Saturday, January 25, 2020
Effect of Produce Placement in Computer Games
Effect of Produce Placement in Computer Games Product Placement Does Product Placement in Computer Games Affect The Consumerââ¬â¢s Buying Behaviour? Chapter 1 Introduction Can you remember a movie in the cinema without some kind of product placement (a product and/or a brand intentionally placed in a cultural medium (Lehu, Bressoud (2007))? Placing branded products in entertainment media like movies is not a new developed concept. This kind of advertising nowadays is very common. People often ask themselves what exactly advertising is. The term advertising describes any communication effort that might influence consumer purchase decisions (Rotfeld, H. J., 2008). Different types of models can therefore be used like product placement used in movies or in computer games. Everything started with investments in the production of radio programs at the beginning of the 1930s. Consumer product manufacturers tried to reach their target audiences via the radio through so called sponsor-owned shows (Lavin, 1995). Product Placement, also called brand placement and ââ¬Å"brand castingâ⬠, appeared first in motion pictures as early as the late 1940s and early 1950s. One example was in 1948 in the drama Mildred Pierce where an actor in the movie drank Jack Daniels whiskey (Nebenzahl Secunda, 1993). In the beginning, using branded property by donating, loaning or purchasing them for particular movie scenes just to enhance their artistic qualities (Spillman, 1989). Since Reeseââ¬â¢s Pieces appeared in the blockbuster movie E.T. The Extraterrestrial, over 20 years ago, product placement has developed and evolved significantly. That implicated that after the film release, Hersey claimed a 65% increase in sales of Reeseââ¬â¢s Pieces (Karrh, 1998). Today, almost every movie contains product placement. While in the ââ¬Å"James Bondâ⬠-Movies 007 drinks Martini, Will Smith drives a Porsche 911 Turbo in Bad Boys. (Quellen) There could be mentioned thousands of examples like this as today ads in movies are very common. Beside movies, another media based method to reach a wide range of consumers, can be seen in ads turning up in computer games. To date, except for movies or television, attitudes toward product placement in media have received little attention, despite increased product placement in games (Nelson, 2004). Computer and console games are getting more and more interesting for marketers due to todayââ¬â¢s households own at least one PC and playing computer games nowadays is very common. This applies not only for the youngsters in a family but also for their parents who also play games. Computer games are emerging as a new medium for advertising but yet there is comparatively little empirical independent research investigating the outcomes of marketing communications using this medium. Ads in computer games have not a very long tradition like ads in movies but nowadays it is more and more often used. To reach key consumer segments, marketers are turning to games in order to improve their chances. In 2005, advertisers spent $80 million to reach video game players. Experts expect this spending to top $400 by 2009 (Park Associates 2006). Whether it is billboard ads, sponsorship and product placement, or the game character experiencing the product by drinking, wearing, driving or listening to it as a part of the game, the opportunities for branding in computer games are vast (Townsend, J., 2007). While European gamersââ¬â¢ most popular form of entertainment is watching TV, the $25 Billion gaming is even bigger than the $10 Billion film, as well as the $20 Billion home video industry. If we believe analysts from PricewaterhouseCoopers, the worldwide game industry is set to rocket to revenues in 2009 of about $54.6 billion (Ferrand et al., 2006). In regard to those numbers for todayââ¬â¢s companies advertising in computer games has also become important to gain popularity. As 75% of people who have internet access also play online games for more than an hour per month (NEUE STUDIE IGDA Online Games SIG Steering Committee 2005). Another important issue today is subliminal advertising in media. Beginning in 1982 many people were concerned about subliminal messages in rock music claimed that messages had been recorded backward into popular rock music (Vokey Read, 1985). They feared that these messages could be perceived while listening to the music in the normal way. Even in computer games there is advertising that is perceived just incidentally. This might be true for example in racing games. Here might raise the question whether the player perceives billboards while driving with a speed of 130 MPH. Nobody can say if some kind of messages have an impact on our decision making process. Yet no empirical study has explored incidental effects on computer game players by advertising. Furthermore, it has not been investigated if the placement of the ads is designed to be subconsciously processed. 1.2 Reasons for Choice of Topic The topic in this paper was specifically chosen due to the writerââ¬â¢s interest in the area and desire to learn more on the subject of game related advertising issues and effects on the consumer of computer games. 1.3 Research Objectives This paper explores recent developments in the video game market in marketing practice that have resulted in brands being found in an increasing number of computer games. The main target of this investigation is to work out if product placement has any impact on the consumer in terms of the buying behavior and actions that the consumers enforce as a result of brands appearing in computer games. To investigate the prior research question, there will also be investigated if product placement is perceived by the respondents and their attitude towards product placement will be examined. As the subconscious as a component that should not be neglected in terms of subliminal advertising, it should be questioned whether it has any influence on the consumer or not. All these questions are coherent as if people perceive the product placement and have a positive attitude towards product placement it is possible that they subliminally perceive the placements. As all this is coherently, it is also possible, that buying decisions are predicated on these variables. 1.4 Computer Games Limitations Academic and professional literature on gaming often makes distinctions between computer games, video games and electronic games. These boundaries are blurred and moreover the situation is complicated by the availability different types of games. There are console games, PC games, mobile games, handheld games, interactive entertainment and virtual worlds that could be differentiated. Some of these distinctions are made to describe the hardware on which the games are played. Others also refer to a particular characteristic of the medium or the social aspects of playing. This variety of different types of consoles and handhelds is not helpful especially considering that today many games like for example the game Doom can now be played on cell phones, calculators in addition to PCs and tricked out consoles. Creating and using a separate name for each case/instance of a new hardware group would quickly become obstructive. The term ââ¬Å"electronic gamesâ⬠might be too broad as it could also include games that are technically electronic like for example pinball machines. This kind of media is rarely discussed in the context of ââ¬Å"videoâ⬠or ââ¬Å"computer gamesâ⬠. Like a good fit on the other hand seems to be ââ¬Å"computer gamesâ⬠. The term ââ¬Å"computer gamesâ⬠refers to games that are controlled or used by a computer which is a machine that digitally processes data according to a set of instruction. This then again includes a large range of devices that contain an embedded computer. Computer games that use a video display as the primary feedback device can be described by the term ââ¬Å"video gamesâ⬠. Since most of the games discussed in this paper rely on computer monitor or a television screen for the visual playback, ââ¬Å"computer gamesâ⬠and ââ¬Å"video gamesâ⬠will often be used alternately. Below there will also follow a contextual definition while clarifications will be provided when necessary. 1.5 Chapter outline Following from this chapter; chapter two gives a crucial review of the literature available on the chosen subject matter and identifies an apposite theoretical framework for this study. It looks at the issues raised by academics and provides a basis for what has been observed. Chapter three discusses the quantitative methods used in this dissertation to collect the research required. The set up of a questionnaire is depicted as well as the appropriate methods that need to be factored in. Chapter four presents the findings of the primary research undertaken for this dissertation and the findings will be analyzed using content analysis in order to put some figure to the numeric nature of quantitative research. It will present the participantââ¬â¢s answers to the questions asked for the research of this project, and reiterate statements made in the data collection process (questionnaires). Finally in chapter five the research findings and analysis and attempts to draw conclusions from this are considered. To resolve the matters discussed and argued in this paper, the conclusion will help to draw an end to this dissertation. Chapter 2 Review of Literature 2.1 Introduction This chapter deals with the academic literature and pre-existing studies on the subject of product placement in computer games and its impact on the consumer. This chapterââ¬â¢s aims and objectives are to afford better clarification of the topic and the variables that affect consumers. Existing studies will be explored further and perhaps bring new understanding to the subject. This is achieved through the way in which this chapter is structured; by looking at the definitions presented by academics of product placement; subliminal advertising; brand recognition and recall; brand equity and trust; considering various studies and selecting the most appropriate ones for this dissertation to prove the research questions. 2.2 Product Placement From the time when movies provided brands in the 1940s and 1950s, they have been served as background scenery as well as props and character developers. Advertising supports media economically, yet for product placements but when the practice began with branded products it was donated, bartered or bought (Nelson et al., 2004). Today, companies generally are paid by film-makers to appear in the movies (Chunovic, 2002) and that change was then being followed in the game industry, too. Brand properties or placements differ from conventional broadcast advertising in leastwise three ways: At first, placements do not suspend the media experience of the consumer like it is done by paid media advertising which operates between media content (Nelson et al., 2004). Secondly, placements are according to Wasko et al. (1993) not always paid by the brand. Thirdly, Nelson et al. (2004) claim that it would be important that placements are not be perceived by consumers as commercial messages. In a public policy debate the extent of the consumer awareness and knowledge about product placements is considered an important measure. Product placements are presented as subversive, subconscious techniques, even though others assert that most consumers are aware of the practice (Nelson et al. 2004). The continuous advances in technology have made it incrementally easier for consumers to circumvent traditional advertising messages. Whether bypassing advertising by switching to another channel via the remote control or VCR and DVR make it necessary for advertisers to find other ways to catch the attention of the consumers to make them buying the companyââ¬â¢s products. One such strategy that marketers have begun to make use of is product placement in entertainment media (Lee, Faber, 2007). 2.3 Definition of games and information about the people playing them While taking all the time about games; what is a game in the sense used in this paper? Jesper Juul (2003), a video game theorist, investigated seven well-known definitions of games which have been provided by different academics. Based on a screened listing of features which describes issues that are necessary for something to be a game, he then identifies it as ââ¬Å"a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are optional and negotiableâ⬠(Juul, 2006). To be able to understand the distinctive features of the computer games particularly as a medium, this description will become helpful later. To understand the entire matter around games, there should be explained the type of people who play games. According to a study conducted by the Interactive Software Federation Europe (2008) the average gamer in Europe today is 33 years old. It is also claimed that in a typical week 45% of the PC owners play games more than 1-5 hours while 29% play more than 5 hours. In case of console owners it is more or less the same so this does not need to be considered separately as in this paper this component is not taken in account. The main reason of playing is for most of them to play just for fun (80%) followed by relaxing and de-stressing (55%) and playing when they are bored (41%) (Interactive Software Federation Europe, 2008). Gamers are people who immerse themselves in an alternate reality which allows brands having the permission to act in a way that helps players to do this. Shortly this means, as brands appear in or around a game, it makes sense to use them to enhance the virtual reality (Mediaedge, 2005). Nevertheless it would be pointless to place billboards of real world advertising like Coka Cola in games with a fantasy setting like for example the well known World of Warcraft. That kind of product placement would not turn up realistic and it would disturb the playerââ¬â¢s experience. World of Warcraft is an ongoing multiplayer world that was subscribed by about 8 million at the beginning of 2007 which (Blizzard Entertainment, Inc., 2007) has increased to 10 million in 2008 (Blizzard Entertainment, Inc., 2008). The expert Samuel Turcotte (Lehu, 2007) claims that ââ¬Ëproduct placement isnââ¬â¢t about sales; itââ¬â¢s about brand awarenessââ¬â¢. Aiming on increasing sales and making the customer aware of oneââ¬â¢s product, marketers should not try to disturb the playerââ¬â¢s word but enhance it. Examples like World of Warcraft show that those players or subscribers are out of advertiserââ¬â¢s reach. Today in generally things have changed as product placements are part of many games. Depending on the setting and the kind of placement, many products found their way into the games. Whether BMW in car racing games like for example Need for Speed or ordinary products like Axe deodorants and Airwaves chewing gums in Splinter Cell Chaos Theory, most products that appear in the games are products that surround gamers and non-gamers daily. According to a study conducted by Nielsen BASES and Nielsen Games on behalf of in-game advertising network IGA Worldwide, 82% of gamers react positively to contextual In-Game Ads (Androvich, 2008). Results of this study showed that of consumers with the strongest opinion about in-game ads, both positive and negative, over 70% felt the ads made them feel better about the brand. They felt more favourable toward the brand and it made them more interested in the brand. Ultimately they believed that the ads are for innovative/cutting edge brands. More than 60% of these most opinionated customers feel ads do not interrupt their attention while experiencing the game. Also, the ads catch their attention and make games more realistic as well as the brands shown in the games are promoting relevant products. According to Lockergnome (2007), most of todayââ¬â¢s computer games give the impression being made for men. An industry report published by IBISWorld (2008) reveals that women and older adults are the new driving force behind the success of the video games industry. According to IBISWorld (2008) it is also claimed that today, more and more women begin to play action games. Today in general the consumer research on product placements has focused on attitudes towards the practice and the effectiveness (Nelson et al., 2004). 2.4 Gamersââ¬â¢ attitude towards product placement in computer games Advertising placements that mimic real-world ads ââ¬â such as billboards in sports or racing games ââ¬â are generally accepted by gamers because they have perceived to add to the realism of the game (Thompson, 2006) which is also in accordance with Nelson (2002). He claims the research on consumer attitudes to in-game product placement shows that participants were in the main positive about practice and did not perceive any disruption in the experience of the game used in the study. As already mentioned above, brands should be used as enhancer of the virtual reality (Mediaedge, 2005), some participants of the study just mentioned reported that product placement enhance the realism of the game as well as it would add value to the gaming experience (Nelson, 2002). The argument that consumers are more positively disposed towards brand placements relative to more conventional forms of advertising is also supported by research investigating consumerââ¬â¢s attitudes to product placement in other media (Nebenzahl and Secunda, 2003). They also found that product placement was related favourably by 70% of people going to the cinema, extensively higher than ratings for pre-movie advertisements. As attitudinal surveys and focus groups showed, questioned consumers generally find product placements to be acceptable. They even said that it would enhance the value of the media as well as the entertainment value (Nelson et al., 2004). On the other hand, some of the polled consumers, in most cases women from countries like the U.S., Austria, France and Singapore are not that positive about the acceptability of ethically-charged products. They claim that such things like guns, cigarettes or alcohol in media would be targeted at children (Nelson et al., 2004). According to information from PRNewswire (2008) women do also play computer games with that kind of content like action games or shooter. So it depends on the attitude of the individual and the kind of placement used in the media. In most cases when guns are placed in a computer game, it target adults (PRNewswire, 2008). In Germany for example, it is controlled by law what kind of games need to be censored or not. All this is the executed by an institution called USK. If a computer game is not checked by the USK, it is not coming out. And if it contains explicit violence and language, it may only be sold to adults which is from 18 years on. 2.5 Brand Equity and Social Trust Many customers buy needed goods by habit, are drawn to purchase by promotions, or simply do not pay much attention to which brand they buy (Walshe and Fearn, 2008). Therefore it is important for marketers to draw customersââ¬â¢ attention, convince them to prefer their product blindly and make them to trust in the product. Brand equity is depicted to be known by Yoo and Donthu (2002) to create customersââ¬â¢ blind preference for a brand over its competing brands. Brand equity also increases the companyââ¬â¢s value by affecting the decision making in terms of merger and acquisition, stock market responses and the extendibility of a brand name. Brand equity measures most of which have long been used by marketers but which are only now being brought together as single intangible asset which in accounting terms, is brought forward at the start of the period and carried forward to the next (Ambler, 1997). As long as the marketers donââ¬â¢t do anything dreadful, traditional brand leaders will stay brand leaders. This can also be seen in the fact that the brand leaders in the 1920s were mostly the leaders 60 years later (Wurster, 1987). Brands with lower rankings normally hold their places. Ambler (1997) claims that the awareness is cognitive, as is our knowledge of a brandââ¬â¢s functional performance characteristics and price. Attitudes towards the brand are primarily affective. Most essentially, making use of regularly purchased brands is likely to be merely reinforced by advertising. Believing in a product blindly requires peopleââ¬â¢s trust in the company. To comprehend the importance of trust a definition of trust will now follow. ââ¬ËTrust is one of the most important synthetic forces within societyââ¬â¢ (Simmel, 1950). Trust is needed to gain customersââ¬â¢ blind preference for a brand. Customers that trust in companyââ¬â¢s products as well as in its established brands will buy these products in the future. Referring to this, for marketers it is an essential factor, that trust is built. This signifies that trust is controlled mentally. Ambler (1997) claims that as long marketers are engaged with what changes customerââ¬â¢s behaviour, mental stages of the customer cannot be ignored. While the customer perceives that a product represents a high profit, it is probable that the product will be bought in the future. Convincing a customer to consider another the own product to be better is very hard for a company to. If a product is favoured by the customer, then good arguments are needed by the marketer change the preferred product. By looking at features like customization in computer games like in many car-racing games it can be seen, that product placement can be implanted differently. Even the design or the carââ¬â¢s power can be adjusted. Very famous for that is for example the car racing game series Need for Speed. By implementing such features the player identifies himself with the brand, which in real life can results in an increased brand loyalty of the respective player. The virtually perceived quality then may have an impact on the gamer. A possible indicator of future performance might be the perceived quality which has been identified as a key; possibly it is the key (Gale, 1994). However, as we do not know the correlation it is hard to forecast which seems probable between perceived quality and trust. In a computer game, the perceived quality in a racing game may lead the player to believe the car he is driving with is unbeatable, but it is questionable whether it can be trusted in that car to be equal in reality. These examples show that the options of marketers in the game segment are enormous. Brands simplify the process of making decisions by acting as ââ¬Ësummarized knowledgeââ¬â¢. A brand reduces the need of the customer to undertake the time-consuming activity of ââ¬Ëresearchingââ¬â¢ products (Morrison and Firmstone 2000). 2.6 Subliminal Messages in Media As already mentioned above, subliminal messages also appeared in media or still do. Embedding material in print, audio or video messages so faintly that they are not consciously perceived is called subliminal advertising (Rogers and Smith, 1993). Besides the attention, the capacity and the perception of in game advertising, there exists another theory. A lot of scientists say that subliminal messages do leave a mark on the brain. By using brain scanners, they found ââ¬Å"we often record images we are not even aware of having seenâ⬠(Jha, 2007). Researchers from the University College of London proved on a psychological level that invisible subliminal images catch the brainââ¬â¢s attention on a subconscious level. Using a method called fMRI, this study investigated if it is possible images which the customer is not aware of ââ¬â but ones that reach the retina ââ¬â have any impact on activity of the brain in the primary visual cortex, part of the occipital lobe (Smith, Lewis, 2007). The brain of the subjects did act in response to the object even when they did not know about having seen it (Smith, Lewis, 2007). At a basic level, people perceive messages differently when they are presented in the form of an advertisement than when they are written in the form of other types of communications as the same literal content can result in different consumer perceptions (Rotfeld, 2008). The research of the University College of London tackles the theory of William James, a pioneering American psychologist and philosopher (1842-1910), who once said: ââ¬Å"We are conscious of what we attend to, and not conscious of what we do not attend toâ⬠(Subliminal Advertising Leaves Its Mark On The Brain, 2007). Within several tests scientists found out that there are situations where consciousness and attention donââ¬â¢t accompany each other. Nevertheless, the research also indicated that when the brain doesnââ¬â¢t have enough capacity to attend to an im age, even subconsciously perceived images simply do not get realized (Subliminal Advertising Leaves Its Mark On The Brain, 2007). According to Rogers and Smith (1993) many people in the public have heard of the term ââ¬Ësubliminal advertisingââ¬â¢ and know about its importance. They also claim that as the public understands the basics of the concept they believe it not only to be used by advertisers but also to be successful in influencing brand choice and purchase behaviour. Zanot (1984) examined 38 studies of American attitudes to advertising from the 1930s to the 1970s. He found that these became increasingly negative over time, perhaps reflecting increases in the volume of advertising, the growth of consumerism and rising concerns about the social responsibility of business. According to studies conducted by Zanot, Pincus and Lamp (1983) after a survey of 209 adults in Washington, DC it was reported that 81% had heard of subliminal advertising and that respondents believe that subliminal advertising is widely and frequently used and that it is successfully in selling products. According to Rogers and Smith (1993), these results were confirmed in separate surveys conducted later. They also conducted an own study to prove whether the results are still valid or not, and it was proved again. Heyder et al. (1992) compared attitudes across several East and Western Europe countries. They also found more positive attitudes in Britain than in France or West Germany, although Czecheslovakia emerged as the country best disposed to advertising. Attitudes were however less favourable in Poland, Hungary and East Germany. 2.7 Effectiveness of Product Placement Brand Recognition and Recall Even though advertising through digital games appears widely in popular print media and industry magazines there are only a few empirical studies attempt to explain the effects of the ads that target game players. Today the increasing brand awareness is amid the most ordinary goals advertisers have when product placement in games is used. Often it is assumed that the amount of people playing a game is equal to the number of people that actually pays attention to brand names turning up in the game. As a game player is busy playing the game then this is what occupies primary attention. It is important for advertisers to find out whether their brand name is being noticed at all since brand names displayed in a game are not the focal object of attention (Lee and Faber, 2007). According to Lee and Faber (2007), ââ¬Å"most cognitive psychologists believe that attention is the progress of allocating cognitive capacity to an object or taskâ⬠. Furthermore, researchers frequently focus their attention on two issues: on the one hand on the selective aspect on the other on the intensive aspect. Lee and Faber (2007) also claim that the intensity of attention relates to the amount of cognitive capacity. This intensity of attention is allocated to a particular task as well as the selectivity which refers to selective allocation of cognitive capacity to a certain task in preference to others. Beside the attention, there is also the capacity that should be thought of. As the player is attentive it might be that the brain does not have enough capacity to handle all the absorbed information. To explain both, the selective and intensive aspects of attention, the limited-capacity model of attention was generated (Kahneman 1973). This model makes use of the assumption that ones entire attentional capacity is limited at any moment (Kahneman, 1973). Even with a strong attention, it might be difficult as there is no capacity to handle the mass of information. Kahneman (1973) claims that the entire capacity that is allocated to execute all actions can be split into two parts: on the one hand there is capacity devoted to the primary task and on the other hand there can be regarded spare capacity (Kahneman 1973; Lynch and Srull 1982). According to scientists, spare capacity attends to secondary tasks and other surroundings. They also say that the capacity that is used to perform the primary task cannot be used for the secondary task as the more capacity is used for the primary task, the less is available for the person ââ¬â in the context of this paper the gamer ââ¬â to accomplish any secondary task. Both, primary task capacity and spare capacity are central to understand the how in-game ads are working in terms of product placement on brand memory. According to Lee and Faber (2007), playing the game is the primary task that players perform. Processing advertisements embedded in the game is then the secondary task. As more attentional capacity is needed to apply oneself to playing the game, the less will be accessible for handling brand information. Similar to industry measures, academics have relied seriously on memory-based measures. Examples for those can be aided and unaided recall, recognition, and sometimes on acceptance, reported usage behavior and perceived ethical factors related to product placement (Gupta and Gould, 1997; Karrh, Firth, and Callison, 2001; Morton and Friedman, 2002; Russel. 2002; Sargent, 2001). Andrà © Sonder, New Business Director of IGA Wordwide, subsidiary of Microsoft responsible for co-oper sations in matters of advertising, provides reasons for computer games as advertising medium. On one hand, he claims, that investigations showed that in particular men between the age of 18 and 34 have a six to seven times higher cognition while gaming than while watching primetime TV-Shows. In-game ads are for that reason very effective as the player is very concentrated and ads can be better recognized than in television. (Aichinger, 2006) Displaying brand identifiers in the games may be comparable to product placements in TV shows or in films in various ways. However in other ways, playing games is in some way different compared with watching a movie or TV program, and the force and consequences of product placements may, as a result of that differ. The major difference may be in the scope of involvement and its effects on the resources concerning attention. While gamer interact with the game actively by managing and influencing what happens in the game a ââ¬ËTV watcherââ¬â¢ passively just ââ¬Ëwatchesââ¬â¢ television or movies (Nicovich 2005). Compared with movie or TV product placements, noticing a brand and remembering it may be more difficult in the game context to a considerable degree. This might be due to its immersive nature (Chancy, Lin, and Chancy 2004; Nicovich 2005). To create a to some extent on-of-a-kind situation for in-games this distinction may also interact with other variables. According to a study to investigate the effects of product placement in games on brand recall which was analyzed by Nelson (2002), it was found that 95% of the participants were able to recall the brand of the car they drove during the game spontaneously. Nevertheless, on the other side, recall declined to 0% after a five-month post-play period. 2.8 Effectiveness of in-game ads studies There are a few studies around product placement concerning computer games. The British company Bunnyfoot offers the op
Friday, January 17, 2020
Project Management Theories
Assessment 2: Pre-Course Assignment (20%) Carry out a comprehensive literature review on the software development methodologies (for eg: Rapid Application Development, Object-Oriented Software Development etc) adopted by organizations emphasizing on the following for each method addressed: * What are the main characteristics of the method? * What are the main constraints of the method? * What are the advantages and drawbacks of the method? * When is this method more suitable to use? This is an individual assignment. All reference materials used must be properly acknowledged.Use Harvard referencing method. Assessment 3: Main Assignment (20%) Select an organization of your choice. * Describe the nature of the organization and the nature of the industry to which it belongs to. * Identify the major competitors and the competitive forces affecting the organization. Describe any environmental opportunities or threats to the chosen company that can be considered as significant or likely to be significant over the next few years. * Identify key business, functional or standalone strategies formulated by the chosen company to face the changing environmental conditions.How are these strategies matched with the strengths and weaknesses of the company? * Critically examine the Information systems/strategic IS used, development alternatives used, the purpose of use and analyze the benefits achieved and drawbacks of these information systems. Explain how each of these systems supports the overall business goals of the organization. * Describe the nature of the relationship between the IT division and the other divisions of the organization. Explain problem, change and recovery management processes adopted by the IT division. If the organization does not posses such processes, you may make suitable suggestions as part of your recommendations) * Explain the types of controls used by the IT division in order to protect the IT assets of the organization. * Explain briefly how IT costs are recovered and charge back mechanisms used by the IT division. * Based on you findings make suitable recommendations to improve the Information Systems and the IT division that would enable the organization to emerge as a market leader. Related article: Conveyor Belt Project
Thursday, January 9, 2020
Influence of Advertising - 3893 Words
MEDIA STUDIES: The Influence of Advertising Dealing with advertising starts with understanding how it works, what it does, and how it intends to influence you. While you may be taking advertising for granted, it does seek to influence what you spend your money on. Many people don t believe that they re susceptible to being influenced, let alone manipulated, by advertising. However, it wouldn t be so omnipresent if it didn t work. Advertisers hide the manipulative parts of advertising, because people will not accept it if they notice being manipulated. It needs to appear innocent in order to have an influence. So how does advertising influence people? Advertising as information An obvious reason for advertising is simplyâ⬠¦show more contentâ⬠¦If you know a brand simply because you ve seen the logo everywhere, you are letting marketers decide for you. Life style identification Lots of advertising connects a product or brand with a particular life style. People who identify with that lifestyle, will feel attracted to these products. When you feel like such and such a person, and an ad or commercial values that, you ll feel willing to buy the product or brand, even if it isn t presented that prominently in the ad. You ll believe you like the product because it is like you. Sex sells As the saying goes sex sells. Advertisers will put sexy women next to cars, let handsome actors tell how great a product is, or have women in bikini show how great the beach is. For men, sexy and attractive women in ads will grab your attention. Instantly, and without a need to explain anything. And that is what advertisers want, instantly having our attention, as their message by itself is to most of us not really that interesting. BODY IMAGE: It has become obvious now that the media advertises and promotes a very unhealthy trend of extreme dieting and other bad eating habits to women. Most of media sources put on their covers images of skinny emancipated females. Doing this they influence the subconscious mind of the masses. And women continue to spend their money trying to achieve this unattainable look they constantly see in media advertising. To try and solve this problem let s answerShow MoreRelatedThe Influence of Advertising1515 Words à |à 7 PagesWhat is the Influence of Advertising on our children today? The influence of advertising on our lives, for both our children and us, for many years the influence of advertising has changed. Some people may remember when the advertisements of toy companies were directed at the adults instead of the kids, hoping that the adults might buy the products. Todayââ¬â¢s advertisements have changed. Advertisements are more pervasive, sophisticated, and are now aimed directly at getting kids addicted to ââ¬Å"productsâ⬠Read MoreAdvertising Influences And Growth Of Advertising1731 Words à |à 7 PagesAdvertising influences and growth An industry that is growing and becoming more common around the globe is the advertising industry. As this industry grows however there are insecurities and they are tracking peopleââ¬â¢s actions online and gaining an abundance of information on people. In-game advertisements appear on free games or applications that the user has on their phones and a valid solution to this problem is in-game rewards. The advertisement industry gets bigger each day and in-game advertisementsRead MoreAdvertising And Their Influence On Children1516 Words à |à 7 PagesEthics in advertising and their influence on children: Introduction Advertising has grown massively due to the expansion of technology and this has transformed the advertising industry. Organisations are spending heavily in advertising to differentiate their brands and cut throat competition among advertising companies is a priority. However, in this race for standing out, advertisers and marketers might overlook the ethical policies. Ethics in advertising has become critical in todayââ¬â¢s scandalRead MoreNegative Influence of Advertising1524 Words à |à 7 PagesNegative influence of advertising on society Advertising by definition is a paid form ofà communicationà intended toà persuadeà an audience (viewers, readers or listeners) to purchase or take some action upon products, ideas, or services. We are takenà into what the advertisers exactly want us to do - buy their products. Advertisements in themselves are not bad. They do perform an importantà role in the society and that is the promotion of products and servicesà so that people will become aware ofRead MoreInfluence Of Advertising And Marketing1515 Words à |à 7 Pagesgrowing, although, in order for our community to be any well-liked culture, advertising and marketing have to take part. When reading What We Are to Advertisers by James Twitchell and Menââ¬â¢s Men and Womenââ¬â¢s Women by Steve Craig, people will realize that the main audience for advertising and marketing is what causes the ââ¬Å"popularâ⬠of the culture to develop. In What We Are to Advertisers, the article examines that advertising is to not only label a product but to also label the consumer as they circulateRead MoreInfluence Of Advertising And Marketing1515 Words à |à 7 Pagesgrowing, although, in order for our community to be any well-liked culture, advertising and marketing have to take part. When reading Wh at We Are to Advertisers by James Twitchell and Menââ¬â¢s Men and Womenââ¬â¢s Women by Steve Craig, people will realize that the main audience for advertising and marketing is what causes the ââ¬Å"popularâ⬠of the culture to develop. In What We Are to Advertisers, the article examines that advertising is to not only label a product but to also label the consumer as they circulateRead MoreAdvertising And Its Influence On Society1190 Words à |à 5 Pagesmagazines, nothing sells as well as sex, as marketers for many magazines are well aware. The advertisements are meant to influence its audience to buy something, support something, do something and see something. Advertisers use provocative visual images, display nakedness and blatantly display adolescent sexuality in order to promote their products. Unfortunately, ads may influence men to be more dominant and women to be more passive, while promoting sexual and unethical behavior in teenagers. TheRead MoreInfluence Of Cultural Values On Advertising Essay1124 Words à |à 5 Pages Influence of Cultural Values in Advertising Name: Institution: Introduction Commercial products of multinational companies are being marketed to people from different cultures owing to an increased growth in the world economy (Lin, 2012). Samli (1995) states that in most cases, consumer attitudes are largely driven by the framework of their culture. Mooji points out that global marketing strategies are not culture-free and should not be because its influence on consumer behavior isRead MoreTobacco Advertising And Its Influence On The World971 Words à |à 4 Pagessilently into the night is the influence of tobacco advertising and its influence on the populous. Recently to join the discourse was the government of India versus the tobacco conglomerates. The Indian government hopes to follow suit of many other nations including: France, Finland, Norway, Canada and New Zealand who already imposed bans on cigarette advertising with successful results. The tobacco industry, however, holds their position that by placing a ban on advertising is controlling the opin ionRead MoreInfluence Of Advertising On Modern Culture901 Words à |à 4 Pageshighly calculated to manipulate the customer and illicit a specific response that causes them to buy a product. The use of psychological principles have been used in advertisements for centuries. Marketing and advertising have developed over time into a complex formula for an effective advertising campaign. Marketers receive more amount of information of their consumers than ever before and itââ¬â¢s important to be aware of how advertisements are targeted towards a consumer. As advertisements become more
Wednesday, January 1, 2020
A Long Way Gone - 1058 Words
A Long Way Gone Ishmael Beah was an innocent boy who enjoyed playing football, swimming in the streams, and even started a rap and dance group with his friends and older brother. The group discovered their love for rap music from old cassette tapes of O.P.P, Run D.M.C, and the Sugarhill Gang. Ishmael and Junior, along with their other friends cherished these few hip hop and rap cassette tapes. Ishmael constantly carried these couple tapes on him at all times. They choreographed dance routines and memorized all of the lyrics. The boys also entered a talent show in a close town. Ishmael, Junior, Talloi, and Mohamed have been singing and dancing to rap music since they first formed the group when Ishmael was only eight years old. Theyâ⬠¦show more contentâ⬠¦My friends and I even had battles against my older brother and his group of friends who literally thought they were the real members of the boy band, Nââ¬â¢Sync. This goes to show exactly how young and innocent Ishmael and his frien ds really were. Throughout the book, A Long Way Gone, rap music plays an extremely important role in saving Ishmaelââ¬â¢s life. While the boys are traveling one day, a group of large, muscular men jump out from the bushes, holding up their machetes and hunting rifles. These men are the voluntary guards of the village and were ordered by their chief to bring Ishmael and his friends back to the village. They are immediately tied up in the village and questioned. Even though the boys continue to insist they are not rebel soldiers, the chief does not believe them. The chief would not believe the boys until they discovered a rap cassette tape in Ishmaelââ¬â¢s pocket. The chief forces Ishmael to explain the rap music. Ishmael was instructed to sing and dance to ââ¬Å"O.P.Pâ⬠by Naughty by Nature and ââ¬Å"I Need Loveâ⬠by LL Cool J. The chief is still cautious of the boys until a young boy from the village admits to knowing Ishmael and his friends. The boys are untied and the villa ge surprisingly feeds them and even offers them a place to stay. Knowing that the rebels will eventually come, the boys refuse the offer. At that point in the book,Show MoreRelated A Long Way Gone by Ishmael Beah721 Words à |à 3 Pagesdisappointment, but never lose infinite hopeâ⬠(ââ¬Å"Martinâ⬠Brainy). This quote connects to the book A Long Way Gone, which is a true story that involves the life of Ishmael Beah. Ishmael was living a happy life in Sierra Leone, at least until the civil war broke out. Then, like other civilians, he was forced to run for his life, becoming separated from his family and later losing them to the rebels. He later found a way to be rehabilitated and regain his childhood. He once again learned how to love, which heRead MoreA Long Way Gone By Ishmael Beah1354 Words à |à 6 PagesHailey Carrillo Mrs. Reinhart AP English Language and Composition 7 June 2016 ââ¬Å"A Long Way Goneâ⬠1. Give the title, author, genre, and date of original publication. The title of this story is A Long Way Gone, it is a historical memoir written by Ishmael Beah. This story was published on February 15th 2007 by Sarah Crichton Books. 2.What is authorââ¬â¢s purpose for writing the book? Write a paragraph summarizing the main argument or purpose. Author Ishmael Beahââ¬â¢s purpose for writingRead MoreLiterary Techniques Used in the Memoir of Ishmael Beah, A Long Way Gone, Memoirs of a Boy Soldier1050 Words à |à 5 PagesIn the memoir of Ishmael Beah, A Long Way Gone, Memoirs of a Boy Soldier, Beah states that his lifeââ¬â¢s journey has been a huge obstacle, but has learned to overcome that struggle by venting while the two contradictory sides continue their battling. Beah accomplishes his goal of explaining to the reader his point of view through the use of rhetorical questions, scenic narration, and parallelism. Ishmael Beahââ¬â¢s apparent purpose is to share personal accounts of his life with his fellow country men, inRead MoreAnalysis Of A Long Way Gone And A Long Way Gone940 Words à |à 4 Pageshorrific no matter where it takes place. Mothers, fathers, elders, and children are all affected by war. In fact, there are many memoirs depicting life in war torn countries. Two such memoirs are A Long Way Gone wri tten by Ishmael Beah and The Bite of The Mango written by Mariatu Kamara. A Long Way Gone depicts Ishmaelââ¬â¢s life running from the civil war in Sierra Leone and becoming a child soldier. The Bite of The Mango recounts Mariatuââ¬â¢s journey of losing her hands and escaping to different countriesRead MoreLong Way Gone973 Words à |à 4 Pagespain in the hearts of the inhabitants. Whether it is the countries strong males being sent off into the battle zones, or the young children, war scars people. Soldiers are dehumanized, and lose all morals and sense of right and wrong. In the book Long Way Gone, Ishmael and his friends are dehumanized through the war because of the traumatic events they endure, and their time spent in solitude away from civilization; luckily, they were able to regain humanity through the love and hope provided from othersRead MoreEssay On A Long Way Gone1400 Words à |à 6 PagesA long way gone What do you know now that you didnt know before? I didnt know some armies or militaries get kids to fight for them and if they are orphans they make them believe that every single rebel they fight make it seem like those are the rebels that killed their family members or parents,which is bad considering that there are adults willing to fight and they pick sad mournful kids to take their battles to enrage them to make them fight.I didnt know that some people can talk about theRead MoreA Long Way Gone 11043 Words à |à 5 PagesA Long Way Gone: Memoirs of a Boy Soldier, by Ishmael Beah, tells of the experiences in his intense journey through Sierra Leone during the outbreak of war. Beah had to learn to survive the harsh outcome of the war, resulting in the loss of those whom were close to him, family and friends, and trust in people. The book has a recurring theme of nature and the natural world. In the book, the world at night, as well as the moon, serves as both a safeguard and a bringer of bereavement. As a boy, IshmaelRead MoreA Long Way Gone By Beah967 Words à |à 4 PagesA Long Way Gone tells the story of a boy residing in Sierra Leone who loses his innocence at a young age and manages to overcome his traumatizing events through story telling. In Ishmael Beahââ¬â¢s riveting memoir, A Long Way Gone, Beah explores the idea that reminiscing upon joyful memories and loved ones when undergoing distress, allows children to be able to recover from their loss of innocence through the use of imagery, foreshadowing, and flashbacks. Evidently, Beah is seen throughout the storyRead MoreA Long Way Gone by Ishmael Beah1189 Words à |à 5 PagesIn the introduction of A Long Way Gone by Ishmael Beah, he writes, ââ¬Å"There were all kinds of stories told about the war that made it sound as if it was happening in a faraway and different land. It wasnââ¬â¢t until refugees started passing through our town that we began to see that it was actually taking place in our countryâ⬠(Beah 1). During this statement Beah says that he is completely oblivious to the war around him. These people living in Sierra Leone had adapted to the war to the point where theirRead MoreA Long Way Gone - 3 Essay834 Words à |à 4 PagesA Long Way Gone Ishmael Beah had a really tough life throughout his childhood and teenage years. In his literary work, A Long Way Gone: Memoirs of a Boy Soldier, Ishmael Beah uses symbols to underscore his central theme of oppression and/or freedom. The three symbols he used to underscore his central theme of oppression and freedom was Ishmaels AK-47, his cassette tapes, and the drugs he used. Ishmaels AK-47 was the most important symbol that Ishmael Beah used to underscore
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