Sök:

Sökresultat:

3 Uppsatser om Nextopia - Sida 1 av 1

Word of Nextopia - en djupare förståelse av Nextopia och hur det påverkar Word of mouth

The purpose of this study is to further develop the understanding of Nextopia, the belief that the next product will always be better, and the effects it has on Word of mouth, both oral (WOM) and electronic (eWOM), and investigate possible causes of this effect. This has been made through an experimental study of responses to two mineral water ads, with a manipulated time frame. First, this thesis supports the fact that there is a general Nextopia-effect on customers being exposed to a future product, which makes them evaluating the product higher in terms of feelings, attitude and intention. Further this study shows that there is also a Nextopia-effect on WOM and eWOM, by customers being more likely to recommend a future product rather than a current one. This propensity to recommend the product also has a relationship with responsibility, which correlates much stronger with WOM than eWOM.

Förannonsering och medieval och dess påverkan på attityder, third person effect och investeringsattityden

This bachelor thesis explores earlier findings regarding the Nextopia effect and the choice of media for advertising, and how these phenomena influence consumer attitudes toward the ad itself as well as the brand. It also explores the effect of advertising future products and advertising in two different media on the third person effect. Lastly, it addresses the effect of advertising of future products and media choice on the attitude of potential investors..

Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen

Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.  Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.