New Trends in Event Marketing

Author(s):  
Remziye Ekici ◽  
Derya Toksoz

Event marketing has become an increasingly important role as a marketing tool for marketers. Nowadays, the ability of event marketing to provide deeper consumer participation with new, creative, unique, tailored, interactive, and compelling events attracts great interest among marketers. The enormous impact of digital development on our daily lives is now more important than ever. Digital technology, from a facial recognition app for easy recording to creating an event app or using virtual reality for realistic demonstrations, can help deliver a superior experience to participants. As key technological practices matured, a number of important trends and developments in event marketing emerged. The event industry enriches the experiences of the participants by using technological applications and creates new applications. All these activities that are vital to a successful event are an important part of the marketing function because event marketing strategy and planning is a whole with general event planning.

Tech-E ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 16
Author(s):  
Philip Kristy Wijaya ◽  
Aditiya Hermawan

Increased demand for property in Indonesian society, opening up a great opportunity for entrepreneurs to start a business in the property sector. The large number of new entrepreneurs, opening up many different ways of offering attractive products and promos that bring the impact of significant sales decline for those who can not compete. One such problem-solving proposal is to analyze current conditions and create new, powerful goals and strategies to implement. The methods that can serve as guidelines in the analysis and planning of the marketing strategy are SOSTAC (Situation Analysis, Objectives Setting, Strategy, Tactics, Action and Control). Based on the results of SOSTAC analysis and suggestions the way that can be done is to build E-Marketing with media websites that can be easily reached by the public and a marketing tool for marketing executive. On the website created a Virtual Reality feature that can display the form of building to consumers to increase consumer confidence in purchasing units. Based on testing and evaluation by consumers a new marketing strategy plan is worth trying and applied in marketing strategy.


Pringgitan ◽  
2021 ◽  
Vol 2 (01) ◽  
Author(s):  
Suhartapa Suhartapa

Tourism destination marketing activities begin by selecting target markets, and these activities are referred to as the segmenting and targeting process. Meanwhile, activities to acquire, maintain and develop target markets are called the selling process. And the last thing is creating, delivering and communicating the destination offering is called the positioning process. The process of tourism activities can be in the form of long-term decisions or strategic levels which include the branding, segmenting, targeting, selling and positioning processes. Meanwhile, the short-term activity process or the tactical level is usually called a marketing program in the form of various maneuvers so that the predetermined marketing strategy can run well. Meanwhile, tactical activities, which are usually called marketing programs, are short-term processes aimed at making the marketing strategy run as determined. Activities that are tactical in this marketing program are decisions about the marketing mix. Competition for tourism destinations can be carried out through strategies that optimize the functions of tourism destinations. Like other industries, the function of a tourism destination can be in the form of an operational function and a marketing function. Keywords: Marketing Strategy, Competitive Strategy, Tourism Destination


AKSEN ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 19-31
Author(s):  
Andrey Caesar Effendi ◽  
LMF Purwanto

The use of digital technology today can be said to be inseparable in our daily lives. Digital technology isslowly changing the way we communicate with others and the environment. Socialization that is usuallyface-to-face in the real world now can be done to not having to meet face-to-face in cyberspace. Thisliterature review aims to see a change in the way of obtaining data that is growing, with the use of digitaltechnology in ethnographic methods. The method used in this paper is to use descriptive qualitativeresearch methods by analyzing the existing literature. So it can be concluded that the use of digitalethnography in the architectural programming process can be a new way of searching for data at thearchitectural programming stage.


Author(s):  
Mohammed Yousif

The mobile applications industry has had significant growth in the last few years. Mobile phones are everywhere since we use them in every part of our daily lives for entertainment, communication and other various uses. Unfortunately, there was also a substantial increase the number of autism cases in kids around the world, which has prompted for a dire need of a therapy method that is cheap, reliable and accessible for everyone who needs it. Researchers have tried several methods, like robotics and virtual reality, to help in the therapy of autistic children. While their results were promising, these technologies are still out of reach of most users due to their high cost. Mobile phones, however, are much more accessible since everyone has one, and they have a wide array of useful gadgets that can be used in making the therapy sessions more engaging and fun such as cameras, accelerometers, speakers, microphones and others. This project aims to design and implement an interactive learning environment based on a mobile application for teaching kids with special needs. 


2021 ◽  
Vol 12 (44) ◽  
pp. 22-36
Author(s):  
Busra ERTOGRUL ◽  
Gizem KILICSIZ ◽  
Aysun BOZANTA

Social media platforms have become an inevitable part of our daily lives. Companies that noticed the intense use of social media platforms started to use them as a marketing tool. Even ordinary people have become famous by social media and companies have been sending their products to them to try and advertise. Many people have gained a considerable amount of money in this way and today new jobs are emerged like "Youtuber" and "Instagram Influencer". Therefore, ordinary people realized the power of social media and many people started to strength their digital identity over social media. The question raising in people’s mind is that “What is the difference between the influencers and the ordinary people who have also digital identity over social media?”. This study examined Instagram influencers for five categories namely fashion, makeup, photography, travel, and fitness in Turkey. As an exploratory study, the relationship between the influencers’ average number of posts, the number of likes, the number of views, the number of comments, number of followers, and the number of following were examined. As well as the engagement rates of the followers to the influencers were calculated. In addition, the words they mostly used in the captions of the posts were examined.


2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


2017 ◽  
Vol 45 (5) ◽  
pp. 532-549 ◽  
Author(s):  
Costas Assimakopoulos ◽  
Ioannis Antoniadis ◽  
Oliver G. Kayas ◽  
Dragana Dvizac

Purpose The purpose of this paper is to investigate the usage of university Facebook (FB) groups and sites by undergraduate students seeking information about their departments and the ways these pages could be used to acquire students. The factors that can intensify the FB group activities of a university are examined as well as how FB can be used as a marketing tool to improve marketing campaigns. Design/methodology/approach The study investigates and compares two universities: the University of Novi Sad of the Republic of Serbia and the Technological Educational Institute of Western Macedonia, Greece. A structured questionnaire was used with samples of 343 and 300 students gathered in this survey. Findings An enhanced technology acceptance model oriented toward FB is presented and it is the conceptual background of the paper. Student demographics and behavioral characteristics of the FB group they enrolled on were determined. Common behavioral patterns of the usage tension of the FB group are also identified. Additionally, five factors were determined that can be used by university marketers to intensify engagement with the FB group. Research limitations/implications Larger samples should be used for future research. Originality/value The paper proposes a marketing strategy a higher education institution should follow to more effectively use social networking sites as a marketing tool.


Author(s):  
Sarah Thorne

Surveying narrative applications of artificial intelligence in film, games and interactive fiction, this article imagines the future of artificial intelligence (AI) authorship and explores trends that seek to replace human authors with algorithmically generated narrative. While experimental works that draw on text generation and natural language processing have a rich history, this article focuses on commercial applications of AI narrative and looks to future applications of this technology. Video games have incorporated AI and procedural generation for many years, but more recently, new applications of this technology have emerged in other media. Director Oscar Sharp and artist Ross Goodwin, for example, generated significant media buzz about two short films that they produced which were written by their AI screenwriter. It’s No Game (2017), in particular, offers an apt commentary on the possibility of replacing striking screenwriters with AI authors. Increasingly, AI agents and virtual assistants like Siri, Cortana, Alexa and Google Assistant are incorporated into our daily lives. As concerns about their eavesdropping circulate in news media, it is clear that these companions are learning a lot about us, which raises concerns about how our data might be employed in the future. This article explores current applications of AI for storytelling and future directions of this technology to offer insight into issues that have and will continue to arise as AI storytelling advances.


Author(s):  
Vasiliy Svistunov ◽  
Valeriya Konovalova ◽  
Vitaliy Lobachyev

The article is devoted to the assessment of the impact of modern digital technologies on the world and Russian labor market. The relevance of the chosen problem is explained by the fact that the achieved level of digital development of society has a signifi cant impact on the size of labor markets, the qualifi cation composition of workers, the demand for certain professions. The article presents the results of the analysis of the impact of digital technology on the growth of Russia’s GDP, the contribution of individual factors of growth in value added of diff erent sectors of the economy, including the sectoral dimension, the dynamics of digital technologies across regions of the country. The article presents the results of studies characterizing new trends in the labor market, formed as a response to the increasingly active penetration of the digital economy in the socioeconomic sphere of society.


Sign in / Sign up

Export Citation Format

Share Document