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1112 Uppsatser om Online Advertising - Sida 36 av 75
Värdeskapande i nätverk
The purpose of this thesis is to examine value creation in networks. Based on a case study of Livebookings Network, an online booking service. This thesis has an explorative nature. As a theoretical framework we use theories on value and network dynamics. By combining these theories we develop an operationalized framework that we use to analyze our empirical findings.
Smarta telefoner -ett digitalt koppel? : En fallstudie om Information Overload i organisationer
In the digitized world many organizations experience a large flow of information. To sort and manage all the information can be difficult. Individuals may experience a phenomenon called ?Information Overload?, due to the fact that the information flow is too extensive. There are various reasons why individuals are affected by this phenomenon.
En reklambyrås utveckling. En studie av anställdas attityd och motivation på arbetsplatsen
This thesis emphasizes the importance of understanding the employees? attitude and motivation towards their workplace at a company that works in the advertising business. An example company; thcommunication agency PS Communication in Stockholm, was used for the empirical part to investigate the purpose. The topic is interesting since the company works in a fast changing environment with new techniques,tools and professionals and the company is also going through an expansion that include many new recruitments.The purpose in this thesis is as follows: ?the purpose of this study is to elucidate the fate of attitude and motivation of employees in relation to the workplace during business expansion, if performance is reduced and competition increases.?The analysis and results shows that attitudes andmotivation among the employees in the workplace has deteriorated, the employees agree that it is due to expansion the company is undergoing.
Emotioner och marknadsföring : en studie om parfymannonser
Reaching out with a specific message to consumers is the idea of marketing. Advertising is among the most common elements when it comes to marketing a product or a service. There are various ways to provide marketing with a message. A relatively new way that has become larger in marketing is to provide marketing with emotions. It has been shown in several studies that emotions can have a direct or an indirect effect such as ad-attitude and brand-attitude, and that is what our essay is about.
Lokal journalistik i det nya medielandskapet : En kvalitativ onlinestudie av radiokanalen P4 Västmanland
Huvudsyftet med denna uppsats är att undersöka varför människor i ålderskategorin 35-49 år inte lyssnar på radiokanalen P4 Västmaland, en av Sveriges Radios 26 st P4 kanaler. Den andra punkten som analyserats är, varför P4 Västmanlands publik lyssnar på kanalen. Med hjälp av fokusgruppsintervjuer via sociala media Facebook undersöks 15 personer uppdelade i två fokusgrupper: P4s lyssnare och icke lyssnare. Det gemensamma för båda grupperna är radiolyssnande som intresse och ålderskategorin. Tillsammans har grupperna genererat ca 234 facebook-inlägg, som utgör grundmaterialet till denna studie.
"Hur dricker du?" : En studie av kommunikationsstrategiers utfall hos målgruppen med avseende på olika konsumtionsbakgrund
In this paper the authors aim to examine the effects on consumers using different strategies in a campaign within social marketing. A model by Evans et al (1996) has been used in order to see the different steps in which advertising catches the viewers? attention and eventually leads to action or purchasing. However, in the case of this thesis, the intention of the chosen campaign is to change the consumers? attitudes and behavior towards alcohol.
Spelares upplevelser av rollspelspåverkan
Idag är det allt vanligare att unga vuxna spelar internetbaserade rollspel (MMORPG) på sin fritid. För vissa rör det sig endast om en rolig hobby men för andra har det blivit ett tvång. Under flera år har forskare försökt att ta reda på hur individer påverkas av att spela dessa spel. Då tidigare forskning fokuserat på när individerna är offline har den här studien valt att fokusera på när de är online. Åtta intervjuer genomfördes med aktiva rollspelare i åldrarna 18-25 år.
Studie till uppstartande av annonskatalog
Sten Jonsson wants to start a production of an advertising catalogue for small companies in Sweden. Acatalogue where the advertisingcost is so low that most of the companies can afford to participate. Thecompanies who will advertise should be manufacturing companies in trades of carpentry, sheet metalworkshops, forging workshops and engineering workshops.The catalogue will facilitate for the manufacturer to reach the costumer without any middleman.Without a middleman creates a possibility for an opinion about the product at the same time as theprice can be held low. A catalogue of this type would benefit the marketing of the companies at the sametime as it would generate an occasion for innovations.The possible target groups are property companies, construct companies and farmers.A market research has been carried out contained a postal interview and a phone interview. Themarket research carried out to get an understanding in what the companies think about the idea butalso to see if the companies are in interest of advertise in the catalogue.
E-bokning av biljetter : En kvantitativ studie om människors benägenhet att boka biljetter över Internet
Det övergripande syftet med uppsatsen är att med hjälp av en kvantitativ metodta reda på vilka faktorer som påverkar konsumentens benägenhet att boka biljetter över Internet. Uppsatsen inriktar sig på e-bokning av biljetter utifrån ett konsumentperspektiv. Vår teoretiska bakgrund består av konsument-beteende online och människors användning av tekniken. För att samla in statistiska data har vi använt oss av enkäter som datainsamlingsteknik. Vårt övergripande kunskapsintresse behandlar Internet som verktyg för konsumenters vardag.
Less is More - en studie om utformningen av inlägg på sociala medier
Theory has concluded that consumers evaluate advertising not only based on what the advertiser's message aims to communicate, but also how the message is communicated. As the most popular activity on the world's largest social media channels is to upload and share photos, it has become crucial for advertisers to define strategies that maximize the reach of photo posts. Two observed variations of images used in posts are graphical images and digital photographs. The aim of this study is to investigate which of these two strategies that generate most positive impact on the sender and its brand. 230 users of the Chinese Facebook and Twitter counterpart, Sina Weibo, were exposed to manipulated Sina Weibo posts after which they answered a survey.
Att vara rolig på någon annans bekostnad: varumärkesparodiers effekter på det avsändande varumärket
A challenge faced by marketers is to make their products stand out in today's cluttered marketplace. Recently, a new approach to attract attention has been observed - brands communicating their products by making fun of other brands. This way of parodying a competitor, or even an unrelated brand, is a risky but potentially effective way to increase attention. Brand parodies walk a fine line between being humorous and clever, or coming off as offensive. Furthermore, parodying another trademark poses legal considerations.
Biomekaniska berättelser : En analys av forskningkommunikationen runt den biomekaniska armen
The pdf is excluding images, because of uncertainties regarding copyrights. Instead I have put links for each picture so you may find them on the Internet. For a list of links to the online sourcematerial, please visit http://del.icio.us/Cyborguppsats.
Normer, presentation och självrepresentation : En kvalitativ studie om unga kvinnor som bloggar
In this paper we examine how young women present themselves on their weblogs. The main purpose of this study is to get their own opinions and thoughts about their own blogging, to see if we can find norms for how they present themselves and how the presentation online matches themselves offline. We put this in relation to information technologies, social software and Computer mediated communication, CMC. It´s also in our interest to see how the phenomenon of blogs, its role and methods of communication have changed and developed in the last few years, and whether there are differences in the way people use it according to age. The major finding is that, unlike previous research, the women in our study tend to be themselves in their weblogs and they do not manipulate their identities.
"Follow me, and I follow back" : En kvalitativ studie om unga killars upplevelser av sin twitteranvändning
Online social networks are a natural part of the lives of today?s western youth. Media and information literacy is a central part of research in Library and Information science and until now there has always been more focus on these subjects in a learning context rather than in an every day life context.The aim of this study is to further examine how adolescent boys value and trust the information they receive via Twitter in their personal lives, and how this effects their view of their environment. The study was done with a qualitative method, where we conducted interviews with six boys who were all born in 1997. The results showed that they knew how to react critically to information on Twitter.
Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?
Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.