Media planning and budgeting in advertising

Keyword(s):  
Author(s):  
Edith Smit ◽  
Marjolein Moorman ◽  
Peter Neijens
Keyword(s):  

1995 ◽  
Vol 29 (1-4) ◽  
pp. 383-386 ◽  
Author(s):  
Gary P. Moynihan ◽  
Anoop N.R. Kumar ◽  
Giles D'Souza ◽  
William G. Nichols

2020 ◽  
Vol 5 (2) ◽  
Author(s):  
Sapar Junoko

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>Technological progress is something that can not be avoided in today's life. One of the results of technological development is the internet, one of its benefits is as a means of entertainment, for example to play online games. Online games themselves are not only played from computer games but can also be played on smartphones, online games are much loved by teenagers because online games themselves are a means of entertainment for them but most teenagers are addicted to playing online games. Online games themselves have positive and negative impacts, but if playing excessive online games can have positive impacts which are definitely addicted to playing continuously. The main study of this research focuses on the identification, analysis and design of Video Motion Graphic works and other supporting media. This design uses premedia media planning methods, playing media and media follow-up. Data collected through, observation, interviews, literature and website. The data is then identified, classified, selected, then analyzed using the 5W + 1H method and interpreted according to the text and context. The design of the social media campaign of the impact of online games for teens in the city of Palembang as a visual communication media which is part of the design discussion. This design aims to encourage adolescents to reduce and reduce the number of addictions due to online games especially teenagers in the city of Palembang in order to be able to balance between playing online games and learning to get achievements in education. </span></p></div></div></div>


2006 ◽  
Author(s):  
Paul Farris ◽  
Robert L. Carraway ◽  
Ervin Shames
Keyword(s):  

2017 ◽  
Author(s):  
Paul Farris ◽  
Phillip E. Pfeifer
Keyword(s):  

2020 ◽  
pp. 132-175
Author(s):  
Laura R. Oswald

Although structural semiotics has origins in the dual disciplines of communication science and anthropology, many commercial semioticians limit their practice to the analysis of texts such as advertising, popular media, and cultural phenomena, to the exclusion of consumer research. Some practicing semioticians even advertise that semiotics does not apply to consumer behavior. However, a cursory look at the academic literature makes it clear that the object of semiotics is not limited to textual analysis, but applies to a wide range of human experiences, including social organization (Hodge and Kress 1988), cinema spectating (Metz [1976] 1981), the flow of traffic in a mall (Oswald 2015), and even animal behavior (Sebeok 1972). Furthermore, in the course of twenty years of consulting to blue chip companies, it is clear that the object of semiotics is not limited to textual analysis, but also applies to a wide range of marketing factors including consumer-centered design strategy, cultural branding, and media planning. This chapter illustrates how semiotics can be applied to standard qualitative research methods to gain deeper insights, encourage respondent creativity, and improve the consistency and validity of findings for the client. Christian Pinson contributes an early essay on marketing semiotics research.


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