نتایج جستجو برای: media advertising to promote sales

تعداد نتایج: 10721063  

ژورنال: پژوهش هنر 2019

The present study examines the creative techniques that a graphic designer can use them at various stages of creating commercial advertisement in order to have a more complete, effective, and acceptable affect on buyers, and realize the general purpose of advertising which is selling more products or services. Since the role of advertisement is bringing together buyer and seller in the business...

2015
Zhi Pei Ruiliang Yan

With the rapid development of e-commerce, many manufacturers nowadays opt to open an online channel to engage in direct online sales. The mix of retailing with an online channel adds a new dimension of competition and complementarity to a product’s distribution channels. Our model focuses on the strategic effect of the manufacturer’s national advertising on alleviating the channel competition. ...

Journal: :Ecological Economics 2023

Green advertising aims to communicate pro-environmental dimensions of products achieve an increase in sales. Within a general framework, we organize studies green examine the psychological processes it triggers and how influences consumers. We analyze (1) information typically conveyed through verbal non-verbal cues, (2) moderating variables consumers' attention, (3) cognitive emotional respons...

2010
JOHN TURNER Mustafa Akan

This thesis focuses on the planning, scheduling, and pricing of ad slots in technology-enabled modes of advertising, including webpage banner ads, video games, electronic outdoor billboards, and the next generation of digital TV. This work contributes to practice by being the first academic work to rigorously study the scheduling of dynamic in-game advertising; contributes to the body of theory...

Journal: :The B.E. Journal of Economic Analysis & Policy 2011

Journal: :Image Vision Comput. 2017
Gábor Szirtes Javier Orozco István Petrás Dániel Szolgay Ákos Utasi Jeffrey F. Cohn

Advertising aims to influence consumer preferences, appraisals, action tendencies, and behaviour in order to increase sales. These are all components of emotion. In the past, they have been measured through self-report or panel discussions. While informative, these approaches are difficult to scale to large numbers of consumers, fail to capture moment-to-moment changes in appraisals that may be...

Journal: :Tobacco control 2012
Kurt M Ribisl Catherine Jo

Freeman’s article on new media describes a number of vexing challenges and exciting opportunities for tobacco control. In the offline world, we have many solid ‘wins’ for tobacco control where we have strong evidence of what policies and programmes work and we have successfully put them into practice. These strategies include increasing tobacco excise taxes, passing smoke-free air laws, impleme...

Journal: :AIDS care 2003
S Agha

To determine whether an AIDS prevention mass media campaign influenced risk perception, self-efficacy and other behavioural predictors. We used household survey data collected from 2,213 sexually experienced male and female Kenyans aged 15-39. Respondents were administered a questionnaire asking them about their exposure to branded and generic mass media messages concerning HIV/AIDS and condom ...

2014
Shrihari Sridhar Sriram Narayanan Raji Srinivasan

Firms’ spending on R&D, advertising, and inventory holding affect firm performance, which in turn affects future spending in each of these three areas. Effective allocation of resources across R&D, advertising, and inventory holding is challenging since an understanding of their dynamic inter-relationships is necessary. Past research has not examined these spending issues simultaneously. We est...

2017
Heather M. Schulz Matthew S. Eastin

In-game ad placement, defined as the process of placing advertisements in video games, is a rapidly growing industry with $295 million spent in 2007, $403 million spent in 2008, and $443 million spent in 2009 (Verna, 2008; Verna, 2009). However, video game sales for 2008 were $22 billion, with $11.7 billion of that being in entertainment software sales, $8.9 billion in hardware console sales, o...

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