scholarly journals The Study about the Media Mix of Light Novel : Focusing on animation of The Melancoly of Haruhi Suzumiya

2017 ◽  
Vol null (40) ◽  
pp. 345-360
Author(s):  
Yang Eric ◽  
권희주
Keyword(s):  
2019 ◽  
Vol 14 (3) ◽  
pp. 254-270
Author(s):  
Mihir Dash ◽  
Kshitiz Sharma

The luxury car segment is the most vibrant segment in the luxury goods market, experiencing high growth in recent years in the emerging economies of China, India, and Brazil. In India, the luxury car segment is dominated by three major players, that is, Audi, Mercedes-Benz, and BMW, together accounting for 85 per cent of the total Indian luxury car segment. The study proposes a marketing response model for luxury car brands, involving a linear model with all possible interaction effects. The model is applied in the case of a luxury car brand which had recently adopted digital marketing in addition to its traditional advertising media mix. The response in the form of customer queries at its showroom (situated in Bangalore, India) was taken as the dependent variable. The independent variables were the advertising expenditure in different media, viz. newspapers and magazines, display events, and digital media. The results of the model provide a measure of the effectiveness of each of the media, the interaction between them, as well as the impact of digital marketing.


Arts ◽  
2018 ◽  
Vol 7 (3) ◽  
pp. 27 ◽  
Author(s):  
Stevie Suan

As an alternative reading of anime’s global consumption, this paper will explore the multiple layers of transnationality in anime: how the dispersal of agency in anime production extends to transnational production, and how these elements of anime’s transnationality are engaged with in the transnational consumption of anime. This will be done through an analysis of Shirobako (an anime about making anime), revealing how the series depicts anime production as a constant process of negotiation involving a large number of actors, each having tangible effects on the final product: human actors (directors, animators, and production assistants), the media-mix (publishing houses and manga authors), and the anime media-form itself. Anime production thus operates as a network of actors whose agency is dispersed across a chain of hierarchies, and though unacknowledged by Shirobako, often occurs transnationally, making attribution of a single actor as the agent who addresses Japan (or the world) difficult to sustain. Lastly, I will examine how transnational sakuga-fans tend to focus on anime’s media-form as opposed to “Japaneseness”, practicing an alternative type of consumption that engages with a sense of dispersed agency and the labor involved in animation, even examining non-Japanese animators, and thus anime's multilayered transnationality.


1994 ◽  
Vol 71 (1) ◽  
pp. 191-198 ◽  
Author(s):  
Sabrina R. Goodson ◽  
Mary Alice Shaver

This study examines spending patterns and media choices of national advertisers targeting the Hispanic audience. Survey results show that companies who target the Hispanic market at the national level spend only 1.5% of their total budgets in Spanish-language advertising. The media mix used for this audience is quite different than that reported for the general audience; 80% of ad dollars go to broadcast media. The authors suggest that promotions, particularly event marketing, can be a way for national advertisers to both customize messages and gain increased recognition in local markets.


2014 ◽  
Vol 16 (1) ◽  
pp. 19
Author(s):  
Samanhudi Samanhudi ◽  
Dwi Hardjoko ◽  
Riandy Adhitya

<p>Wood fiber waste of arenga produced from starch palm industry. It is not handled properly so that could be potentially cause problems for the surrounding community. Wood fiber waste of arenga is potentially used as a medium for hydroponics. The waste can be utilized to get a new composition of hydroponic media. This study aims to determine the effect of a mixture of sand with arenga fiber waste. This research was carried out by using a mixture of sand and arenga wood fiber waste as a medium. This is an experimental study using a completely randomized design. This study aims to determine the effect of a mixture of sand and arenga fiber waste for kailan growth. The results showed that the mixture of sand and arenga wood fiber waste has no effect on kailan growth. The combination of mixtures of sand and arenga fiber waste showed no interaction. Observations on plants such as plant height, number of leaves, leaf greenness levels, the fresh weight of crop stover and stover dry weight of the plant, showed a row of the highest results in the media mix washed sand, washed sand and rice husk</p>


2015 ◽  
Vol 20 ◽  
Author(s):  
Kathryn Hemmann

The Japanese expression "media mix" refers to multimedia marketing strategies for entertainment franchises. Although such franchises are commonly understood as being controlled by large corporations, the fans of these media properties make significant contributions to the mix, often expanding on the central themes of the source texts and queering them by rendering their subtexts explicit. In dōjinshi, or self-published fan comics, female readers create their own interpretations of stories, characters, and relationships in narratives targeted at a male demographic. In BL (boys' love) fan comics, which are notable for their focus on a romantic and often physical relationship between two male characters, the female gaze has created its own overtly homoerotic readings and interpretations that creatively subvert the phallocentrism implicit in many mainstream narratives. The interactions between texts and their readers found in dōjinshi illustrate how cycles of narrative production and consumption have changed in the face of active fan cultures. Because of the closely interrelated nature of the components of increasingly international media mixes, communities of fans have the potential to make positive and progressive contributions to the media mix ecosystem.


2021 ◽  
Vol 10 (1) ◽  
pp. 224-238
Author(s):  
Alicia Martín García

Product placement has existed in its most primitive form since the dawn of cinema. Now, due to the saturation of conventional advertising, this technique has reached its zenith, with brands appearing in an environment without competition, as a natural element of the plot. The automotive sector has been present from the beginning and soon understood the expressive possibilities that were offered. General Motors began its journey in the film industry in 1933 following an agreement with Warner. Since then, the General Motors group has had a growing presence in the film industry, which reached its peak in Transformers (2007), an unprecedented type of product placement. It is possible to identify a clear cause-effect relationship in the company’s sales, with product placement being an efficient marketing tool within the media mix, as we will show throughout this investigation. The study begins with a historical review of brand placement in North American cinema (1933-2014), then proceeds with a content analysis, following the methodology proposed by Méndiz (2001), of advertising placement in film and a structured interview with Norm Marshall, the director and founding partner of Norm Marshall & Associates, responsible for GM’s product placements.


Author(s):  
Akiko Sugawa-Shimada

In Japanese folk belief, inanimate objects used for 100 years are believed to be granted a spirit. They are called tsukumogami, or artefact spirits. Through personification of the spirits in recent popular cultural products, the belief of tsukumogami has been popularized among young people who are unaware of the folk belief. One of the most popular works utilizing personified tsukumogami is Token Ranbu-ONLINE-, an online web browser (2015) and mobile game (2016). It has been adapted into 2.5-dimensional plays and musicals, anime works, and other media forms. The article explores how tsukumogami of Japanese swords are adapted in the media mix strategy of Token Ranbu. It argues that those adaptations serve to provide a spiritual site where Japanese folk beliefs can be traced. Through her study, the author also shows how Japanese folk beliefs (a mixture of Shintoism, Buddhism, and Chinese philosophies) are constructed, consumed, and used in Japan’s contemporary popular culture.


2020 ◽  
Vol 6 (1) ◽  
pp. 59-76 ◽  
Author(s):  
Simon Gough

This article examines the development of the media franchise Mahō shōjo Madoka magika/Puella Magi Madoka Magica from the perspective of the growth of character media ecologies. Originating as a 2011 anime series, Madoka Magica presented a critically acclaimed narrative featuring a dark, traumatic take on the magical girl genre of media. Outside this narrative context, however, Madoka Magica has developed into a vibrant array of media products, including manga, video games, character merchandising and cross-promotional brand marketing, with little to no reference in these products to the dark context of the chronologically prior characters. Characters who were brutally killed in one context become smiling ambassadors for convenience stores in another; the monsters fought against become cohabiting associates, if not allies, between texts. By focusing on the marketing, proliferation and malleability of the Madoka Magica characters, and the brand’s evident emphasis on the characters’ affective potential outside the narrative context of the original series, this article highlights the multiplicity of characters within the brand’s officially produced media mix. Examining the production of the brand as a totality of products becomes a staging point for future analysis into character marketing more broadly, and the divergent approaches to such marketing across a global context.


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