A presentation about the Moodle E Learning Platform of the project "Key To Nature", installed on a server of the company BIKAM Ltd., Bulgaria. In Bulgarian language.
Links:
http://k2n.bikam.com/moodle-new
http://k2n.bikam.com
http://http://www.keytonature.eu/wiki/Bulgaria
A case for change for Nintendo: switch to consumer focus or lose your audience.
This was an individual research project done for the Strategy & Innovation module of Hyper Island's Digital Media Management course.
An ad campaign involves a series of ads placed across various media to meet objectives based on analyzing marketing situations. The essential steps include: 1) assessing advertising opportunities, 2) analyzing the target market, 3) setting objectives like awareness, liking, or trial, 4) determining the budget, 5) deciding the media and creative strategy, 6) creating, pre-testing, and releasing ads, and 7) evaluating results through techniques like surveys, focus groups, and tracking studies.
A plan is a "to do" list, a guide to action.
It is an outline that directs a company's advertising effort. It includes planning the Creative Strategy, Media Strategy, Advertising Medium, Advertising Budget and Timeline. This lecture will explain the terms Creative Strategy, Media Strategy, list the several Advertising Medias available to us designers and briefly talk about the budget and timeline.
Nintendo Marketing Strategy analysis and proposalJuan Mejia
油
The document discusses the global video game console industry and provides an analysis of Nintendo's position in the market. It notes that while the industry generates $65 billion annually, Nintendo's sales have been declining. The summary analyzes Nintendo's strengths and weaknesses, as well as opportunities and threats. It recommends that Nintendo focus on launching its new Wii U console in 2012 while targeting new audiences through strategic alliances and marketing campaigns centered around online services, education, health, seniors, women, and establishing the console as a family entertainment hub.
The document outlines a marketing plan targeting 18-24 year olds that includes a college tour of 51 colleges with 1.6 million students, a total budget of $23.6 million, and focuses on TV, online, and college tour advertising. It projects the plan will generate 744 million impressions, a 6% return on investment converting 44 million people in the target market and gaining 6.6 million new AIM revo users.
The document outlines a campaign strategy for mauritiuscenter.com, an online shopping site for Mauritian tourist products. The objectives are to raise awareness of online shopping for these products and introduce the website. The strategic plan includes distributing signets with the website information through tourist magazines, brochures, shops, travel agents, taxis, and phone rentals. Advertising is also recommended at the airport through banners, flight information screens, product displays, and a performance. Internet banners on related websites are also suggested. The cost estimates section provides pricing for the signets and some initial airport advertising options.
The document discusses the key aspects of planning an advertising campaign, including defining the target audience and objectives, determining the budget, developing the media plan, creating advertisement messages and artwork, executing the campaign, and evaluating its effectiveness. An effective campaign must answer the 5Ws and 1H - who, what, where, why, when, and how. Strategy is considered the most important part of developing a campaign.
The document discusses how social media has changed marketing and created opportunities for personal branding. It notes that 20 years ago, marketing involved newspapers and television but today focuses on social media platforms like Twitter, Facebook, and LinkedIn. The document encourages developing a personal brand on these channels, being responsive to customers, positioning oneself as a thought leader, and using one's brand to find or create the perfect job. It presents social media as a great equalizer that allows anyone to build their own future.
The document describes a series of sessions for start-ups on marketing and advertising tools. It will include 5 sessions over June and July on topics like creating a brand model, getting traffic, content creation, and data analysis tools. It also provides information on various free and paid tools for analyzing market categories, competitors, consumers, websites, and social media. Key tools highlighted include Admetricks, Statista, SimilarWeb, Ahrefs, Google Consumer Surveys, and Moz.
The document discusses influencer marketing strategies from the perspectives of both influencers and consumers in Russia. It analyzes the millennial generation consumer market, noting their preference for experiences over physical possessions and reliance on influencers for decision making due to information overload. Key social media and influencer platforms in Russia are identified, along with the structure of influencer tiers based on follower counts. Potential opportunities for brand collaborations with influencers are outlined.
Gamification is a great way to strengthen customer loyalty and engagement, as well as introduce a social aspect to loyalty programs that traditionally haven't had any inherently community-based features. Gamification is more than advanced loyalty software, its an innovative solution for innovative enterprise. Earn new satisfied customers and remember customer loyalty management has never been more exciting.