Deck 9: Emerging, Hybrid Media and Experiential Marketing

ملء الشاشة (f)
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سؤال
Hybrid media

A) is only used by serious game players
B) is an ineffective way of promoting products
C) confuses entertainment and persuasion
D) combines entertainment and persuasive messages
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سؤال
Augmented reality

A) enables additional product details to be given
B) provides a distorted view of reality
C) shows how products should be used
D) provides additional services valued by users
سؤال
Experiential marketing

A) is just a fad
B) allows emotional contact with a brand
C) appeals only to products bought for emotional reasons
D) only works as part of multimedia activity
سؤال
Child gamers

A) do not notice products embedded in games
B) show significant increase in product recall of products in games
C) play games so rarely any advertising is ineffective
D) think products in games lack credibility
سؤال
Product placements

A) are always paid for by marketers
B) cannot be controlled by marketers
C) are clearly identified
D) are potentially deceptive
سؤال
Product placements

A) help show children how products are used
B) may encourage children to copy the behaviour of others
C) cannot be understood by children
D) are not subject to regulation
سؤال
Product placement in videogames

A) allows interaction with products
B) goes unnoticed
C) interferes with entertainment
D) annoys game players
سؤال
Product placement

A) is a recent innovation
B) is used only in television and movies
C) can increase involvement with a product
D) wears out quickly
سؤال
Hybrid media

A) is an effective way of making advertising fun for children
B) enables effective subliminal advertising
C) is effective in increasing product knowledge
D) is only effective for promoting high involvement products
E) None of the above
سؤال
Return on investment for hybrid media

A) shows it is not effective
B) is extremely effective according to anecdotal reports
C) is largely limited to recall rates
D) is impossible to measure
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ملء الشاشة (f)
exit full mode
Deck 9: Emerging, Hybrid Media and Experiential Marketing
1
Hybrid media

A) is only used by serious game players
B) is an ineffective way of promoting products
C) confuses entertainment and persuasion
D) combines entertainment and persuasive messages
D
2
Augmented reality

A) enables additional product details to be given
B) provides a distorted view of reality
C) shows how products should be used
D) provides additional services valued by users
D
3
Experiential marketing

A) is just a fad
B) allows emotional contact with a brand
C) appeals only to products bought for emotional reasons
D) only works as part of multimedia activity
B
4
Child gamers

A) do not notice products embedded in games
B) show significant increase in product recall of products in games
C) play games so rarely any advertising is ineffective
D) think products in games lack credibility
فتح الحزمة
افتح القفل للوصول البطاقات البالغ عددها 10 في هذه المجموعة.
فتح الحزمة
k this deck
5
Product placements

A) are always paid for by marketers
B) cannot be controlled by marketers
C) are clearly identified
D) are potentially deceptive
فتح الحزمة
افتح القفل للوصول البطاقات البالغ عددها 10 في هذه المجموعة.
فتح الحزمة
k this deck
6
Product placements

A) help show children how products are used
B) may encourage children to copy the behaviour of others
C) cannot be understood by children
D) are not subject to regulation
فتح الحزمة
افتح القفل للوصول البطاقات البالغ عددها 10 في هذه المجموعة.
فتح الحزمة
k this deck
7
Product placement in videogames

A) allows interaction with products
B) goes unnoticed
C) interferes with entertainment
D) annoys game players
فتح الحزمة
افتح القفل للوصول البطاقات البالغ عددها 10 في هذه المجموعة.
فتح الحزمة
k this deck
8
Product placement

A) is a recent innovation
B) is used only in television and movies
C) can increase involvement with a product
D) wears out quickly
فتح الحزمة
افتح القفل للوصول البطاقات البالغ عددها 10 في هذه المجموعة.
فتح الحزمة
k this deck
9
Hybrid media

A) is an effective way of making advertising fun for children
B) enables effective subliminal advertising
C) is effective in increasing product knowledge
D) is only effective for promoting high involvement products
E) None of the above
فتح الحزمة
افتح القفل للوصول البطاقات البالغ عددها 10 في هذه المجموعة.
فتح الحزمة
k this deck
10
Return on investment for hybrid media

A) shows it is not effective
B) is extremely effective according to anecdotal reports
C) is largely limited to recall rates
D) is impossible to measure
فتح الحزمة
افتح القفل للوصول البطاقات البالغ عددها 10 في هذه المجموعة.
فتح الحزمة
k this deck
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فتح الحزمة
افتح القفل للوصول البطاقات البالغ عددها 10 في هذه المجموعة.