Marketing Techniques Analysis: TV, Internet, and Advergaming

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Added on  2023/04/11

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This report provides an analysis of various marketing techniques. It begins by examining television advertising, highlighting its reach and impact on consumer behavior. The report then delves into internet marketing, discussing the role of online media in reaching children and teenagers, along with the importance of providing quality content and entertainment. The report also covers advergaming, exploring how brands can be integrated into games to enhance their influence. Finally, the report discusses brand ambassadors, and how they can be used to connect with specific audiences and promote products. The report references key studies and expert opinions to support its findings, providing a comprehensive overview of effective marketing strategies.
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Marketing 1
MARKETING TECHNIQUES
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Marketing 2
Marketing techniques
1.1 Television Ads
One way of advertising products is through television platforms. For any company which
wishes to increase their sales, they need to pass their product’s advertisement on television.
According to Calvert (2008), each and every day 75% of people watch televisions and
therefore, they will see the advertisements of different products and some people develop an
interest in sales promotion.
Electronic media is among the majority known ways in which marketing is done
whereby a firm filters their advertisements and persuades consumers to purchase (Moore,
2008). Bernhardt, Wilking, Adachi-Mejia, Bergamini, Marijnissen, and Sargent (2013)
states that the length and content of an advert must identify it and should have packages
which should be specifically targeting young kids (example, McDonald’s Happy Meal).
1.2 Internet
Story and French (2004), argues that the internet plays a highly great part in children and
teenagers life. The quickest way to pass and transfer the text or information to the intended
personnel is through the internet. Likewise, Moore (as cited in Montgomery, 2001), argues
that online media furnishes customers with high-quality message and enjoyment, in which
the advertisement becomes pleasing to the trademark information of the product.
A report written by (Moore, as cited in U.S Department of Education, 2003) argues that
the medium age which is using computers is between 5 to 14 years old while 53% are using
internet facilities. A report (2006) has found that there are some websites declared as “sticky
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Marketing 3
site” which are appealing and attracting many users towards them and they become the best
platforms to support the message of the brand.
1.3 Advergaming
Calvert (as cited in Roberts, Foehr and Rideout, 2005), records that in this age, a way to
please young people, as well as grown-ups is by gaming. Experts’ survey, has shown that the
young generation spends like three hours per day on the internet and watching television.
Moore (as cited in The Economist, 2005) argues that if you include brands in games they
make them appear real and have a better influence on the crowd.
Moore (as cited in Fattah and Paul, 2002), argues that trade names spend a lot of money
on online gaming and contests to pass the brand message to the audience easily. It is an
ancient way and a normal or standard game user can spend longer than twenty-six minutes on
the internet.
1.4 Brand Ambassador
According to Lawrence, (2003) trademark considers an individual that has some effect on
the society. According to Lawrence (2003), by doing that the audience is attracted towards
the brand and you will hit a large market. Moore (2006) argues that the use of those
personalities in which that generation grew with or is growing with it makes it effective and
efficient to different audience.
Moore (2006), argues that this sort of trademark endorsement can be used to game online,
for example, sports cars bear symbols of different types of brands on them as well as in
basketball and football games have different types of brands displayed on the lines of the
court.
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