Deck 9: Emerging, Hybrid Media and Experiential Marketing
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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
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
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
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
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
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5
Product placements
A) are always paid for by marketers
B) cannot be controlled by marketers
C) are clearly identified
D) are potentially deceptive
A) are always paid for by marketers
B) cannot be controlled by marketers
C) are clearly identified
D) are potentially deceptive
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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
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
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7
Product placement in videogames
A) allows interaction with products
B) goes unnoticed
C) interferes with entertainment
D) annoys game players
A) allows interaction with products
B) goes unnoticed
C) interferes with entertainment
D) annoys game players
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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
A) is a recent innovation
B) is used only in television and movies
C) can increase involvement with a product
D) wears out quickly
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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
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
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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
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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