media mix
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2022 ◽  
Author(s):  
Vasile Hodorogea ◽  
◽  
Tulia Maria Căşvean ◽  

Additional to the three main trends influencing social dialogue at the organizational level - de-centralization, up-scaling, de-institutionalization and representation – the COVID-19 pandemic rules brought a new influence that impacts the Unions, forcing it to adapt its internal communication. This paper is centred upon the way the Unions members in Romania get access to information in the new labour landscape, characterized by the work from home and physical distancing. The research focuses on a collective case-study of three strong Union Federations that developed internal communication with unions’ members that fits the pandemic context. The research focuses on the internal communication repertoire elements used by the Unions. The research method assesses the qualitative information gathered by interviewing key Unions representatives. The main areas of interest are the key topics addressed in the communication with the members, the tools and media mix used, the frequency of the formal communication with the trade unions members, the accountable and the responsible persons with the internal communication, and the management of the feedback from the members, all in the context of what is different vs. 2019. The conclusions are enriched with some recommendations for future development of communication with union members, supporting the social dialog.


2021 ◽  
Vol 1 (7) ◽  
pp. 857-874
Author(s):  
Aura Nebula Safinatunnajah ◽  
Pujiyanto ◽  
Joni Agung Sudarmanto

Abstract: Granoolars is a newly established business in the food industry that needs more brand awareness from the target consumers. Promotional content is one of the approaches to reach the audience for recognition. Since the consumer is the value co-creator, a thorough investigation was highlighted on the characteristics that the targeted consumer seeks in an ad, both the verbal and visual aspects. Moreover, the distribution channel of social media that the respondents mostly use was also discussed. The purpose of this study was to comprehend and design the promotional content which the audience approves. The design process uses Matt Cooke methodology which consists of definition, divergence, and transformation stage. The study is a quantitative method using an online survey on 300 respondents. The SPSS data analysis was used for the descriptive statistics analysis. The findings proposed that the respondents prefer marketing content that has the ad value of credibility and informativeness. Moreover, visual of the content that implemented a strong design principle is favorable for the audience of this study. The distribution funnel being adopted are Instagram and Twitter as the most used social media platforms by the respondents. Keywords: brand promotion, social media content, brand awareness Abstrak: Granoolars adalah bisnis yang baru didirikan di industri makanan yang membutuhkan lebih banyak kesadaran merek dari target konsumennya. Konten promosi adalah salah satu pendekatan untuk menjangkau audiens untuk mendapatkan pengakuan merk. Sebab konsumen adalah value co-creator, penyelidikan menyeluruh difokuskan pada karakteristik yang dicari target konsumen dalam sebuah iklan, baik aspek verbal maupun visual. Selain itu, saluran distribusi media sosial yang paling banyak digunakan responden juga dibahas. Tujuan dari penelitian ini adalah untuk memahami dan merancang konten promosi yang disukai audiens. Proses perancangan menggunakan metodologi Matt Cooke yang terdiri dari tahap definisi, divergensi, dan transformasi. Penelitian ini menggunakan metode kuantitatif dengan menggunakan survei online terhadap 300 responden. Analisis data SPSS digunakan untuk analisis statistic deskriptif. Hasil penelitian menunjukkan bahwa responden lebih menyukai konten pemasaran yang memiliki nilai iklan kredibilitas dan keinformatifan. Selain itu, visual konten yang menerapkan prinsip desain yang kuat sangat disukai oleh audiens penelitian ini. Corong distribusi yang diadopsi adalah Instagram dan Twitter sebagai platform media sosial yang paling banyak digunakan oleh responden. Kata kunci: promosi brand, konten media sosial, kesadaran merek


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.


2021 ◽  
pp. 146144482110156
Author(s):  
Dorothy Finan

Japan has recently seen an upsurge in idol ikusei (nurturing) games: networked mobile games where one nurtures and produces an idol pop group. These games are a significant part of Japan’s contemporary ‘media mix’, influenced both by virtual pet games and by discourses of nurturing surrounding the production of ‘real’ girl idol groups by male producer-auteur figures. Previous analyses have considered affection for simulated or virtual girl idol figures as a detached longing for stylised characteristics ( moe). This article uses a case study of a mobile game at the centre of the Love Live! girl idol-nurturing simulation franchise to suggest that we cannot only speak of players’ affection for nurturing games’ characters in terms of postmodern disembodiment; we must also consider how in playing idol-nurturing games, players take the place of real male producer-auteur figures in Japanese popular music production, where discourses of gendered nurturing abound.


2021 ◽  
Vol 29 (2) ◽  
pp. 291-317
Author(s):  
Alexander Zahlten

Abstract This article explores the popular shift to a media-ecological understanding in post-1960s Japan. Bookending its investigation with two actual funerals held for fictional characters in 1970 and 2007, it tracks the trope of death to map the increased interlocking of media temporality and everyday temporality in intensified media capitalism. As characters attain the ability to die, they are increasingly reanimated (to die again) in other media. Death and reanimation thereby become an expression of transformations at the intersection of media-systemic, economic, and aesthetic levels. The article concludes that death and reanimation across media channels point to a new rhythmic temporal regime. Characters are now mortal but cannot die, doomed to become eternally wandering media-mix zombies. The article relates this media economy linked to themes of death and animation to recent discussions of capitalist animism by figures such as Michael Taussig, Achille Mbembe, and Steven Shaviro. The article then offers a brief outlook on the most recent expressions of this zombie economy in narrative tropes of time loops and alternative realities.


Author(s):  
Constantino Oliva

This paper analyzes the Taiko no Tatsujin (Bandai Namco 2001/ 2018) franchise and the musical literacy it conveys. While previous accounts of game musical literacy have focused on the competence necessary to interpret references across media (van Elferen 2016), this paper expands on the concept, and includes the discussion of live performances and oral traditions.The musical compositions included in Taiko no Tatsujin pertain to the Japanese phenomenon of media convergence known as media mix (Steinberg 2012), as they have been previously popularized by anime and geemu ongaku (or game music) (Yamakami and Barbosa 2015). However, the musical participation initiated extends its references to the practice of Japanese taiko drumming, a largely oral, non-notated musical form, which cannot be reduced to a musical repertoire. The resulting, emerging ludo mix, a form of media mix centered around digital games (Blom 2019; Bjarnason 2019; Picard and Pelletier-Gagnon 2015; Steinberg 2015), presents original musical characteristics, representing and synthesizing a dynamic musical culture.The conclusions show that game musical literacy is based, not only on competence with previous media forms, but also with various different forms of participation in musical performances, or musicking (Small 1998), which concur in constructing game musical literacy. The musical side of the ludo mix can therefore be expressed through a large variety of musical practices.


Author(s):  
Nökkvi Jarl Bjarnason

Employing the Final Fantasy XV Universe as a case study, this article examines how the changing climate of game development, in tandem with established media mix strategies, contributes to the emergence of the ludo mix as media ecology. Through a comparative analysis of the climate of modern game development and the adoption of media mix strategies, the case is made that these two distinct phenomena intersect to create novel challenges and incentives for a particular kind of game development. This has resulted in the strategic outsourcing of Final Fantasy XV’s in-game narrative to outside the ludic sphere, and negatively affected the game’s critical reception. These findings posit challenges and opportunities for the future of the ludo mix, noting that the evolving technological, aesthetic, and economic climate of game development continues further down the same path, while simultaneously advocating for the ludo mix as a framework for better understanding the disproportionate load imposed on media via transmedia collaborations.


2020 ◽  
Vol 1 (2) ◽  
pp. 213-227
Author(s):  
Wahyuddin Rahman ◽  
Ackriansyah Achmad Gani

This research was conducted with the aim to know the influence of each variable of electronic media mix consisting of Television media, Radio and internet media significantly to increase participation of BPJS Employment of Makassar Branch, and to know the effect simultaneously or simultaneously variable of electronic media of television media, media radio and internet media to increase participation BPJS Employment Makassar Branch. This study uses questionnaires, literature study and interviews with quality assay data analysis techniques, classical assumption test, multiple linear regression analysis and hypothesis testing. The results of the study found that electronic media consisting of: television media, radio media and internet media have a significant influence on the increase of membership BPJS Employment Branch of Makassar. So the first hypothesis can be accepted. Based on the result of simultaneous test, it is obtained the value of Fcount = 398.637 with the significance of 0.000 with the negligence level of 0.05, so it can be said that the television media, radio media and internet media together influence the increase of membership BPJS Employment Makassar Branch. So the second hypothesis proposed can be accepted and proven true


Author(s):  
Arkadiusz Zaremba ◽  

Marketers are currently focused on proper budget allocation to maximize ROI from online advertising. They use conversion attribution models assessing the impact of specifi c media channels (display, search engine ads, social media, etc.). Marketers use the data gathered from paid, owned, and earned media and do not take into consideration customer activities in category media, which are covered by the OPEC (owned, paid, earned, category) media model that the author of this paper proposes. The aim of this article is to provide a comprehensive review of the scientifi c literature related to the topic of conversion attribution for the period of 2010–2019 and to present the theoretical implications of not including the data from category media in marketers’ analyses of conversion attribution. The results of the review and the analysis provide information about the development of the subject, the popularity of particular conversion attribution models, the ideas of how to overcome obstacles that result from data being absent from analyses. Also, a direction for further research on online customer behavior is presented.


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