless Internet service for shopping and purchasing by the consumers through their cell phones (Ko et al. 2009). Varshney and Vetter (2002) classified cellular business applications in eleven categories, based on the mobile characteristics. The categories are wireless data centers, mobile inventory management, proactive services management, mobile entrainment and gaming services, wireless re-engineering, mobile offices, mobile public sale and reverse sale, mobile distance education, mobile advertising, mobile sho pping, and mobile financial applications. This classification is based on the traditional view that shopping is viewed as a multi stage process instead of the single payment action at the cashier counter. The buying cycle comprises the shopping approaches and policies of end users. This also explains the reason behind the searching objectives by means of the internet can be a precursor of e-shopping. It has been identified that end-users set criteria and action plans for shopping so that to execute composite shopping behaviors (Darden & Dorsch, 1990). As per Funk, â€Å"early mobile shopping was driven by sales in packaged music and videos and fashion, where the latter includes clothing, jewelry, cosmetics, accessories, furniture, and health-related products† (Funk, 2007). Improvements along mobile technologies accelerate the physical dependency over the virtual side. Nowadays, traditional retailers also think in a multichannel way because their customers are cross-channel. A s per dealers, current attractive, potential, advanced and congregated cellular products are diminishing the positions that split shopping channels. Mobile shopping is being integrated into the in-store shopping experience. Mobiles can be used not only to check product features including competitive offers, but also to take suggestions from friends to make a better and confident decision. Innovative retailers have been taking advantage of m-commerce to pledge the benefits of in-store and online store, with competencies including barcode scan for cellular analysis as well as for cost evaluation, along with in-store cellular vouchers (Westenberg anzd Bethlahmy, 2009). Cisco IBSG Connected Life Market Watch research illustrates, nearly seventy percent of users

Friday, August 23, 2019

The effect of Mass Media on Globalization Essay

The effect of Mass Media on Globalization - Essay Example media and commercialization of the global television has led to the widespread usage of cable and satellite channels that have in turn promoted globalization and free exchange of ideas. The turning point for globalization has been the development of optic fibers, electromagnetic waves, and geo stationary communication satellites that enabled the transmission of complete and uninterrupted messages and signals. These developments account for the modern era whereas back in the 18th and 19th century, globalization relied on the postal services, telegrams and later, amateur versions of phones and faxes. These were the mechanical advancements and then came the idea and implementation of the global codification that has turned the world into a global village where everything is just a click away. Where all the information is available on fingertips and anything, anywhere can be easily accessed anytime which is bliss, yet a concern for the privacy of the masses (Potter, 2012). The ideology of the possibility of a global village was predicted and put forward by a Canadian theorist, Marshall Mcluham in 1960. Though it seemed almost impossible back then, globalization has propagated and spread its roots so deep that the world has indeed shrunk to a global village in the presence of technology. Technological advancements have not only crossed the social and territorial boundaries of the world but have also brought about huge changes in all the aspects of people’s day to day lives (Peter, 2008). All the People of the world now live together, huddled up in what seems like technological dens where they share their happiness and sorrows with one another and be there 24/7 not hindered by the weather conditions or any other issues as came across in the past. They learn from each other’s inventions, researches and discoveries and keep themselves updated regarding the happenings of the world each second. It has become possible because of the media that enables the people to

Thursday, August 22, 2019

Negative effect of video games on children Essay Example for Free

Negative effect of video games on children Essay The Negtive Effects of Video Gaming on Children Children don’t have to buy an expensive gaming system to play video games anymore, than can simply log onto the internet through their home computer or their handheld devices and they have an array of videogames to choose from. Every time a child pops a role playing videogame into their gaming console or logs onto the internet to play so called interactive video games, they enter a virtual world where there are no real consequences for their actions. While playing violent video games children can choose to play the violent roles of either car thieves or killers. The more time a child spends playing video games the less time they spend engaged in normal social activities with their friends. When a child is allowed to spend hours a day playing video games, especially violent role playing games, they can cause them to become violent, socially isolated, and depressed. First person role playing games allow children to identify with their character (Harding). The more time children spend as killing machines in the false reality of the video gaming world, the more desensitized they become to death and killing in the real world. Studies have shown the more time children spend playing violent video games, the more likely they are to respond to real world situations with aggression and violence (Gordon). A 2004 study published in the Journal of Adolescence found children, particularly teens, who played violent video games are more likely to become aggressive, confrontational, and see a decline in their academic performance (Harding). Allowing children to play violent video games is not worth the risk they pose! Children are exposed to enough violence through television without the help of violent games offered to them over the internet and through popular video gaming systems. Video games do not only expose children to violence they allow them to engage in it through the violent roles they allow them to play. Many of the roles children play over the internet or through their game consoles simulate real world situations where they can steal and murder with no consequences. Parents should not need to read the results of a study for them to realize that allowing their child to play violent roles in video games, where they kill and steal, will encourage violent behavior from them in the real world. During September 2009 in Ohio a sixteen year old boy named Daniel Petric was forbidden by his father from buying the new version of the violent video game Halo that he was obsessed with. After being forbidden from buying the new version of the violent game Daniel snuck out of his house and bought it anyway. When Daniel’s father discovered he had disobeyed him, and bought the game, he took it away from him and locked it in his lockbox where he kept his gun. Later that same night, sixteen year old Daniel unlocked his father’s lockbox to retrieve his game and found his father’s gun. After finding the gun Daniel went into his parent’s bedroom and shot both his father and mother in the killing them (Gordon). No one can say with absolute certainty that the video game Halo caused the boy to shoot his parents. One thing is obvious, if the boy’s account of events are to be believed, the game played a huge factor in his descion to murder his parents that evening. Violent behavior unfortunately is not the only negative effect from children playing video games to often. A recent study by Douglas A Gentile, an associate professor of psychology at Iowa State University found that children who spend several hours a day playing video games are at risk to become addicted to them. Once a child becomes addicted to their video game, their addiction can cause them to become depressed, anxious, and have social problems including social isolation (Gilmore). If a child is spending several hours a day gaming they can very easily become depressed. When a child spends most of their day playing video games they do not engage in normal healthy physical activity with their friends. It makes sense that the more time a child spends isolated playing video games the more likely they are to become depressed. Children need to spend time interacting with their friends in order to develop normal social skills. When children isolate themselves playing videogames alone all day, they begin to lose their friends and social skills. Studies show that the depression caused from children pathologically playing video games can be easily lifted when they simply stop playing them (Frontelera). Douglas Gentile said, â€Å"We found in children who started playing pathologically anxiety and depression got worse. And, when they stopped gaming the depression lifted† (qtd. in Gilmore). The idea that allowing a child to play his or her favorite video game for a couple hours a day can lead them to social isolation may sound farfetched, unfortunately it is not. The more time a child spends playing video games the less desire they have for one on one human contact. Although, children have the ability to interact with other players including their friends through the internet, their friends become part of the game itself and there is no real contact. Children need to spend time in social environments with their peers in order to learn and maintain the social skills they need to navigate through life. When a child loses his or her social skills they quickly become isolated and depressed. Their isolation and depression can lead them to identify themselves more with the character they are playing in their videogame than their own real life. First person role playing games allow children to identify with their character. Studies have shown the more time teenagers spend playing violent videogames at home the more likely they are to respond to real world situations with aggression and violence. A child’s imagination is amazing and sometimes limitless, unfortunately it can become dangerous when they begin to imagine themselves stealing cars and murdering people while playing first person role playing Videogames allow children to become kings and queens, or car thieves and murderers. Children can become so entranced by the different roles they play in the virtual worlds created for them through videogames that the line between the real world and the virtual one depicted in the video games they are playing becomes blurred. . Violent video games rewarded children for things like stealing cars and killing people.