interactive marketing
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2022 ◽  
Vol 35 (1) ◽  
pp. 0-0

The present study aimed to identify the inabilities of service firms to connect to different age group customers whilst the era of smart technologies. Despite various service innovations customer services seem to be worsening across the world. It is imperative to understand different age group customers' experiences while using smart technologies to address current customer strategies and practices in the service sector. The study adopted the CIT method to collect participants’ experiences who were using smart technologies in various service settings. The study indicates that how staff and top management personnel of service firms are using smart technologies as a shield to avoid human contact with their customers presently. Additionally, the study highlights the relevance of people, empathy, and interactive marketing practices for improving services even in the era of smart technologies. It means that service firms should connect more and more customers through various smart technologies but get themselves disconnected from these technologies to keep a direct human interaction.


Open Screens ◽  
2021 ◽  
Vol 4 (2) ◽  
Author(s):  
Maya Nedyalkova

This article focuses on issues of representation and belonging, in an attempt to uncover how popular cinema in Bulgaria caters to national sensitivities while at the same time making the link with the global film industries. The Bulgarian popular feature Love.net (Ilian Djevelekov, 2011) is an example of the shift towards treating filmmaking in Bulgaria as a business as much as a cultural venture. It emerged as part of broader European trends, which put an emphasis on film development, marketing and stars, with the aim to counter Hollywood’s dominant market position. Love.net focuses on the role of the Internet as facilitating love, relations and communication in the contemporary world. On a textual level, and similarly to Love Actually (Richard Curtis, 2003), it explores the six degrees of separation theory, implicitly advocating for a world of interconnectedness. Contextually, Love.net created a sense of virtual belonging among the local online community, allowing them to participate in the film’s development and engage with its interactive marketing. Transnational stars provided a further point of contact and involvement. Through its mixed cast featuring home-grown and locally popular foreign actors, Love.net both channelled and challenged Hollywood, positioning European cinema as similar in glamour and attraction but different in identity.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jagdish N. Sheth

PurposeThe purpose of this paper is to articulate the impact of COVID-19 on marketing. It will shift from “physical first” to “digital first,” and from “selling to serving” the customers. This will impact all 4 Ps of marketing, as well as branding and innovation.Design/methodology/approachIt is a conceptual paper based on literature review. The underlying construct used is transaction cost economics (TCE).FindingsUsing TCE, the paper finds that both consumers and marketers are very willing to shift to e-commerce and digital platforms which are both convenient, as well as cost-effective. Also, customer support organization will become a strategic advantage in interactive marketing.Originality/valueThis is an original paper written specifically for the special issue on the post-pandemic shock.


2021 ◽  
Vol 6 ◽  
Author(s):  
Sunny Ekakitie-Emonena ◽  
Ochuko S. Alagba

The seeming eternal pursuit of profit by financial institutions and other enterprises have proved to be short-sighted judging from recent studies. Emphases have shifted to securing the goose that lays the golden-egg (the customer) rather than the egg itself. This study focused on the imperative of deploying evolving customer centric platforms such as CRM to manage customer needs satisfactorily to guarantee continued patronage and profit (performance). CRM is revealed as a competitive strategy hotly becoming popular among Nigerian banks - extant literatures on its dynamics were clinically x-rayed. Models of relationship management such as relational benefit, network and relational quality models were discussed in relation to service offerings. Survey research was used in a cross-sectional study to test the nature of association between CRM predictor variables of interactive marketing, service quality and bonding among leading banks in the South-South geopolitical zone of Nigeria. These variables were tested to ascertain whether they would become significant predictors of performance among the leading banks sampled. Outcome reveals a positive association and a strongly significant influence at 0.05%. This necessitated the rejection of all two hypotheses tested.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Lan-Lung (Luke) Chiang ◽  
Tseng-Lung Huang ◽  
Henry F.L. Chung

PurposeIn modern e-commerce and omnichannel management, consumers can utilize visual information delivered by augmented reality interactive technology (ARIT) to relate to products and view them worn on themselves. Accordingly, ARIT is increasingly common in online retail environments because this dynamicproduct imagery decreases the gap between online and offline shopping. On the basis of construal-level theory (CLT), this study not only examines the system characteristics that impact the perceived ease of use and usefulness of ARIT but also explores how these system characteristics can successfully affect online consumers to adopt ARIT in retail settings.Design/methodology/approachIn this study, ARIT is applied mainly in an online clothes fitting context. By conducting a task-based laboratory study, 344 valid samples were collected. Structure equation modeling (SEM) was employed for further analysis.FindingsNavigation structure, graphic style and information content were identified as the three system characteristics that affect perceived ease of use and usefulness of ARIT. Of the three characteristics, information content has the greatest impact on perceived ease of use and usefulness of ARIT. The study also found that navigation structure, graphic style and information content all shape ARIT system characteristics, and this explains and predicts the perceived usefulness and perceived ease of use effect better than any original single system characteristic.Originality/valueInteractive marketing research indicates that the influence of immediately visualizing consumer–product matching effects creates excitement, arouses emotions and triggers curiosity to explore additional product purchase experiences. This study contributes to the present body of knowledge of the concept of ARIT systems. This is a pioneer research that uses CLT to act as a crucial psychological mechanism that dominates online fitting and apparel appraisal for consumers using ARIT. This study serves as a reference for designing and employing multisensory ARIT applications in interactive marketing to drive online sales.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Xuehui Jiang

With the development of the mobile Internet, e-commerce has become one of the important ways of daily consumption, but how to effectively use e-commerce for interactive marketing and increase sales is an important research direction. Mobile ad hoc distributed algorithms are introduced in this paper. Through sorting out the mode of e-commerce interaction influence, process marketing is performed from two-dimensional code, short message, business district, mobile search, Bluetooth, wireless network, and other methods, and interactive marketing is tried in various industries such as education, tourism, agriculture, catering, finance, and publishing, and simulation experiments are used to verify them. The simulation experiment results show that the mobile ad hoc distributed algorithms are effective and can support the e-commerce interactive marketing model.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jani Pavlič ◽  
Tina Tomažič ◽  
Ines Kožuh

PurposeInteractive marketing (IM) has influenced commercial communication, including product placement (PP), which has become an essential form of integrating brands within the mass media. Existing research on PP has exceeded traditional TV and movies, and there is a lack of reviews considering the advanced technological perspectives. This scoping study aims to investigate PP in the context of IM and explore relations between technology-related factors and the effects of placement.Design/methodology/approachThe scoping study follows a systematic approach with strictly defined inclusion and exclusion criteria, research questions and a search strategy to identify relevant studies and extract the data. A two-stage screening process on 713 publications resulted in 42 studies for the final examination.FindingsThe results complemented existing theory by identifying and synthesizing the essential technology-related factors and their (un)favorable impacts on PP effectiveness, where interactivity was examined the most frequently. The results also outlined the (un)explored concepts of PP according to media technology and related factors, and show a prevailing research interest in in-game advertising and cognitive responses. Accordingly, the study provides implications for marketers and directions for future research.Originality/valueThis review is the first to examine PP studies in the context of IM and technology-related factors influencing the effect of placement.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yi Fu ◽  
Min Yang ◽  
Di Han

This study combs through relevant literature, adopts a combination of typical sampling and random sampling, collects three big data technology-driven interactive marketing e-commerce companies in a specific period of Sina Weibo sample data for research, obtains historical information and data, and constructs a model. Through relevant analysis to eliminate invalid variables, we creatively selected three variables of Internet hot words, activities, and microtopics as independent variables and used marketing effects as dependent variables to carry out empirical analysis and study the marketing innovation of three representative companies based on big data technology. We discussed the use of self-media in interactive marketing e-commerce and the situation of marketing innovation based on self-media, focusing on the interactive relationship between marketing innovation and Internet word-of-mouth (brand image). Through research, we have derived the three-force model, which is the biggest result of this research, and provided a reference model for interactive marketing e-commerce companies to carry out follow-up marketing innovation based on the media. Limited to the level of research and ability, there are some deficiencies in the research, such as barrage marketing, big data marketing, and emotional computing, that have not been analyzed in depth. This article fully considers the dependence of small and medium e-commerce companies on e-commerce platforms in the era of big data and conducted detailed market research on their precision marketing strategies in the era of big data. This will be a new field that does not come from media marketing. This article intends to summarize a series of experiences and laws from special to general, from individuality to generality, so as to give full play to the role of personalized marketing in increasing website traffic and order conversion, in order to personalize the use of data by other e-commerce companies with marketing provides some valuable experiences and methods for reference.


2021 ◽  
Vol 9 (9) ◽  
pp. 379-383
Author(s):  
T. B. Badhri Narayanan

            In this context, digital marketing is the best possible way to meet out the objectives. It is the usage of techniques for reaching a larger audience through some channels like the websites, social media, online advertisements through search engines, advertisements made through multimedia, interactive marketing, e-marketing, mobile marketing and so on. The current research study aims to explore the influence of such digital marketing on the buying behavior of consumers. This study has used questionnaires for the purpose of data collection from the respondents of Chidambaram who made online purchase. the respondents are selected on the basis of simple random sampling and the sample size of the study is 100. The data collected for the study is put into regression analysis for further interpretation of the data. The study reveals the finding that the digital marketing has got a positive influence over the buying behavior.


2021 ◽  
Vol 3 ◽  
Author(s):  
Joshua M. Lupinek ◽  
Jinhee Yoo ◽  
Eugene A. Ohu ◽  
Eric Bownlee

With virtual reality (VR) video game users beginning to see beta advertisements within game play, this conceptual article adds a needed digital and interactive marketing research foundation to the new construct of VR in-game advertising (IGA) activation. New consumer VR technology continues to disrupt traditional media as a $7.7 billion USD industry, that is expected to reach $57.55 billion by 2027. As such, marketing researchers must continue to evolve and understand the interdisciplinary VR research evolution as many VR users are likely to view IGA as intrusive. IGA and VR are not new constructs, but IGA within VR is unique as VR consumers have not yet experienced VR IGA intrusion. This article utilizes a sport marketing focus to provide an industry specific set of examples for the reader, however this article can be applied to broader fields including communications and interactive marketing. The main contributions of this article are 2-fold. First the development of a VR In-Game Advertising Congruity Framework is developed through a review of the literature and application to VR IGA in the topical areas of congruity of the IGA, interactivity of the IGA, intrusiveness of the IGA, realism of the experience, telepresence, brand awareness, and attitude toward the IGA. Secondly, a proper VR context definition of telepresence is provided through review of the literature that takes into account the interaction of a VR participant. This article aims to aid marketers in making informed IGA development decisions through strategic choice, via a centralized VR IGA congruity framework, that not only enhances brand awareness, but leaves participants with a favorable attitude toward the IGA to increase sales activation.


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