This document discusses various aspects of digital and non-digital advertising. It provides examples of advantages and disadvantages of different distribution and consumption methods. Gunn's categories of comparison and parody are explained with examples. Analysis is given of advertising conventions used in specific poster and billboard examples, highlighting techniques like imagery, bold titles, contrasting colors, slogans, branding, and structured content.
The document discusses how independent films would be distributed as real media products. It explains that independent distributors like Verve, Vertigo, and Warp Films specialize in distributing independent films in cinemas and on DVD worldwide. Warp Films is identified as a suitable distributor because they target distinctive content like the filmmaker's genre. The role of distributors is described as getting the film to a paying audience by identifying the target demographic and negotiating with exhibitors to show the film. With new online distribution methods, distributors now spend more on digital promotion through short trailers and screenings to build hype around a film's release.
The document discusses the ethics of product placement in films and television. It defines product placement as placing branded goods or services in content without advertisements. While product placement pays for content and introduces new products, it can also invade content space and influence viewers with a false portrayal of products. The history, development, effectiveness, economics, and future of product placement are examined. Different ethical frameworks for analyzing product placement are presented, with the conclusion being that product placement can benefit both viewers and content producers when done appropriately within the context of the content.
Q3. How Do Your Products Engage With The Audience And How Would They Be Distr...Max Behan
The document discusses how independent films are distributed as real media products. It explains that independent distributors like Verve, Vertigo, and Warp Films specialize in distributing independent films in theaters and on DVD worldwide. Warp Films in particular is chosen as a suitable distributor because they target distinctive, independent content. The role of distributors is to sell films to theaters to generate revenue by identifying the audience, building interest, and converting that interest into ticket sales. Modern distributors also utilize digital distribution methods and spend more on digital marketing like short trailer ads on YouTube to promote films.
This document outlines various product placement strategies, including visual placement which relies on prominently displaying a product within a show's setting or storyline, auditory placement which mentions the product name within a show's script, and advertising campaigns using print, online, and television media targeted at the product's audience. It also discusses promotions like giveaways and coupons, surveying customers, demonstrations and samples to experience the product, piggybacking on existing products, sponsoring community events, and ensuring product quality.
This advertisement for Gucci's Guilty perfume line utilizes several common advertising codes and conventions while also subverting some expectations. It features celebrities Jared Leto and Lana Del Rey engaging in exaggerated and unrealistic narrative scenarios associated with the brand's theme of living outside social norms. Visual elements like bright colors, lavish sets, and Gucci's signature animal motifs create an anti-realistic storytelling style common for the perfume industry. By appealing to alternative audiences with iconic figures, the ad promotes the lifestyle surrounding the products while diverging from typical celebrity-endorsed advertising.
The document discusses different types of advertisements including realism, anti-realism, animation, documentary style, talking heads, stand alone ads, and ad series. Realistic ads aim to represent real life without fiction, while anti-realistic ads use unrealistic elements to grab attention. Animation allows creating impossible scenarios and characters but is complex and expensive to produce. Documentary and talking head styles establish trust but can seem manipulative. Stand alone ads are one-time while series ads develop continuing storylines and characters over multiple ads.
This document discusses the emerging field of contextual image advertising. It begins with background on contextual advertising using keywords and content. It then explores how images now comprise 1/3 of internet content but have not been marketed to date. Several companies are pioneering contextual image advertising approaches using image tagging and serving relevant branded content. GumGum and Vibrant serve ads on tagged images on sites like YouTube. Stipple uses roll-over price tags linking directly to stores. Luminate serves traditional and interactive banners over images. As images grow more prominent online through sites like Pinterest and Instagram, contextual image ads provide brands new opportunities to reach audiences. Publisher acceptance will be key to the field taking hold.
This document discusses various types of out-of-home, direct marketing, and specialty advertising. It provides details on outdoor advertising such as billboards, digital billboards, posters, and transit advertising. It explains the pros and cons of these methods. The document also covers direct marketing techniques like mailers, catalogs, and email. Finally, it discusses advertising specialties and premiums, which are promotional items distributed to promote brands.
The document discusses how independent films would be distributed as real media products. It explains that independent distributors like Verve, Vertigo, and Warp Films specialize in distributing independent films in cinemas and on DVD worldwide. Warp Films is identified as a suitable distributor because they target distinctive content like the filmmaker's genre. The role of distributors is described as getting the film to a paying audience by identifying the target demographic and negotiating with exhibitors to show the film. With new online distribution methods, distributors now spend more on digital promotion through short trailers and screenings to build hype around a film's release.
The document discusses the ethics of product placement in films and television. It defines product placement as placing branded goods or services in content without advertisements. While product placement pays for content and introduces new products, it can also invade content space and influence viewers with a false portrayal of products. The history, development, effectiveness, economics, and future of product placement are examined. Different ethical frameworks for analyzing product placement are presented, with the conclusion being that product placement can benefit both viewers and content producers when done appropriately within the context of the content.
Q3. How Do Your Products Engage With The Audience And How Would They Be Distr...Max Behan
The document discusses how independent films are distributed as real media products. It explains that independent distributors like Verve, Vertigo, and Warp Films specialize in distributing independent films in theaters and on DVD worldwide. Warp Films in particular is chosen as a suitable distributor because they target distinctive, independent content. The role of distributors is to sell films to theaters to generate revenue by identifying the audience, building interest, and converting that interest into ticket sales. Modern distributors also utilize digital distribution methods and spend more on digital marketing like short trailer ads on YouTube to promote films.
This document outlines various product placement strategies, including visual placement which relies on prominently displaying a product within a show's setting or storyline, auditory placement which mentions the product name within a show's script, and advertising campaigns using print, online, and television media targeted at the product's audience. It also discusses promotions like giveaways and coupons, surveying customers, demonstrations and samples to experience the product, piggybacking on existing products, sponsoring community events, and ensuring product quality.
This advertisement for Gucci's Guilty perfume line utilizes several common advertising codes and conventions while also subverting some expectations. It features celebrities Jared Leto and Lana Del Rey engaging in exaggerated and unrealistic narrative scenarios associated with the brand's theme of living outside social norms. Visual elements like bright colors, lavish sets, and Gucci's signature animal motifs create an anti-realistic storytelling style common for the perfume industry. By appealing to alternative audiences with iconic figures, the ad promotes the lifestyle surrounding the products while diverging from typical celebrity-endorsed advertising.
The document discusses different types of advertisements including realism, anti-realism, animation, documentary style, talking heads, stand alone ads, and ad series. Realistic ads aim to represent real life without fiction, while anti-realistic ads use unrealistic elements to grab attention. Animation allows creating impossible scenarios and characters but is complex and expensive to produce. Documentary and talking head styles establish trust but can seem manipulative. Stand alone ads are one-time while series ads develop continuing storylines and characters over multiple ads.
This document discusses the emerging field of contextual image advertising. It begins with background on contextual advertising using keywords and content. It then explores how images now comprise 1/3 of internet content but have not been marketed to date. Several companies are pioneering contextual image advertising approaches using image tagging and serving relevant branded content. GumGum and Vibrant serve ads on tagged images on sites like YouTube. Stipple uses roll-over price tags linking directly to stores. Luminate serves traditional and interactive banners over images. As images grow more prominent online through sites like Pinterest and Instagram, contextual image ads provide brands new opportunities to reach audiences. Publisher acceptance will be key to the field taking hold.
This document discusses various types of out-of-home, direct marketing, and specialty advertising. It provides details on outdoor advertising such as billboards, digital billboards, posters, and transit advertising. It explains the pros and cons of these methods. The document also covers direct marketing techniques like mailers, catalogs, and email. Finally, it discusses advertising specialties and premiums, which are promotional items distributed to promote brands.
Branded entertainment involves integrating brands into entertainment properties like films, TV shows, and games. It has two main forms: advertiser-funded programming and product placement. The document outlines the history of branded entertainment and product placement. It also discusses how to measure effectiveness and provides best practices like ensuring a strong fit between the brand and content. Branded entertainment units are expected to play a larger role by creating custom content for brands across different platforms and screens.
Google Adwords and Meta-Tag litigation Len Mancini
This document discusses several key court cases related to the use of trademarks in online advertising and search engines:
1) The Google France Decision held that an advertiser's purchase of trademarks as keywords to trigger ads is a "use in the course of trade" but the search engine hosting the ads is not liable as it does not directly use the trademarks.
2) In Cosmetic Warriors v Amazon, the court found that two of Amazon's ads using trademarks as keywords did not confuse consumers about the ad's source, but one ad using the trademark in copy text did affect the trademark's origin function.
3) Interflora v M&S initially found M&S ads triggered by Interflora's trademark confused
The document discusses and analyzes print advertising campaigns for several products:
- A Dior men's fragrance campaign uses celebrity endorsement to suggest the product will make users like the celebrity. It targets young adult males.
- A McDonald's Big Mac ad humorously portrays the burger asking not to be stared at "like a piece of meat." It aims to both sell and entertain viewers mainly targeting adults.
- An iPhone 11 campaign focuses attention on the phone's features through minimalist photography. It targets both young tech enthusiasts and older audiences. The goal is to intrigue viewers rather than directly sell the product.
ADme is a personalized advertising service that allows users and companies to collaborate on creating and sharing advertisements. Users can take photos and videos to feature in ads, write copy, and choose which products to promote. The ads are then shared on social media and may appear on billboards or TV. Users earn money when people purchase products after viewing their ads. The service aims to disrupt traditional advertising by using regular people instead of models.
Walt Disney became the parent company of Marvel Entertainment in 2009 for $4.24 billion. This deal allowed Disney to further expand its dominance in the film industry through horizontal integration. Disney and Marvel are successful due to their popular characters like Mickey Mouse and The Avengers. Some impacts of the deal include Disney gaining power as a monopoly and combining two large audiences. However, issues could arise from Disney not fully owning all Marvel characters and being inexperienced with comic books.
Ritualized collaboration has become a trend where companies team up to create extraordinary products. Examples discussed include Alexander Wang collaborating with H&M to make his high fashion designs more affordable, and COMME des GARCONS and Bape collaborating to satisfy all demographics with a highly sought after product. The document also provides examples of collaboration between Gillette and Marvel's Avengers and Dodge collaborating with the Fast and Furious franchise to promote new movies. Ritualized collaborations are effective at driving consumers between markets and creating buzz around new products.
Advertising has both positive and negative effects on society. Positively, advertisements can promote important causes like donating blood and increase awareness of health and safety issues. However, advertising can also negatively influence society by promoting harmful products like cigarettes and reinforcing stereotypes. Additionally, advertising aims to influence consumer behavior and make people feel they need to purchase unnecessary products. While advertising has benefited causes like disaster relief, it has also negatively impacted society by promoting consumerism and false social standards.
The document describes a print media campaign for Magnum Gold ice cream created by the agency Low and Partners. The campaign features a poster with a genre style depicting actors with a half-eaten Magnum bar. Research found the campaign was effective, with sales increasing 73% above targets. The target demographic for Magnum Gold is adults, as evidenced by the attractive celebrity images and reviews from adult consumers. The campaign was distributed through posters, buses, television, and online ads to reach a wide audience. Legal guidelines were followed to avoid causing any offense with the advertising.
1) The document discusses various new marketing trends such as customization, user-generated content, interactive banners, advergaming, widgets, advertainment, street marketing, social networks, viral films, interactivity, mobile marketing, and blogs content.
2) It provides examples for each trend, such as Dominos allowing customers to customize their own pizzas and SiDivine paying customers to take photos of themselves in the brand's clothing.
3) The document concludes with best practices for innovation, recommending involving consumers and using technology to enhance experiences rather than define the campaign.
BBC Films would produce the film and Pathé would distribute it. This is because they have successfully worked together before on films dealing with social issues. The film would be a social realism drama focusing on overlooked social issues. It would be marketed using both traditional and online/social media methods to target both the main adult audience and secondary teenage audience. The film would have a limited theatrical release in urban areas before being distributed digitally on platforms like Netflix to appeal to different audience preferences.
Unit 1 Presentation by Caleb Browning discusses BBDO agency and advertising distribution channels. The presentation contains 5 parts: [1] BBDO agency profile including its founders and business model; [2] A print case study on a WPP campaign; [3] Audience research on Snickers ads; [4] Distribution channels such as social media, celebrity endorsements, and the Super Bowl; [5] Legal and ethical issues. Social media engagement was found to reach 27 million people at a low cost for Mars, and celebrity endorsements like a Mr. Bean Snickers ad went viral with over 5 million views. However, older audiences found some print ads intimidating, so adjustments may better target multiple generations.
Cross-media convergence involves two companies collaborating on media projects, such as film production and distribution. Synergy is when non-media companies collaborate on complementary products to promote a film. For Marvel, collaborating with Disney expanded their audience reach and production capabilities. For Lionsgate, collaborating with Color Force improved film quality for The Hunger Games, while synergy with game/app companies expanded the franchise. Heyday Films benefited from Studio Canal's distribution expertise for Paddington, while synergy with iTunes expanded the film's audience. Warp Films' production of '71 benefited from funding from multiple film companies.
Linking trademarks and character merchandisingkashishworld
Character merchandising involves using fictional or real-life characters to market and sell goods in order to attract customers who identify with those characters. It began in the 1930s when Disney licensed its cartoon characters for products. A key advantage is that it generates brand awareness and excitement for both the product and the character. However, character merchandising also raises legal issues regarding celebrities' rights to control the commercial use of their identities. Overall, character merchandising has become an important marketing technique, and laws will need to continue adapting to address emerging issues in this area.
ITFT Media- AIDA Theory of advertising ppt [read only]Shweta Chugh
The AIDA model is used for designing effective advertising. It proposes that an advertisement must (1) attract attention through visual elements like layout, colors, size, etc., (2) secure interest through headlines and illustrations that provoke further reading, (3) build desire by convincing viewers through evidence, testimonials, and facts, and (4) obtain action by associating the product with the company and repeating the message with calls to action. The film industry example demonstrates how promotions use AIDA at different stages - creating awareness and attention initially through promos, interest through music releases, desire through contests and promotions, and action through ticket purchases.
The document discusses branding and online presence. It begins by asking questions about whether a company's website is useful, updated regularly, and helps employees. It notes that potential customers first learn about a company through online searches and impressions. The document then discusses Google search metrics like findability, linkability, relevance and differentiation that determine search rankings. It provides an example comparing search results for British Airways and Virgin Atlantic, finding Virgin Atlantic scores higher. The document concludes by offering tips for monitoring brands for free using tools like Google Alerts, analytics and RSS feeds.
For a university module, the document's author helped create a student group called BCU Inner Conflict Awareness to produce a media piece about inner conflict for a workshop event. As part of the group, the author designed a logo and branding identity for the group. They also created a flyer and poster using the same style as the logo to promote the group's media piece at the event in a consistent manner. The design is shown on the next slide, and more information about the event itself can be found on the author's events page.
The document discusses how to successfully expand an intellectual property from the digital space into a global brand. It notes that becoming a brand requires clearly identified transferable values, ubiquity, and longevity. It warns that expanding into new categories greatly increases competition and requires execution excellence. Developing brand extensions also requires driving development across new businesses that have different skills and rules. The document provides questions to consider around a property's values, characters, storyline, design uniqueness, and long-term priority to determine if it is well-suited for brand expansion. An example of the successful Cut the Rope franchise is discussed, which saw global retail partnerships and consumer products deals after starting as a popular mobile game.
The biggest obstacles companies face in unlocking digital opportunities are:
1) Treating digital platforms as one-way communication instead of engaging with consumers.
2) Not using customer data to personalize offers and build loyalty.
3) Fragmentation across different digital channels and lack of collaboration.
4) The complexity of emerging technologies and need for holistic measurement across campaigns.
Branding in the nth Dimension (Systems Theory in Branded Markets)Socialphysicist
The purpose of this presentation was to introduce market researchers to nonlinear systems theory in the context of branded markets by helping them to visualise the systems they work in every day.
NOTE: Read the notes along with each slide to get the maximum out of this deck.
NOTE: SlideShare screwed up some of the formatting on certain slides (word bubbles, font size, squashed images, etc.). Bad SlideShare :(
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Branded entertainment involves integrating brands into entertainment properties like films, TV shows, and games. It has two main forms: advertiser-funded programming and product placement. The document outlines the history of branded entertainment and product placement. It also discusses how to measure effectiveness and provides best practices like ensuring a strong fit between the brand and content. Branded entertainment units are expected to play a larger role by creating custom content for brands across different platforms and screens.
Google Adwords and Meta-Tag litigation Len Mancini
This document discusses several key court cases related to the use of trademarks in online advertising and search engines:
1) The Google France Decision held that an advertiser's purchase of trademarks as keywords to trigger ads is a "use in the course of trade" but the search engine hosting the ads is not liable as it does not directly use the trademarks.
2) In Cosmetic Warriors v Amazon, the court found that two of Amazon's ads using trademarks as keywords did not confuse consumers about the ad's source, but one ad using the trademark in copy text did affect the trademark's origin function.
3) Interflora v M&S initially found M&S ads triggered by Interflora's trademark confused
The document discusses and analyzes print advertising campaigns for several products:
- A Dior men's fragrance campaign uses celebrity endorsement to suggest the product will make users like the celebrity. It targets young adult males.
- A McDonald's Big Mac ad humorously portrays the burger asking not to be stared at "like a piece of meat." It aims to both sell and entertain viewers mainly targeting adults.
- An iPhone 11 campaign focuses attention on the phone's features through minimalist photography. It targets both young tech enthusiasts and older audiences. The goal is to intrigue viewers rather than directly sell the product.
ADme is a personalized advertising service that allows users and companies to collaborate on creating and sharing advertisements. Users can take photos and videos to feature in ads, write copy, and choose which products to promote. The ads are then shared on social media and may appear on billboards or TV. Users earn money when people purchase products after viewing their ads. The service aims to disrupt traditional advertising by using regular people instead of models.
Walt Disney became the parent company of Marvel Entertainment in 2009 for $4.24 billion. This deal allowed Disney to further expand its dominance in the film industry through horizontal integration. Disney and Marvel are successful due to their popular characters like Mickey Mouse and The Avengers. Some impacts of the deal include Disney gaining power as a monopoly and combining two large audiences. However, issues could arise from Disney not fully owning all Marvel characters and being inexperienced with comic books.
Ritualized collaboration has become a trend where companies team up to create extraordinary products. Examples discussed include Alexander Wang collaborating with H&M to make his high fashion designs more affordable, and COMME des GARCONS and Bape collaborating to satisfy all demographics with a highly sought after product. The document also provides examples of collaboration between Gillette and Marvel's Avengers and Dodge collaborating with the Fast and Furious franchise to promote new movies. Ritualized collaborations are effective at driving consumers between markets and creating buzz around new products.
Advertising has both positive and negative effects on society. Positively, advertisements can promote important causes like donating blood and increase awareness of health and safety issues. However, advertising can also negatively influence society by promoting harmful products like cigarettes and reinforcing stereotypes. Additionally, advertising aims to influence consumer behavior and make people feel they need to purchase unnecessary products. While advertising has benefited causes like disaster relief, it has also negatively impacted society by promoting consumerism and false social standards.
The document describes a print media campaign for Magnum Gold ice cream created by the agency Low and Partners. The campaign features a poster with a genre style depicting actors with a half-eaten Magnum bar. Research found the campaign was effective, with sales increasing 73% above targets. The target demographic for Magnum Gold is adults, as evidenced by the attractive celebrity images and reviews from adult consumers. The campaign was distributed through posters, buses, television, and online ads to reach a wide audience. Legal guidelines were followed to avoid causing any offense with the advertising.
1) The document discusses various new marketing trends such as customization, user-generated content, interactive banners, advergaming, widgets, advertainment, street marketing, social networks, viral films, interactivity, mobile marketing, and blogs content.
2) It provides examples for each trend, such as Dominos allowing customers to customize their own pizzas and SiDivine paying customers to take photos of themselves in the brand's clothing.
3) The document concludes with best practices for innovation, recommending involving consumers and using technology to enhance experiences rather than define the campaign.
BBC Films would produce the film and Pathé would distribute it. This is because they have successfully worked together before on films dealing with social issues. The film would be a social realism drama focusing on overlooked social issues. It would be marketed using both traditional and online/social media methods to target both the main adult audience and secondary teenage audience. The film would have a limited theatrical release in urban areas before being distributed digitally on platforms like Netflix to appeal to different audience preferences.
Unit 1 Presentation by Caleb Browning discusses BBDO agency and advertising distribution channels. The presentation contains 5 parts: [1] BBDO agency profile including its founders and business model; [2] A print case study on a WPP campaign; [3] Audience research on Snickers ads; [4] Distribution channels such as social media, celebrity endorsements, and the Super Bowl; [5] Legal and ethical issues. Social media engagement was found to reach 27 million people at a low cost for Mars, and celebrity endorsements like a Mr. Bean Snickers ad went viral with over 5 million views. However, older audiences found some print ads intimidating, so adjustments may better target multiple generations.
Cross-media convergence involves two companies collaborating on media projects, such as film production and distribution. Synergy is when non-media companies collaborate on complementary products to promote a film. For Marvel, collaborating with Disney expanded their audience reach and production capabilities. For Lionsgate, collaborating with Color Force improved film quality for The Hunger Games, while synergy with game/app companies expanded the franchise. Heyday Films benefited from Studio Canal's distribution expertise for Paddington, while synergy with iTunes expanded the film's audience. Warp Films' production of '71 benefited from funding from multiple film companies.
Linking trademarks and character merchandisingkashishworld
Character merchandising involves using fictional or real-life characters to market and sell goods in order to attract customers who identify with those characters. It began in the 1930s when Disney licensed its cartoon characters for products. A key advantage is that it generates brand awareness and excitement for both the product and the character. However, character merchandising also raises legal issues regarding celebrities' rights to control the commercial use of their identities. Overall, character merchandising has become an important marketing technique, and laws will need to continue adapting to address emerging issues in this area.
ITFT Media- AIDA Theory of advertising ppt [read only]Shweta Chugh
The AIDA model is used for designing effective advertising. It proposes that an advertisement must (1) attract attention through visual elements like layout, colors, size, etc., (2) secure interest through headlines and illustrations that provoke further reading, (3) build desire by convincing viewers through evidence, testimonials, and facts, and (4) obtain action by associating the product with the company and repeating the message with calls to action. The film industry example demonstrates how promotions use AIDA at different stages - creating awareness and attention initially through promos, interest through music releases, desire through contests and promotions, and action through ticket purchases.
The document discusses branding and online presence. It begins by asking questions about whether a company's website is useful, updated regularly, and helps employees. It notes that potential customers first learn about a company through online searches and impressions. The document then discusses Google search metrics like findability, linkability, relevance and differentiation that determine search rankings. It provides an example comparing search results for British Airways and Virgin Atlantic, finding Virgin Atlantic scores higher. The document concludes by offering tips for monitoring brands for free using tools like Google Alerts, analytics and RSS feeds.
For a university module, the document's author helped create a student group called BCU Inner Conflict Awareness to produce a media piece about inner conflict for a workshop event. As part of the group, the author designed a logo and branding identity for the group. They also created a flyer and poster using the same style as the logo to promote the group's media piece at the event in a consistent manner. The design is shown on the next slide, and more information about the event itself can be found on the author's events page.
The document discusses how to successfully expand an intellectual property from the digital space into a global brand. It notes that becoming a brand requires clearly identified transferable values, ubiquity, and longevity. It warns that expanding into new categories greatly increases competition and requires execution excellence. Developing brand extensions also requires driving development across new businesses that have different skills and rules. The document provides questions to consider around a property's values, characters, storyline, design uniqueness, and long-term priority to determine if it is well-suited for brand expansion. An example of the successful Cut the Rope franchise is discussed, which saw global retail partnerships and consumer products deals after starting as a popular mobile game.
The biggest obstacles companies face in unlocking digital opportunities are:
1) Treating digital platforms as one-way communication instead of engaging with consumers.
2) Not using customer data to personalize offers and build loyalty.
3) Fragmentation across different digital channels and lack of collaboration.
4) The complexity of emerging technologies and need for holistic measurement across campaigns.
Branding in the nth Dimension (Systems Theory in Branded Markets)Socialphysicist
The purpose of this presentation was to introduce market researchers to nonlinear systems theory in the context of branded markets by helping them to visualise the systems they work in every day.
NOTE: Read the notes along with each slide to get the maximum out of this deck.
NOTE: SlideShare screwed up some of the formatting on certain slides (word bubbles, font size, squashed images, etc.). Bad SlideShare :(
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document discusses several advertising theories including the hierarchy of effects model, means-end theory, and visual and verbal imagery. The hierarchy of effects model outlines six steps consumers go through to purchase a product from awareness to purchase. Means-end theory examines how advertisements link product attributes to personal values through a means-end chain. Visual and verbal imagery analyzes the emphasis on visual versus verbal elements in ads and how visuals lead to more favorable attitudes. Examples are provided for each theory to illustrate how advertisers apply these concepts.
This document provides guidance on creating a personal branding logo and developing personal branding deliverables. It outlines a three step process: 1) understanding how you want to be perceived, 2) creating a logo and color palette, and 3) applying your brand identity across online profiles and physical/digital deliverables like business cards, resumes, and social media profiles. Examples of photography, videography, graphic design, and audio logos are shown, along with tips for creating a versatile, simple, and timeless logo. The document encourages thinking critically about designs and creating a style guide.
Design Theory - Lecture 03: Design as Learning / Methods & ToolsBas Leurs
This document discusses design methods and tools that can be used in the design process. It covers several learning theories related to design like Kolb's experiential learning cycle, Schön's reflection-in-action and reflection-on-action, and Argyris and Schön's single and double loop learning. It also discusses sensemaking in design. The document then discusses various design methods like prototyping, sketching, and using CAD models. It emphasizes that prototyping allows designers to learn through making and that sketching is an important tool for visualizing ideas.
Design Theory - Lecture 02: Design processes & Problem solvingBas Leurs
This document provides an overview of design processes and problem solving. It discusses various models of design processes, including linear and iterative processes. It also examines the nature of design problems and how designers approach problem solving. The document highlights that design problems often have no single clear solution and require intuition and experimentation to develop potential concepts and solutions.
1. The document discusses various models and elements of communication, including traditional and interactive models that account for increased consumer choice and control over messages.
2. It examines factors that influence the effectiveness of communication, such as the source, message characteristics, and appeals used in advertising. Different types of appeals like emotional, rational, and humor are discussed.
3. Models of persuasion and attitude change are presented, including the elaboration likelihood model which describes central and peripheral routes to persuasion depending on level of involvement.
The document discusses the theory of brand culture, which proposes that brands should operate like cultures by having a set of core values that never change but allowing the brand to adapt around those values. It suggests that consumers want brands that align with their personal values and are looking for meaning from brands. Examples are given of Johnson & Johnson, Patagonia, and Zappos, which have built strong brand cultures through deeply held values that drive their operations. The key point is that an authentic brand culture cannot be faked and requires aligning the entire organization around clearly articulated values.
This document discusses brands and how individuals can build their personal brand. It notes that a brand is a person's gut feeling about a product, service, or organization. It also discusses how celebrities are brands and how micro-celebrities can influence others. The document recommends that individuals think of themselves as a brand and suggests ways to build a strong personal brand, including being ubiquitous, social, and interesting online.
A quick and extremely awesome guide to logo designFiverr
This document provides guidance on creating an effective logo. It discusses defining the purpose and goals for the logo, getting inspired by existing logos, brainstorming design concepts, considering color psychology, and bringing the logo to life. The key steps are to think about how the logo should make customers feel, look at other successful logos for inspiration, develop multiple concepts, get feedback, and choose a design and colors that represent the brand. An effective logo needs to be memorable, distinctive, and elicit the desired emotional response from viewers.
Design Theory - Lecture 01: What is design?Bas Leurs
Design can be summarized as the process of imagining and planning changes to existing situations or systems to create preferred future states. This involves envisioning possibilities, making decisions with uncertainty, and predicting effects while accounting for human needs and environmental impacts. Design aims to satisfy people through innovative and purposeful solutions.
In the real world, you don’t have infinite resources; you don’t have a perfect product; and you don’t sell to a growing market without competition. You’re also not omnipotent, so you cannot enforce what people think your brand represents. Under these assumptions, most companies need all the help they can get with branding. Guy Kawasaki presents eight salient tips in The Art of Branding that will give your brand the attention it deserves.
Read the full article on LinkedIn: http://linkd.in/1iWCXgB
Create your own SlideShare presentations in Canva: https://www.canva.com/
The document discusses various methods for film distribution, including theatrical release, DVD release, digital/VOD release, and print and social media marketing. Theatrical release is noted as the most conventional but also the most expensive and competitive. DVD release provides more control but costs for production. Digital/VOD release such as on Netflix is seen as a good option as it targets film audiences and avoids DVD production costs. For marketing, print media is deemed most suitable due to its variety of formats for different audiences, while social media carries disadvantages like short advertising windows and disallowing repeated ads. In conclusion, digital distribution and print media marketing are recommended as appropriate options for a first-time, low-budget filmmaker.
The document describes a concept for an online media portal that allows users to create short films depicting their autobiographies or "selfiegraphies" using 4K resolution cameras. However, the startup lacks a clear business model and faces strong competition from platforms like YouTube that already allow similar activities. The evaluator provides feedback that the startup needs to further analyze its business model, conduct market research to validate customer demand, and develop a strong marketing strategy in order to compete effectively.
Film distribution refers to making a film available to an audience and involves advertising to raise awareness. Common distribution methods include theatrical release in cinemas, DVD releases sold in stores or online, digital releases online through sites like Netflix, print advertising through posters and magazines, and marketing on social media. While cinemas attract large audiences, the costs and competition make it difficult for new filmmakers; DVD and digital releases give more control but less discovery. Social media can directly target audiences but ads have short lifespans. Overall, the best method depends on a film's budget and target audience.
The document discusses various key performance indicators (KPIs) for digital marketing. It provides examples of common KPIs used to evaluate success across different marketing channels, including lead generation metrics like cost-per-lead and conversion rate, website traffic metrics, and social media tracking. The document also discusses how to measure each KPI and ways to improve performance.
The document discusses different types of advertising techniques. It analyzes print, video, digital and non-digital advertisements. Some key points made:
- Print ads can appeal to emotion through exaggeration or appeal to credibility by portraying believable situations.
- Video ads can evoke emotion through slow motion or stormy imagery, and appeal to reason by suggesting viewing will be worthwhile.
- Digital ads may mislead about a film's storyline for excitement, while non-digital ads accurately depict content.
- Ads can fall into categories like "the problem" by highlighting issues, or "benefit based" by emphasizing product perks. Symbolic ads exaggerate reality.
This document discusses different types of advertising and provides examples. It analyzes digital and non-digital advertisements, including print ads, film trailers, and video ads. The document examines how various ads appeal to audiences through emotional, logical, and credibility-based persuasive techniques. Examples analyzed include ads for motor oil, road safety, the Winter Olympics, and a Nike ad featuring Cristiano Ronaldo. Gunn's advertising categories are referenced to classify the goals and approaches of the different advertisements.
1) The document discusses different types of advertising techniques, including digital media, print, film trailers, and television commercials.
2) It analyzes several advertisements, examining how they use emotional appeals, credibility, exaggeration, and other persuasive methods to engage audiences.
3) The analyses suggest that effective ads evoke feelings, highlight benefits of products clearly, and sometimes use symbolic or exaggerated elements to quickly capture attention.
This document discusses branding and factors that can lead to brand failure. It defines branding as identifying a company or its products through words or images. Branding helps consumers remember products and increases sales by making a product or service the most visible and desired. The document then discusses reasons why branding is important, such as promoting recognition, encouraging repeat business and customer loyalty. It also examines factors that can lead to brand failure, such as not meeting market share goals or profitability. The document analyzes how product failures can inform future product development and discusses distinguishing failures from short-lived fads.
Why Social Media Matters in an Economic DownturnEric Anderson
Can social media marketing channels provide an antidote to eroding consumer loyalty in an economic downturn? This presentation examines that question and offers 5 practical ways marketers can improve the efficiency of their marketing through social media.
This document discusses different types of advertising and advertising methods. It describes online advertising including pop-ups, print advertising using magazines and newspapers, guerrilla advertising with low budgets using stickers, broadcast advertising on TV and radio, outdoor advertising using billboards, product placement in films, mobile advertising on devices, packaging advertising, and considerations for the target audience, budget, and legal/ethical constraints.
This document discusses and compares the advantages and disadvantages of several forms of marketing and distributing a film, including print media, social media, YouTube, and cinema release. Print media is identified as the most suitable marketing approach due to the ability to target different age groups through different forms and control costs by choosing the advert size. YouTube is identified as the most suitable distribution approach as it is popular among the target audience and free to post videos, with a chance of being discovered, while cinema release would be unlikely and too expensive for an unknown filmmaker.
The document proposes creating a 3-5 minute promotional DVD for a college course to attract prospective students ages 16-17. Key points to consider include ensuring the content is relevant to the course, suitable for the target age group, and can be produced with the college's available equipment. Promotional materials are an effective way to distribute information and attract new customers, though they have costs associated with production and distribution. The proper file format will need to be chosen to optimize quality and file size for different distribution methods like DVD and online uploading.
Advertising aims to achieve multiple objectives including creating awareness of products and services, introducing new products to customers, differentiating brands from competitors, increasing sales, building brand value, increasing profits, creating desire for products, and calling customers to action. Common advertising objectives are creating awareness, introducing new products, acquiring new customers, differentiating brands, and increasing sales.
quint digital media share price:- Digital media
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9.5 OUT-OF-HOME MEDIA
• Extremely low cost
Target marketing
Media Vehicles
Can be personalised
• Interactive capabilities
Weaknesses
• Clutter
Disadvantages
1. In many cases, the out-of-home media results în a high degree of waste coverage, since
2. Not everyone driving past a billboard is part of the target market.
3. Due to the speed with which most people pass by outdoor ads, exposure time is short, so
4. Messages are limited to a few words or illustrations.
This document discusses various codes and conventions used in advertising across different mediums. It explains that narratives, whether realistic or unrealistic, are commonly used in video ads to engage audiences. Techniques like lighting, editing, props and characters can be altered for different target groups. Slogans are also discussed as a way to make brands memorable. The different codes and conventions for print, video and radio ads are outlined, noting elements like visual appeal, audio language. Audience classification methods like social grades, demographics and psychographics are described as important for targeting specific groups.
A low cost market entry strategy in which two or more firms represent one another's complementary (but non-competing) products in their respective markets.
This issue of Startup Outlook features five companies from Greycroft Partners, a venture capital firm. It evaluates Adly, Livefyre, Media Armor, Pulse, and provides a 360i qualitative Startup Scorecard assessing each company's value, applicability, prominence and ingenuity based on their technologies and business models. The document also invites feedback and suggestions for future startups to feature.
The document discusses different types of media ownership structures including private ownership, public ownership, independent ownership, conglomerate ownership, horizontal integration, vertical integration, and cross media convergence.
Private ownership refers to companies that are not publicly traded, like the BBC. Public ownership relies on public funding sources. Independent ownership companies are not connected to governments or other entities. Conglomerate ownership involves owning multiple companies across different industries. Horizontal integration combines similar companies, while vertical integration integrates different stages of production. Cross media convergence combines different media like film and music.
This document discusses the rise of social media live streaming and how brands are using tools like Periscope and Meerkat to engage customers. It describes how live streaming allows brands to share behind-the-scenes content, conduct live Q&As, and give real-time views of events. Examples are given of how companies like Red Bull, Starbucks, Quest Nutrition, and Southwest Airlines are leveraging live streaming to recruit talent, showcase culture, and interact with fans. The document predicts growth in brands' use of live streaming to provide unique, immediate content and perspectives to engaged audiences.
The document provides feedback on a student film project. It discusses whether the film met the criteria of the brief, which asked for a 1-5 minute film without dialogue aimed at a 16-19 year old audience and filmed on campus. The feedback notes that most criteria were met but more footage could have been filmed on campus. It also discusses whether the finished film matched the original idea, which was for a horror trailer, and notes some minor differences in shots. Areas for improving planning, strong shots, and weaknesses like unsteady camerawork are identified. With more time, the opening shots and additional scenes would be changed or reshoot.
The document discusses techniques used in the films The Shining, Breathless, and Kill Bill. In The Shining, jump cuts are used to show the main character's confusion over his identity. Close-ups reveal his emotions as he questions his sanity. In Breathless, jump cuts rebel against traditional cinema rules to portray characters on the run from the law. This helped launch the new French wave of cinema. In Kill Bill, superimposition provides backstory for the characters' intentions. Close-ups of fighting sequences allow the audience to see emotions and how characters will escape holds. Mood changes when the main character's daughter appears, calming the violence.
The document analyzes a scene from the film "The Good, the Bad and the Ugly". It discusses how the close-up shots of each character looking at one another establishes tension and suggests they are nervous. Hand close-ups further reveal one character is fidgeting and another's hand is shaking, indicating their states of mind. The positioning of the characters is established through 180-degree shots. A rock placed between them takes on symbolic significance. Facial expressions and backgrounds provide clues to one character's fate. Music and wide shots set the scene. Through these techniques, the director builds suspense around the outcome of the standoff.
Early film editing techniques included editing in-camera by Georges Méliès, continuity editing in films like The Great Train Robbery, and workbench cutting. Editing in-camera involved starting and stopping the camera to capture only desired shots. Continuity editing created coherent transitions between shots through techniques like establishing wide shots followed by close-ups. Workbench cutting physically spliced film strips together to assemble shots. These early techniques evolved as film technology advanced, allowing more sophisticated editing approaches.
This document discusses the style of the film Deconstructing Additions. It has a retro, 1970s style influenced by sci-fi films of that era like Star Wars, featuring 1970s music, clothes, and a "lived in" futuristic universe where advanced technology looks old. The style also takes inspiration from magazine design, using a modular grid layout with uniform organization and full-page images, allowing for a simple visual structure. References are made to examples from the film and magazines throughout.
The document provides an in-depth analysis of visual and audio techniques used in the film Guardians of the Galaxy. It discusses how the main character Peter Quill/Star Lord serves as an avatar for the audience. It also analyzes how character interactions, costumes, special effects, camera angles, lighting, music and other elements are used to immerse viewers, convey meaning, and help the audience relate to and understand the characters and their circumstances. Specifically, it notes how colors, character backgrounds, locations and other details help audiences connect emotionally with the protagonists and their goals.
The Guardians of the Galaxy film has a retro feel due to the costumes, music, and technology depicted. Chris Pratt wears a 1970s leather jacket, and the film features songs by David Bowie, Michael Jackson, and Suede. The plot and setting of the film are similar to Star Wars, with space battles and the use of retro-style technology. Being comparable to Star Wars would appeal to its large, loyal fan base and help the film attract more viewers, increasing profits and popularity.
The bonus feature provides behind-the-scenes footage to educate audiences about how Guardians of the Galaxy was made. It interviews actors and the director to give insight into their roles and perspectives. Examples show how visual effects were used to create characters like Rocket and Groot. This informs audiences about the filmmaking process and could increase interest in the Marvel franchise and related merchandise. The content appeals to a wide audience through its use of both informal and formal language.
The document discusses and compares two products related to the film Guardians of the Galaxy: the film itself and a magazine about the film. Both are intended to entertain audiences, but they do so in different ways - the film uses visuals and plot while the magazine informs through articles. Their shared purposes are to promote the film and franchise, engage audiences, and provide entertainment. However, the film is better able to promote itself through its moving images and visual storytelling.
The document provides an analysis of the layout, design, and content of a magazine article about the film Guardians of the Galaxy. Key aspects discussed include the use of white space, columns, grids, and headings to structure the text and images. The integration of text and images is analyzed, along with how content is represented and could be influenced by bias. Consideration is also given to how the content may appeal to international audiences and represent attitudes of Western society.
The document discusses the history and evolution of animation. It describes early animation techniques like the phenakistoscope and zoetrope. It discusses key innovations like Eadweard Muybridge's work, the development of film by the Lumiere brothers, and the introduction of cel animation. The document also covers animation concepts like beta movement and phi phenomenon. It analyzes how animation has been used in gaming, films like Terminator, and the work of Walt Disney and John Lasseter at Pixar.
This document outlines an animation project involving Lego Star Wars characters dancing to music from Mos Eisley Cantina. It includes:
1. A storyboard with 6 scenes of characters like Jabba the Hutt, Leia, and R2-D2 dancing and interacting.
2. Details on the stop motion animation process, targeting children/teenagers with a sci-fi genre advertisement for Film 4.
3. Considerations around copyright, characters, and ensuring the animation is not offensive or inappropriate for its audience.
The document analyzes the trailer for Guardians of the Galaxy. It discusses how the trailer entertains audiences through its structure, honesty about the film's fun nature, and use of classic rock music. It also educates viewers about the Marvel franchise and the Guardians. The trailer persuades audiences through humor, catchphrases from characters, and music from the 70s/80s. It promotes the film by reaching wide audiences online and introducing a new Marvel franchise. The target audience is 12-25 year olds, mainly male, and appeals to achievers and those seeking belonging through its community and family themes.
The document outlines Scott Wilson's initial plans for a magazine project. It discusses the product options and Scott's decision to create a music magazine focused on the grunge genre, targeting an audience of 16-19 year olds. It includes a mind map of initial ideas and a mood board analysis. The mood board will influence the final product's look and feel through replicated magazine designs, content, and effects/color corrections applied to images.
The document proposes creating a music magazine with a vinyl cover and matching t-shirt. The initial ideas were discounted in favor of the final idea of a magazine cover, double page spread, and vinyl cover focused on 1980s music. Production is planned around the creator's strengths in graphic design. Minor changes were made to the initial plans to make the design more professional and add more color options. The products fulfill the brief of targeting a 16-19 year old audience and containing content of interest around music.
This document proposes a vinyl magazine cover and other merchandise for an underground music magazine called Grunge Mag or Breaking Railways, targeting fans of alternative rock music. It compares the proposed magazine to similar mainstream publications like Kerrang, Q, NME, and Metalhammer and estimates the price of the vinyl cover would be £2.50.
The document proposes a magazine called "Grunge Mag" that will promote the grunge rock genre. It will include sections on upcoming grunge bands, pioneers of the genre like Nirvana and Pearl Jam, and local bands to help promote them. The target audience is males and females ages 16-19 who have an interest in music. The magazine will have a similar content and style to Kerrang and Q magazines. It will take approximately 14 days to create and have a budget of 30 pounds. Resources needed include a computer, Photoshop, camera, and internet access. Copyright will not be an issue as the magazine concept is original.
The document discusses the design elements used in various magazine covers, including:
- Studio/location settings that provide context for the main image
- Angles that direct attention or convey meaning
- Effects created through design choices like fonts, colors, lighting and composition
- Post-production editing done to images and text for desired stylistic feels
It analyzes how these individual elements come together to set a tone and tell a story aligned with the magazine's brand through subtle visual cues.
3. Distribution and Consumption
• Discuss the advantages and disadvantages of digital and non-digital distribution and consumption with examples.
• Digital and non-digital consumption is another way of talking about media based products such as magazines,newspapers,posters
outside cinemas,Tv’s,Radio’s. Using digital and non-digital consumption has many advantages and dis-advantages. An Advantage for
digital consumption would be that it’s on TV so many viewers will notice it and if it’s catchy, humorous or Memorable then you will be
able to make a significant amount of money. Also with digital consumption you are able to advertise your product on social media sites
or you can make a website, even on other websites there are so many ways you can advertise your company or product, it even makes
the audience more entertained and they’re able to visualise. Another Advantage of Digital consumption is the ability to promote your
own business so you can diverse your business throughout the world especially if you do your business outside of your community, one
other advantage of Digital consumption is it’s very simple to get income as the internet is very vast and can also allow advertisements
so that you are able to gain income and it’s a lot easier to advertise your business and can be seen by and can reach further to more
people than using media at a fraction of a cost.
• The dis-advantages of digital consumption are that in some cases it may cost you a significant amount of money to put your
advertisement on social media websites or on a website even on TV it costs $20 a month or more. Another disadvantage Is that some
adverts can be offensive and maybe inferred differently and some may take it personally, this could lead to lawsuits and other various
crimes. Also if your company doesn’t make enough money you may have to stop your advertisement, to add to this customers tend to
ignore adverts on other websites. You can also get hacked or get a virus this could result to hackers finding out all your details and steal
money from you. One other dis-advantage of advertising on the internet is that your marketing materials may appear automatically
available for anyone in the world to copy, regardless of the legal actions which you must go through t still can be done. One
disadvantage of using digital media is that Logo's, images and trademarks can be copied as well and also used for commercial
purposes., this could lead to then someone mocking your company. This is not the case on TV or radio or magazine advertisements.
• The advantages of using non-digital media for example news papers, job advertisements, billboards etc. Its cheaper to make and can be
made quickly, there is also no risk of viruses, they can also be very catchy towards the eye. You are able to make several copies by
printing and for billboards you will be able to see them whilst on the freeway. One other Advantage of using newspapers is that it
allows you to reach a vast number of people in a certain area, you also have the flexibility in deciding the ad size and placement in the
newspaper this will give you an advantage over another company. One other advantage of using non-digital advertisements would be
that your advert will stay on a billboard or newspaper or magazine for a long period of time this will give you the chance to either
expand your business and get more recognition.
• However the disadvantages of non-digital media is that it can be vandalised this would mean that people wouldn’t be able to see your
advertisement, as a result it will cost you a significant amount of money to replace or repair. Another disadvantage would be that it
could be ignored if you it’s not eye catching and often some advertisements may seem to be in bad taste. One other dis-advantage of
using Digital advertising for example newspapers, is that having Ad space can be expensive, Your advert has to compete against the
clutter of other advertisers, including the giant ads run by supermarkets, big business’ and companies, as well as your competitors and
Poor photo reproduction can limit your creativity, you can also expect your advert to only a appear in the newspaper for a short
amount of time. This means it will be very difficult for you to compete with the other businesses if you are starting out a new company.
4. Gunn’s Categories: Comparison
• Discuss one of Gunn’s categories with examples from specific adverts
• An example of Gunn’s categories is comparison. Comparison is where you look at one product and
compare it with another for example the Aldi advert this is worked by using your product and another
retailers product and comparing the price or the value for money or the size of the product an other
examples of this are Fast food restaurant adverts such as, Burger King, McDonalds, Wendy's, Taco Bell and
Subway. All these companies use this advertising style to show which company is the best.
• Video
• Advantages: suggests to the viewer that one item is better than the other without saying it, Provides more
information about brands, available products, and prices to the market place, Helps a new business who
may have an unknown position in the marketplace to maybe try and get involved with a big Company to
gain there popularity, Creates confidence for the challenger These are all included with the examples listed
above.
• Disadvantage: Other companies may get offended and could be a potential lawsuit, Open Media warfare
may turn out of sorts and escalate dramatically, Generates too much Information such as irrelevant noise
and misinformation to the consumer, may create brand name confusion on part of the audience, may
decrease rather than enhance believability and creditability for the sponsor brand, consumers may view
the Adverts as unprofessional and may also lead to Unnecessary Conflict.
5. Gunn’s Categories: parody
• Discuss one of Gunn’s categories with examples from specific adverts
• Another example of Gunn’s categories is parody’s, what happens is the one company does there own version of
the similar advert. This is worked by having the same background and the same concept of the advert you are
trying to copy Just using your own Product to manipulate the advert and make it your own, an example of this
would be the Specsavers version of the Lynx advert. One other example of the parody advert was the Tango clear
advert which was launched , parodying with the “ Balls” going down the stairs and around the streets which was
themed with the Sony Bravia LCD TV adverts. The original consisted of footage of thousands of Balls going down
the streets of San Francisco, however the Tango advert was filmed in Swansea and featured fruit instead of Balls.
• Video
• Advantage: gives the viewer a humorous effect and will make the advert memorable, Using this idea has the
potential to make your company go viral as some of the viewers may find it amusing this could make it trend on
social media websites, this allows it to be shared around by the consumers therefore, adding to the hype of the
brand which will give you the word of mouth, all of this could then result to you making your company increase
it’s income.
• Disadvantage: it may cause a lawsuit or the viewer may not see the humorous side, This could result to Conflict
between various companies and other small rival business’ would benefit from this, you can also loose your own
identity as you could be viewed as a company that only copy’s other peoples idea’s. Another disadvantage is the
potential risk’s you face when doing the parody like legal actions or other charges.
6. Non-Digital Advertising
• Analyse the advertising conventions used in a specific example
• An example of an advertising convention would be a poster for a movie or a advertisement on a Billboard.
• The majority of the work put in to make an advert poster is the use of imagery, bold titles and contrast
with the colours. If it’s an advertisement for a film you could put the biggest actors in your film at the top
of the advert to make the viewer want to watch it. For example for the film iron man it required actors
names at the top like Robert Downey Jr etc. This would attract the audience for Robert Downey JR fans.
• If your trying to advertise on a billboard then the same procedure applies. You will need bold titles and
contrasting colours to give it effect and to attract drivers on motorways or citizens.
• On a advert in order for it to be effective you must include a slogan to get your attention, also you must
make sure that your content has relevance towards what you are trying to promote. Another aspect is
branding make sure that it’s clear and the logo is clear, this is key so they will be able to know your
company.
• The content used within this example is structured very well the main image is in the centre of the
Advertisement to show a point of focus and who the Main character is in the film, the subtitles are layer
out accordingly with the date at the Bottom of the page with the bold font and the colour of the font gives
it a bionic/ robotic feel to the advertisement this is relevant to the film title which is “ Iron man. “ In this
advertisement you can also notice the Marvel logo above the Iron man Film title this indicates to the
reader about the Marvel Franchise and it also shows the point of focus as well. You can also see that the
Film which is being advertised that it’s action as the special effects are in the background which also
contrasts with the Dark background colours, it also contrasts well with the way that the Images are
positioned in the front of the advertisement as the characters are facing a certain way, which could
represent danger as the facial expressions used on Image suggest that there I danger, this could link in
with the Film genre which is SCI-FI/Super hero.
7. Digital Advertising
• Analyse the advertising conventions used in a specific example
• A common example for digital advertising would be the adverts that you see on TV or on a computer for
example; adverts that promote there company like insurance companies, car adverts or retail adverts, or
adverts to promote a film or video game.
• These adverts will include or exploit the following aspects; narrative to give promote and give other
special offers, also for seasonal offers for example in the summer McDonalds advert it would show ice
drinks and the winter hot drinks like tea or coffee. Visual imagery to inform and show them your product,
it may also include Music as background to add effect, if it includes a famous or catchy song then it may
remind you of the advert.
• A important part of advertisement would be the slogan, if it’s catchy then it will be remembered for
example McDonalds “ I’m lovin’ it “ and Kfc “ Finger lickin’ good”. Another way it could make it more
rememberable would be the use of Rhyme or repetition so it gets in your head more.
• In some cases an advert which is irritating and sometimes annoying, for example the Go compare advert.
With the use of opera/ classical music to promote there insurance company, it gets on some peoples
nerves this makes the advert rememberable, it may also get in your head.
• The conventions used in the some of the Digital advertisements which are mentioned above is the use of
identity of the product a big company for example KFC would have an identity because the company itself
has been around for many generations this will give it’s familiarity to it’s audience. Another advertising
convention used in the examples would be celebrity Endorsement , this would help increase the
companies popularity and if the advert has any humorous effect then it could trend on social media which
would increase it’s income and the Familiarity would increase also. One other convention which I used in
the example KFC would be that the business is a Family orientated and this will increase the audience
familiarity and the company values are on show this gives it an authentic feel.
9. Print Advert
• Analyse the persuasive techniques used in a print advert
• The purpose of persuasive techniques is to make the viewer want buy your product, it is also
used to inform you about the advert. One of the Persuasive techniques is the bandwagon, it’s
used because they believe that’s what everybody does, this creates popularity and can make
your company mainstream within the advertising industry. Another important technique
which is used is celebrity endorsement this is a useful technique as it can make your print
advert memorable.
• For example In the printed advert above in this case it’s Coca-Cola, due to the fact that it’s
fairly memorable and it’s a huge company it would simply rely on it’s branding. It also has a
catchy slogan “ Tired? Then Drink Coca-Cola.“ Also if you look at the font it draws your
attention and almost makes you want a drink and it advises you to have a drink of Coca-Cola.
It also states that it relieves exhaustion, which in the picture it shows 3 gentlemen enjoying a
glass of Coca-Cola and looking relaxed this links in with one of the slogans.
10. Video Advert
• Analyse the persuasive techniques used in a video advert Ensure you include the URL of the advert on
Youtube and employ screen-grabs.
• In the NSPCC advert one of the features it uses is depressive actions, this is to make you
want to donate and feel like you are making a impact on the child’s life. The advert also
includes footage of a supposedly abused child to add a very deep dark effect.
• Another interesting aspect of the advert is the use of subtitles to symbolise how the children
in the advert are feeling, which then would lead to making you feel shocked and guilty.
• The colour scheme of the advert is dull and dark to symbolise how you wold feel if you was in
that situation, It also makes you feel sympathetic which would lead to you wanting to donate.
The advert also uses the children’s facial expressions to add sympathy to the advertisement,
this affects you emotionally and could result to you making donation.