Hotstar segments the market based on language and interest in live sports. It targets loyal customers through its membership program. Hotstar positions itself as a convenient, high-quality video streaming platform. It offers a wide range of content across different devices through its easy-to-use interface and portfolio of offerings such as live sports and original shows. Hotstar competes by broadcasting regional content and holding exclusive rights to some shows.
Predictive Analytics: Use Case in Entertainment SectorAlvina Verghis
The document discusses the use of predictive analytics in the entertainment sector in India. It provides an overview of the growing Indian media and entertainment industry and key developments. It then describes how analytics is used by entertainment companies to make personalized recommendations, target content and ads, prevent churn, model behavior, and analyze audiences. The document also discusses how COVID-19 has positively impacted the growth of OTT platforms and provides a case study on how Netflix uses analytics.
The media and entertainment industry is growing really fast. From the industry, analysis over the marketing strategies of Disney+ Hotstar.
*For more such presentations, mail me on jindalmuskan341@gmail.com*
Will OTT providers capitalize on syndicated shows? - VindiciaVindicia
Over-the-top content has become a big priority for organizations that targets consumers who are in a state where traditional television consumption behaviors don't apply. As such, a variety of cable and satellite enterprises are trying to devise business models as OTT content providers to capitalize on viewer's preferences.
Know more about OTT solutions: https://www.vindicia.com/solutions/ott-monetization-solutions/
OMD has launched the fourth edition of Transcend, its annual predictions on media trends shaping the country’s advertising landscape. In 2018, OMD’s findings range from insufficient video inventory to the future of branded content. As always, the study provides forward-looking insights and key implications of major developments for media agencies, brands and media owners alike, allowing them to inform their marketing strategies for the year ahead.
PARQOR 2020 Learnings from OTT Streaming & 2021 Predictions PresentationPARQOR LLC
* Learnings from 2020, Predictions for 2021: Four frameworks emerged from weekly PARQOR Member Mailings over 2020
2020 Learnings
* Framework #1: the Curse of the Mogul
* Framework #2: Visionary vs. fiduciary executives
* Framework #3: Product channel fit
* Framework #4: The PARQOR Hypothesis
Predictions for 2021:
* #1 The Curse of the mogul-Type moves will not disappear in 2021, even though they should.
* #2 Riskiest Visionary Bets; Tactically Savviest Bets; Executives who need more operational agility in 2021
* #3: connected TV advertising is going to struggle with an influx of demand
* #4: to compete with the power of the Disney ecosystem, Comcast, at&t and six flags realize they have the moving pieces for post-pandemic win-win collaborations (or more…);
with 15+ announced Bets on Franchise IP, an evolving and growing tension between owning IP versus licensing IP complicates Netflix’s strategy
PARQOR connects the dots to help you unlock your competitive edge
Video OTT Platforms Advertising Offer by TMAmediaant
Advertise on top 5 OTT platforms- MX Player, Voot, Zee5, SonyLive, and Jio TV in a single campaign and avail the following benefits:
1. Target the same person across platforms hence avoiding duplication of impressions and ensuring effective frequency capping and saving money.
2. More than 30 targeting options available across geography, age, gender, genre, interest and data usage.
3. 25% off on CPM
Want to know more? Write to us on Help@TheMediaAnt.com
The document provides an overview of the Indian media and entertainment industry. It states that the industry's current market size is estimated at Rs. 61,000 crore and is expected to reach Rs. 1,05,200 crore by 2013, growing at a CAGR of 19%. Television accounts for the largest share at 41.9% while films account for 19.3%. The key drivers of growth are cited as consumerism, advertising spend, pricing, content and technology.
Hotstar segments the market based on language and interest in live sports. It targets loyal customers through its membership program. Hotstar positions itself as a convenient, high-quality video streaming platform. It offers a wide range of content across different devices through its easy-to-use interface and portfolio of offerings such as live sports and original shows. Hotstar competes by broadcasting regional content and holding exclusive rights to some shows.
Predictive Analytics: Use Case in Entertainment SectorAlvina Verghis
The document discusses the use of predictive analytics in the entertainment sector in India. It provides an overview of the growing Indian media and entertainment industry and key developments. It then describes how analytics is used by entertainment companies to make personalized recommendations, target content and ads, prevent churn, model behavior, and analyze audiences. The document also discusses how COVID-19 has positively impacted the growth of OTT platforms and provides a case study on how Netflix uses analytics.
The media and entertainment industry is growing really fast. From the industry, analysis over the marketing strategies of Disney+ Hotstar.
*For more such presentations, mail me on jindalmuskan341@gmail.com*
Will OTT providers capitalize on syndicated shows? - VindiciaVindicia
Over-the-top content has become a big priority for organizations that targets consumers who are in a state where traditional television consumption behaviors don't apply. As such, a variety of cable and satellite enterprises are trying to devise business models as OTT content providers to capitalize on viewer's preferences.
Know more about OTT solutions: https://www.vindicia.com/solutions/ott-monetization-solutions/
OMD has launched the fourth edition of Transcend, its annual predictions on media trends shaping the country’s advertising landscape. In 2018, OMD’s findings range from insufficient video inventory to the future of branded content. As always, the study provides forward-looking insights and key implications of major developments for media agencies, brands and media owners alike, allowing them to inform their marketing strategies for the year ahead.
PARQOR 2020 Learnings from OTT Streaming & 2021 Predictions PresentationPARQOR LLC
* Learnings from 2020, Predictions for 2021: Four frameworks emerged from weekly PARQOR Member Mailings over 2020
2020 Learnings
* Framework #1: the Curse of the Mogul
* Framework #2: Visionary vs. fiduciary executives
* Framework #3: Product channel fit
* Framework #4: The PARQOR Hypothesis
Predictions for 2021:
* #1 The Curse of the mogul-Type moves will not disappear in 2021, even though they should.
* #2 Riskiest Visionary Bets; Tactically Savviest Bets; Executives who need more operational agility in 2021
* #3: connected TV advertising is going to struggle with an influx of demand
* #4: to compete with the power of the Disney ecosystem, Comcast, at&t and six flags realize they have the moving pieces for post-pandemic win-win collaborations (or more…);
with 15+ announced Bets on Franchise IP, an evolving and growing tension between owning IP versus licensing IP complicates Netflix’s strategy
PARQOR connects the dots to help you unlock your competitive edge
Video OTT Platforms Advertising Offer by TMAmediaant
Advertise on top 5 OTT platforms- MX Player, Voot, Zee5, SonyLive, and Jio TV in a single campaign and avail the following benefits:
1. Target the same person across platforms hence avoiding duplication of impressions and ensuring effective frequency capping and saving money.
2. More than 30 targeting options available across geography, age, gender, genre, interest and data usage.
3. 25% off on CPM
Want to know more? Write to us on Help@TheMediaAnt.com
The document provides an overview of the Indian media and entertainment industry. It states that the industry's current market size is estimated at Rs. 61,000 crore and is expected to reach Rs. 1,05,200 crore by 2013, growing at a CAGR of 19%. Television accounts for the largest share at 41.9% while films account for 19.3%. The key drivers of growth are cited as consumerism, advertising spend, pricing, content and technology.
CHILI, a European video-on-demand service provider, was recognized as the 2017 Entrepreneurial Company of the Year by Frost & Sullivan. CHILI has over 1 million subscribers across 5 European countries by differentiating itself through a vast catalog of over 50,000 titles at low prices. CHILI also engages customers through integrated promotions and partnerships beyond just content viewing. Frost & Sullivan's recognition is based on CHILI's innovation, customer impact, and strong overall performance in the dynamic European OTT market.
As the cable TV world evolves rapidly, it's hard to know who know who the winners and losers will be. Currently, broadcasters, programmers, and cable providers are jockying for the right role in this new ecosystem.
Is OTT a companion or threat, and how do different demographics see these offerings.
We're always glad to brainstorm our ideas - call us anytime.
The document provides an overview of India's media and entertainment industry. Some key points:
1) The Indian media and entertainment industry grew at a CAGR of 11.61% from 2011-2016 and is expected to reach $37.55 billion by 2021, growing at a 13.9% CAGR. Television is the largest segment currently but digital advertising, animation, gaming, and radio are fast growing.
2) As of 2016, India had one of the largest broadcasting industries in the world with 892 private satellite TV channels and 243 FM radio channels. Digitization of cable TV networks has helped growth.
3) The film industry is expected to become the third largest globally by 2021 behind
Vodafone adopted a marketing strategy of using Zoozoos, cartoon characters, as brand ambassadors to promote their value-added services. This creative advertising campaign featuring the Zoozoos became hugely popular, reaching 89 million people in the first 10 days of the Indian Premier League cricket tournament. The Zoozoos helped raise Vodafone's profits and tremendously increased their brand value through viral marketing. Within a short time, Vodafone became the third largest telecom company in India, showing that their low-cost, relatable advertising strategy was very effective.
a hypothetical business plan for vodafone against its new competitor reliance jio.
reliance has given a very tough competition in Indian telecom industry and would become a major player in the future.
With the changing A & M Industry, the CII BCG report highlights key factors and lays the path forward for the industry to achieve new growth during the rapid transformation in the digital age and time over the next decade.
Sip ppt on vodafone on internet lease line and tollfreeShashi Bhushan
This document presents a summer internship project on marketing research and strategies for Vodafone's internet lease line and toll free services. The project involved analyzing customer responses to and awareness of these services in Varanasi, India. Research methods included surveys and interviews with 35 corporate customers. Key findings were that most customers were unaware of these services but those using them found them beneficial. Recommendations included more extensive marketing to increase awareness and attractiveness of the services. The conclusion was that Vodafone has created a good image for these services but could further improve marketing communications to reach more customers.
Vodafone is a leading global communications company headquartered in London with over 444 million customers in 26 countries. It offers a range of products and services including handsets, smartphones, voice and messaging, mobile internet, and M-Pesa mobile money services. To diversify and increase revenues, the document suggests Vodafone could expand into satellite TV, merchandising, the Indian taxi industry, and developing new applications. It concludes Vodafone should lower prices, diversify its offerings, launch a DTH service, and revive its zoozoo campaign through merchandising to strengthen its position against competitors in an evolving market.
The entertainment industry in India is growing rapidly, led by television, which is the fastest growing segment. Other fast growing segments include radio, animation and VFX, and digital advertising. India has the third largest television market in the world. The industry is expected to grow at a CAGR of 15.2% from 2012-2017. Television accounts for over half of the total entertainment industry size, while print, films, radio, music, and other segments make up the remaining portion. Major players in the television industry include Star India, Zee Entertainment, and Sony Entertainment Television.
Deviprasad Goenka Management college of Media Studies
http://www.dgmcms.org.in/
Subject:BRAND BUILDING
Lesson :Size of m&e industry
Faculty Name: Vishal Desai
The document discusses the BBC's commitment to high quality global journalism across platforms and screens. It notes that BBC.com is part of the largest global news network, reaching over 230 million people per week across 38 countries and 33 languages. The creation of Global News Limited, which includes BBC.com, had specific goals of increasing content breadth and localization, extending reach across digital platforms, maximizing video content online, and driving social engagement.
Vodafone: A Social Media Engagement Case Study - Aleksander Stensby and Neil ...Influence People
Vodafone's social media strategy case study documents their journey in social media engagement and monitoring. It outlines their goals of empowering customers to interact how they want and getting closer to customers. It details Vodafone's use of a social media monitoring platform to engage with customers in real-time and resolve issues. The case study shows how this approach helped create positive sentiment and humanized the brand.
Httpool Digital Audio Advertising Report 2021Social Samosa
Httpool announces the launch of the ‘Tune into ‘Digital Audio’ in 2021. The paper is aimed at brands and marketers to streamline and improve digital audio advertising planning for 2021.
Media and Entertainment Industry - 2016 By Roshni TrivediRoshni Trivedi
The document summarizes key aspects of the Indian media and entertainment industry in 2016. It notes that mobility has become the dominant mode of accessing media, with close to a billion mobile subscribers in India. The industry is projected to grow 14.3% in the next five years, with advertising revenues increasing 15.9%. Virtual media has come to dominate the industry. The film industry remains the largest in the world by output, though theatrical revenues remain below Hollywood films. Animation and VFX are moving up the value chain in India. Theme parks are an emerging area of entertainment, with billions committed to new developments. Traditional media firms face challenges keeping up with the fast-paced technological changes shaping consumer behavior.
FICCI- Deloitte report - ‘Media & Entertainment in South India - the Digital March’ pegs Southern Media & Entertainment (M&E) industry growth at 16% CAGR to reach INR 43,600 crore by FY 2017 against the current INR 23,900 crore in FY 2013. Southern India media and entertainment industry’s growth will be mainly driven by popularity of vernacular content, rapid digitization and the evolving ecosystem. More details at - http://bit.ly/1jwuuDC
This document discusses how new technologies have changed customer behavior and advertising approaches. Interactive advertising allows customers to control what ads they see and get more information about products in media. This will likely transform business models as advertisers may directly fund content in exchange for product placement. Companies that adapt to these changes could influence the industry and profit from the new environment of interactive advertising.
Zoomy Media International Ltd expands it domestic service to Southeast Asia by dint of Big Data and Cloud Computing. Accumulating Internet customers by WIFI equipment renting which forms the basis of flux and service charge. It profits from commercial patterns such as content distribution, content provision and advertisement.
Vodafone is one of the world's largest telecommunications companies operating in over 30 countries with over 130 million customers. In India, Vodafone acquired Hutchison Telecommunications in 2007 and Essar in 2011, making it the second largest mobile network in the country. Vodafone offers a wide range of voice, data, and messaging products and services through competitive pricing and a large distribution network of company-owned and independent retail stores across India in order to meet the needs of its large customer base. The company promotes its brand through high-profile sports and entertainment sponsorships as well as traditional advertising avenues.
Planes en Barcelona para el fin de semana del 21 y 22 de mayo, festival, música, street food, shopping. Ruta de Tapas en Barcelona, Moritz inaugura un Bistrot de Vinos, The Art of the Brick en Barcelona, Los vinos de la DO Penedès en el Born Centre Cultural de Barcelona
CHILI, a European video-on-demand service provider, was recognized as the 2017 Entrepreneurial Company of the Year by Frost & Sullivan. CHILI has over 1 million subscribers across 5 European countries by differentiating itself through a vast catalog of over 50,000 titles at low prices. CHILI also engages customers through integrated promotions and partnerships beyond just content viewing. Frost & Sullivan's recognition is based on CHILI's innovation, customer impact, and strong overall performance in the dynamic European OTT market.
As the cable TV world evolves rapidly, it's hard to know who know who the winners and losers will be. Currently, broadcasters, programmers, and cable providers are jockying for the right role in this new ecosystem.
Is OTT a companion or threat, and how do different demographics see these offerings.
We're always glad to brainstorm our ideas - call us anytime.
The document provides an overview of India's media and entertainment industry. Some key points:
1) The Indian media and entertainment industry grew at a CAGR of 11.61% from 2011-2016 and is expected to reach $37.55 billion by 2021, growing at a 13.9% CAGR. Television is the largest segment currently but digital advertising, animation, gaming, and radio are fast growing.
2) As of 2016, India had one of the largest broadcasting industries in the world with 892 private satellite TV channels and 243 FM radio channels. Digitization of cable TV networks has helped growth.
3) The film industry is expected to become the third largest globally by 2021 behind
Vodafone adopted a marketing strategy of using Zoozoos, cartoon characters, as brand ambassadors to promote their value-added services. This creative advertising campaign featuring the Zoozoos became hugely popular, reaching 89 million people in the first 10 days of the Indian Premier League cricket tournament. The Zoozoos helped raise Vodafone's profits and tremendously increased their brand value through viral marketing. Within a short time, Vodafone became the third largest telecom company in India, showing that their low-cost, relatable advertising strategy was very effective.
a hypothetical business plan for vodafone against its new competitor reliance jio.
reliance has given a very tough competition in Indian telecom industry and would become a major player in the future.
With the changing A & M Industry, the CII BCG report highlights key factors and lays the path forward for the industry to achieve new growth during the rapid transformation in the digital age and time over the next decade.
Sip ppt on vodafone on internet lease line and tollfreeShashi Bhushan
This document presents a summer internship project on marketing research and strategies for Vodafone's internet lease line and toll free services. The project involved analyzing customer responses to and awareness of these services in Varanasi, India. Research methods included surveys and interviews with 35 corporate customers. Key findings were that most customers were unaware of these services but those using them found them beneficial. Recommendations included more extensive marketing to increase awareness and attractiveness of the services. The conclusion was that Vodafone has created a good image for these services but could further improve marketing communications to reach more customers.
Vodafone is a leading global communications company headquartered in London with over 444 million customers in 26 countries. It offers a range of products and services including handsets, smartphones, voice and messaging, mobile internet, and M-Pesa mobile money services. To diversify and increase revenues, the document suggests Vodafone could expand into satellite TV, merchandising, the Indian taxi industry, and developing new applications. It concludes Vodafone should lower prices, diversify its offerings, launch a DTH service, and revive its zoozoo campaign through merchandising to strengthen its position against competitors in an evolving market.
The entertainment industry in India is growing rapidly, led by television, which is the fastest growing segment. Other fast growing segments include radio, animation and VFX, and digital advertising. India has the third largest television market in the world. The industry is expected to grow at a CAGR of 15.2% from 2012-2017. Television accounts for over half of the total entertainment industry size, while print, films, radio, music, and other segments make up the remaining portion. Major players in the television industry include Star India, Zee Entertainment, and Sony Entertainment Television.
Deviprasad Goenka Management college of Media Studies
http://www.dgmcms.org.in/
Subject:BRAND BUILDING
Lesson :Size of m&e industry
Faculty Name: Vishal Desai
The document discusses the BBC's commitment to high quality global journalism across platforms and screens. It notes that BBC.com is part of the largest global news network, reaching over 230 million people per week across 38 countries and 33 languages. The creation of Global News Limited, which includes BBC.com, had specific goals of increasing content breadth and localization, extending reach across digital platforms, maximizing video content online, and driving social engagement.
Vodafone: A Social Media Engagement Case Study - Aleksander Stensby and Neil ...Influence People
Vodafone's social media strategy case study documents their journey in social media engagement and monitoring. It outlines their goals of empowering customers to interact how they want and getting closer to customers. It details Vodafone's use of a social media monitoring platform to engage with customers in real-time and resolve issues. The case study shows how this approach helped create positive sentiment and humanized the brand.
Httpool Digital Audio Advertising Report 2021Social Samosa
Httpool announces the launch of the ‘Tune into ‘Digital Audio’ in 2021. The paper is aimed at brands and marketers to streamline and improve digital audio advertising planning for 2021.
Media and Entertainment Industry - 2016 By Roshni TrivediRoshni Trivedi
The document summarizes key aspects of the Indian media and entertainment industry in 2016. It notes that mobility has become the dominant mode of accessing media, with close to a billion mobile subscribers in India. The industry is projected to grow 14.3% in the next five years, with advertising revenues increasing 15.9%. Virtual media has come to dominate the industry. The film industry remains the largest in the world by output, though theatrical revenues remain below Hollywood films. Animation and VFX are moving up the value chain in India. Theme parks are an emerging area of entertainment, with billions committed to new developments. Traditional media firms face challenges keeping up with the fast-paced technological changes shaping consumer behavior.
FICCI- Deloitte report - ‘Media & Entertainment in South India - the Digital March’ pegs Southern Media & Entertainment (M&E) industry growth at 16% CAGR to reach INR 43,600 crore by FY 2017 against the current INR 23,900 crore in FY 2013. Southern India media and entertainment industry’s growth will be mainly driven by popularity of vernacular content, rapid digitization and the evolving ecosystem. More details at - http://bit.ly/1jwuuDC
This document discusses how new technologies have changed customer behavior and advertising approaches. Interactive advertising allows customers to control what ads they see and get more information about products in media. This will likely transform business models as advertisers may directly fund content in exchange for product placement. Companies that adapt to these changes could influence the industry and profit from the new environment of interactive advertising.
Zoomy Media International Ltd expands it domestic service to Southeast Asia by dint of Big Data and Cloud Computing. Accumulating Internet customers by WIFI equipment renting which forms the basis of flux and service charge. It profits from commercial patterns such as content distribution, content provision and advertisement.
Vodafone is one of the world's largest telecommunications companies operating in over 30 countries with over 130 million customers. In India, Vodafone acquired Hutchison Telecommunications in 2007 and Essar in 2011, making it the second largest mobile network in the country. Vodafone offers a wide range of voice, data, and messaging products and services through competitive pricing and a large distribution network of company-owned and independent retail stores across India in order to meet the needs of its large customer base. The company promotes its brand through high-profile sports and entertainment sponsorships as well as traditional advertising avenues.
Planes en Barcelona para el fin de semana del 21 y 22 de mayo, festival, música, street food, shopping. Ruta de Tapas en Barcelona, Moritz inaugura un Bistrot de Vinos, The Art of the Brick en Barcelona, Los vinos de la DO Penedès en el Born Centre Cultural de Barcelona
The Grüvment Dance Company is a group of 8 dancers based in Burbank, CA led by choreographer Andre Williams. They were rehearsing for an upcoming regional dance competition, where they hoped to perform the piece that won them first place the previous year. During their final rehearsal, Andre led the dancers through stretches, reviewed choreography, had them practice sections individually and as a group, and made adjustments. After running through the full routine multiple times, they felt confident to perform despite some last-minute changes required by the stage.
- Robert McCrae and Paul Costa developed the "Big Five" model of personality which identifies the five main personality traits as neuroticism, extraversion, agreeableness, openness to experience, and conscientiousness.
- Personality theories can be categorized into four main perspectives: psychodynamic, behavioral, humanistic, and biological. Sigmund Freud's psychodynamic theory focuses on unconscious drives and childhood experiences.
- Behavioral theories like Skinner's operant conditioning look at environmental influences on personality. The humanistic perspective emphasizes free will and self-actualization as proposed by theorists like Carl Rogers and Abraham Maslow.
To multiply a binomial and a trinomial:
1) Arrange the terms of each factor in a grid with the correct exponents.
2) Multiply corresponding terms and combine like terms.
3) The result is a polynomial with the sum of the exponents of like terms.
This document appears to be a presentation agenda for a meeting between Marco and a customer. The agenda includes introductions, an overview of Marco including its history, mission, locations, employee satisfaction surveys, community involvement and technical expertise. It also includes an overview of strategic partner Mitel and a Microsoft demo. The objective of the meeting is to understand the customer's business objectives and demonstrate Marco's capabilities to expand their relationship.
Kokki is a Python framework and command line tool for infrastructure automation and configuration management, providing an alternative to tools like Puppet and Chef. It allows defining templates for configuring servers through recipes and resources. Resources describe configuration files, packages, and services, while providers implement how to manage each resource type for different platforms. Kokki environments execute resources and actions to provision servers according to defined recipes and cookbooks, which group related configuration code.
DubLi Network allows individuals to start their own online business marketing DubLi.com's shopping, entertainment, and auction platforms. It was founded in 2003 and is headquartered in Boca Raton, Florida with additional offices in Berlin and Dubai. The company offers various subscription packages for customers, including a free basic package and paid VIP packages. It also has a multi-level marketing compensation plan that pays commissions to affiliates ranging from 5-27.5% of sales.
This document outlines a campaign to launch the new Skoda Yeti SUV model in Romania. The campaign objectives were to introduce the new car and position it as an adventurous vehicle suitable for both city and outdoor use. The target audience was active 30-year-olds living in urban areas. The two-phase campaign involved an initial two-week online teaser campaign using a fictional website and social media posts hinting at the Yeti's arrival. This was followed by the vehicle launch involving website banners, takeovers, and TV commercials directly promoting the Skoda Yeti's off-road and city capabilities.
The document describes the drillers method for killing a gas well influx. It involves making multiple circulations of the well while carefully monitoring and controlling drillpipe and casing pressures to maintain bottomhole pressure and circulate the gas out of the well. The first circulation involves increasing drillpipe pressure as casing pressure rises to expand the gas bubble. The second circulation then displaces the drillstring with kill-weight mud while holding casing pressure constant to displace the gas from the annulus. After confirming no remaining gas influx, the well is shut in.
Could urban re-industrialisation be seen as a method of increasing business effectiveness in the context of a politically stimulated 'green economy'? Could it be seen as a nostalgic mutation of a creative-class concept, focused on 3D printing, 'boutique manufacturing' and crafts? These two notions place urban re-industrialisation within the context of the current neoliberal economic regime and urban development based on property and land speculation. Is could urban re-industrialisation be imagined as a progressive socio-political and economical project, aiming to create an inclusive and democratic society based on cooperation and symbiosis that goes way beyond the current model of a neoliberal city?
Assessing the sustainability of building materialsJeremy Gibberd
This document discusses methodologies for assessing the social and economic impacts of building materials in order to compare different products. It evaluates the Global Reporting Initiative (GRI), ISO 26000 Guidance on Social Responsibility, and Guidelines for Social Lifecycle Assessment of Products (GSLAP) and finds that while relevant, none can be directly applied. The GSLAP methodology comes closest to meeting the requirements. The document proposes developing a Sustainable Building Materials Index (SBMI) that standardizes metrics like employment, training, and environmental impacts per functional unit of a building material to facilitate comparisons.
Crear un blog requiere elegir una plataforma como Blogger, WordPress o Blogia, registrarse con una dirección de correo electrónico y una dirección URL, y luego rellenar los campos necesarios para configurar las opciones y ajustes básicos del blog.
Saturn is the sixth planet from the sun and is known for its prominent ring system. It has a diameter of about 120,000 km at the equator but is noticeably flattened at the poles. Saturn has a low density of only 690 kg/m3, making it the only planet that would float on water if a large enough body of it existed. The planet is composed primarily of hydrogen and helium.
The document discusses a common scenario where parents notice their young child is slow to start talking compared to peers and hesitate to seek professional advice. It provides developmental milestones for speech and language from infancy through age 3 to help parents determine if a child's development is normal or warrants concern. Potential causes of delayed speech are discussed, as well as the role of speech-language pathologists in evaluating children and developing treatment plans when needed. The importance of early intervention and parent involvement are also highlighted.
This document discusses data, information, and tools. It defines data as raw facts and statistics that are meaningless without context. Information adds context that allows users to understand data. Some examples of types of data include personal, behavioral, map, weather, and crime data. The document discusses how combining different types of data can create more useful information. It also explains how data becomes a valuable commodity that can be used for comparison, analysis, and enrichment of existing data. The document provides examples of how governments and organizations use data and tools to deliver useful information to consumers.
Este documento presenta el calendario de exposiciones para los alumnos, incluyendo las fechas y temas. Indica que los alumnos deben estar preparados para presentar en la semana que les corresponde y que, de faltar algún alumno, el siguiente en la lista tendrá que presentar en su lugar para mantener el calendario. El calendario cubre temas históricos y actuales agrupados por fechas a lo largo de varias semanas.
The document describes different parts of a fish including its mouth, fins, scales, eyes and tail. These parts such as fins, tail, mouth and eyes are repeatedly mentioned throughout the document.
This document discusses how mobile marketing can drive engagement and monetization. It outlines 7 key trends in the mobile market, including the rise of smartphones and tablets. It then provides 5 steps for effective mobile campaigns: 1) use mobile to raise awareness, 2) mobile advertising can be effective across demographics when matched to the right audience, 3) prioritize user experience, 4) focus on mobile display advertising, and 5) offer something of value to users. Overall, the document advocates that mobile provides opportunities to grow businesses by reaching new audiences, changing interactions, and extending markets.
Go2mobi is the proven RTB DSP ad network for mobile performance. Since 2011, Go2mobi has been a leader in mobile real-time bidding, display, and mobile search and social marketing. Our industry leading suite of mobile advertising technologies allows brands to manage complex programmatic mobile media buys that garner highly engaged consumers at scale.
The document provides a marketing campaign plan for the Windows Phone 7 Series targeted towards UK students. It includes:
1) Market research showing opportunities in the smartphone market and identifying students as a target segment.
2) Primary research through surveys and focus groups finding students are interested in the WP7's features but lack awareness.
3) A campaign concept of 6 student communities ("Sports Mad", "Music Lover" etc.) to fully engage users and facilitate a social, networked experience.
4) Objectives to identify the WP7 as the leader for UK students and increase awareness, satisfaction and sales among this segment.
Brian Cauble is the co-founder and CEO of Appsolute Genius, a mobile app development company. He has over 9 years of experience in software development. The app economy has grown significantly, with over 274,000 active apps on the Apple App Store and thousands of new submissions each month. Marketers should pay attention to opportunities that apps provide, such as reallocating advertising dollars to mobile, cause marketing promotions, direct response capabilities, and integrating barcodes/QR codes. However, brands need to ensure their app strategy aligns with overall marketing goals and is sustainable.
This document discusses the growth of mobile advertising and how businesses can leverage mobile marketing. It notes that mobile usage and smartphone adoption are growing rapidly as mobile devices take on more functions. The document advocates developing mobile-optimized websites and content to engage customers on the go. It also promotes the use of interactive ad formats and location-based marketing to create deeper brand engagement through mobile channels.
Mobile in 2013: Our Take On The Top Trends & InsightsMCSaatchiMobile
The document provides an overview of trends in the mobile marketing industry. It discusses how smartphone penetration is slowing in established markets as emerging markets see continued growth. It also covers the rise of Android and decline of other platforms, the projected increase in mobile ad spending, the growing popularity of tablets, and the expansion of mobile commerce. Additionally, it summarizes trends around the evolution of ad networks and real-time bidding, the impact of 4G networks, increasing use of social media and apps on mobile devices.
Before an advance formal Discovery Session for which planners will gather relevant business, market, and product insights, the FIRST ACTIONABLE strategic step in the strategic planning process is to develop an initial Go-To-Market framework.
Patrick Crosbie is the founder and CEO of Evolved Digital Media, a mobile marketing agency based in Dubai. He has extensive experience in mobile marketing from previous roles at Diageo and other companies. In his presentation, he will answer 5 questions about mobile marketing: what it is, who uses it, where to use it, why to use it, and how to use it. He will provide examples of using technologies like Bluetooth, mobile coupons, mobile tickets, and mobile websites for mobile marketing campaigns.
Presentation on App vs Web. Details:
- Pros and Cons of Apps
- Pros and Cons of Web
- Key questions to consider when choosing one or the other
- Examples of multi-platform brands
- Short case studies on Facebook, Fandango, Yahoo!
- Comparison of key data on key mobile platforms.
This document provides an overview of the Mobile GREE social networking and gaming service. It discusses the service's main components, which include social networking features, casual games, and complex games with social and community elements. The document also covers GREE's business model, revenues, growth in users and page views, demographics, and the company's evolution and innovation in features over time. It aims to analyze the factors that made Mobile GREE a major success in Japan's mobile market.
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Didmo Investor Presentation Summer 2008
1. Summer 2008 Mobile Advertising Solution Investment Summary Ga ing on the go ... Contact: Joseph Oliver, Interim CEO [email_address]
2. DIDMO is poised for success in the mobile advertising delivery market, given its strong subscriber base and award winning technology platform, however, a stronger sales, distribution and support infrastructure is required to if DIDMO is to fully exploit the business opportunity and become the defacto brand for free mobile content and global mobile advertising distribution network. These changes in the mobile industry are resulting in the fast growing demand for compelling content. The mobile arena represents the ‘Holy Grail’ when it comes to advertisers - considered by many as the final mile – a true captive audience network opportunity where brand messaging and commerce will be conducted directly with the user, directly where they are at all times, simply by targeting directly onto their mobile phones. A mobile phone is no longer a simple voice communication device. A mobile phone is a personal organizer, a portable music device, a photo album, a GPS system, an email client, a social networking connector! The mobile phone has graduated into becoming one of the most important tools an individual interfaces with on a daily basis. It is a device they carry with them everywhere. Imagine having a direct connection with a customer, where ever they are, when ever, not matter what their social setting….. Executive Summary DIDMO is focused in three very specific areas: 1. DIDMO is a mobile advertising platform - games are the focus today, but we are content agnostic. 2. DIDMO supports its product offering by delivering stimulating and engaging consumer environments. 3. DIDMO intends on becoming a mobile network – a mobile counterpart to a Radio or TV network.
13. The DIDMO Technology - How it will work Phase 2 Phase 3 Gaming HUB Music HUB Books HUB
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16. Once the ‘client’ is downloaded for the first time, the user then has a simple interface to access new content - and interact with other DIDMO users - via the community WAP, right from their phone. 1 st 4 second ad delivered. Click to start content 2 nd 4 second ad Uninterrupted content experience Unlike competitor solutions all ads are truly dynamic! Do You DIDMO?
17. Future Customer Experience – Beyond Games Application Features Status / Delivery Benefit DIDMO Games ‘ Game a Day’ Current offering – LIVE! Loyalty points are tracked in the background and alerts sent to them monthly about signing up to use Community Portal Multiple games selection. Rich and immersive user experience loyalty points incorporated Built - launching April 2008 User sign up – Can select multiple games Challenge friends and compete Multiple player game engine – play friends real-time! Earn loyalty points through play Rate other players and games Track friends high scores Portal for gaming information and news Get first look at premium content Use loyalty points for free SMS, Minutes, Games DIDMO Books Chapter delivered every day. Listen at own pace. Beta version built – launching this service June 2008 Advertisers understand this model. Publishers likely to subscribe for marketing awareness opportunity. User gets content for free. Upcoming items in this category include: language lessons. DIDMO Instant message Use instant messenger built into community site to immediately text/ communicate with DIDMO friends right on their phones Beta Mode - August 2008 Launch of viral component. Stimulates usage between mobile and community portal. Entices brand loyalty and word of mouth.
18. Future Customer Experience – Beyond Games Application Features Scheduled Benefit DIDMO Books Community Portal Track and review books online. Blog about books read. Share thoughts in forum Oct/Nov 2008 Becoming the new Amazon for books where user previews book(s) through mobile delivery, then has the option to buy using ‘buy’ feature on phone or through community website. DIDMO become e’tailer of published book content. DIDMO ‘Client to Client’ Instant message other DIMDO users using client on phone. December 2008 Similar theory as Skype. Users can SMS friends that are registered users of DIDMO. Eliminates carrier SMS costs. This is a viral tool that we will soft launch. We hope this will stimulate a lot of viral activity and boost word of mouth adoption of users DIDMO games LIVE! Play sporting events with friends in network Spring 2009 Play real-time with friends competing against live televised sporting events such as tennis, hockey, soccer, football and basketball. DIDMO Applications Handy every day applications Spring 2009 Free applications for free with advertising insert DIDMO - Pro User Premium content access Spring 2009 User pays monthly fee to have service without advertising. Gets discounts on content purchased. Music Preview Upcoming artist track of the day Summer 2009 Subscriber gets to listen in advance and choose to buy next day. Same model as ‘Game a Day’. DIDMO Dating Flirt with other DIDMO subscribers in area Summer 2009 Find other DIDMO users and use a combination of community site and phone to flirt with one another using the DIDMO ‘Client to Client’ feature. DIDMO Content Xchange Manage and post user generated content. Fall 2009 Users can upload, publish, circulate for free and/or sell content. DIDMO becomes eBay of user generated content.
19. DIDMO’S Community Portal – Traversing The Gap DIDMO traverses the gap between mobile and internet seamlessly, delivering a multi touch point opportunity for content publishers and advertisers
28. Partnerships Channel Strategy Consumer Social Sites Online Lifestyle Offline Lifestyle Mobile Media Players Agencies Distributors Publishers Carriers Handset Manufacturers Viral “Refer-a-Friend” - Rewarded when new friend joins Top Tier - Myspace, Facebook, Lunarstorm, etc. Emerging - Playahead, etc. Large “Transitioning” Brands - Viacom, Disney, Nokia, Samsung etc Retailers Blogs – DIDMO / DIDMO Community user blogs / Serial bloggers Message boards – (viral guerilla marketing) Consumer destinations - CNet, Global Game League, IGN, About.com Print Partnerships - Major print publishing partners Media Companies – Major content aggregator partners; solution white labeled Playphone, MobiTV, Modeo, Airplay, Helio Portal Strategy Developed for each product offering - also partner with other destination & WAP sites Resellers Ad network based Technology white labeling - Awareness Users Revenue Opportunity
29. Sales Strategy Games – Books – Music – Applications Agencies Required bodies in countries we roll out into Supporting - Channels – Resellers - Partners - In House With content On Website After “Try before you buy” Via Website Through another promotional campaign – Client Driven Analyst firms value to content aggregators Find reseller to manage service Divided by Product Offering Partners Direct Sales Sales Tools Development Advertising Product Market Data Consumer Focus Group testing
30. Sales Strategy – Product delivery Supported by services + immersive functions + Features Roadmap for up to 15 Products + services in next 36months Real-time dynamic Ad service Supports 99% of all java mobile phones Strategy to support (by end of 2008) iPhone – Brew - Windows Mobile Trojan Horse Same as Micro Browsers Configurable to users requirements Leverage commodity for partnerships Traverses experience between captive environment (phone) + interactive environment Additional advertising opportunity Additional sales + Product fulfillment opportunity Next generation counterpart to traditional media E’tailers Web + Mobile Based Content Technology Platform Client Community Website
31. Rather than spend a significant amount of time and money going down an R&D path, DIDMO shall adopt a case-by-case business strategy that will leverage proven technologies when meeting internal and external business requirements. This strategy enables a rapidly deployable solution, allows DIDMO to stay on the cutting edge of technology as it evolves, and gives DIDMO the flexibility to custom-build solutions that meet the market needs How DIDMO Evolves – Technology Approach Tight product integration through close coordination in product road map development Customized product packaging, including training, support and marketing collateral Enhanced solution sell leveraging marketing and sales channel Strong Solutions Group that specializes in developing workflow solutions for key customers Close R&D coordination to develop tightly integrated products Solution oriented sales force to push workflow solutions Sales and Marketing Collaboration Product OEM Joint Venture Investment / Acquisition Coordination of marketing activities through joint advertising , white papers and press releases Cross - sell products by developing a sales incentive structure Beneficial channel arrangements, especially outside North America Close integration of all products through tighter control over the Product roadmap Merger of strong consulting and R&D team with powerful sales and marketing infrastructure Significant financial benefits through business and technology synergies Benefits Contractual Relationship/Limited Integration Full Integration
36. Industry Recognition – Frost & Sullivan / WEBBY “ DIDMO has clearly proven the potential of in-application mobile advertising in Europe. The company continues to innovate on various technology and service-delivery parameters to differentiate its services, and is also expected to also offer other types of ad-enabled mobile media (beyond games). Frost & Sullivan’s Mobility Awards Committee presents DIDMO with the 2008 Award for Entrepreneurial Company in the U.S. Mobile Advertising markets, and expects DIDMO to emerge as a leader in the mobile advertising ecosystem in the United States.” - Vikrant Ghandi, Strategic Industry Analyst, Mobile Communications -- Frost & Sullivan The Webby Awards, the leading international honor for the Web, recognized DIDMO’s in-game advertising solution as an Official Webby Honoree in the Mobile Gaming category, a distinction that recognizes work exhibiting remarkable achievement.