Essays about: "marketing situation"

Showing result 1 - 5 of 232 essays containing the words marketing situation.

  1. 1. Drunk Elephant: The New Toys’R’Us?

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Diep My Dinh; Talía Yepes; Ida-Nora Hammar; [2024]
    Keywords : gen alpha; corporate brand; branding; beauty care branding; moral philosophy; gen alpha marketing; Philosophy and Religion; Social Sciences; Business and Economics;

    Abstract : Drunk Elephant, a skincare brand known for its clean ingredients and cheerful branding, has experienced a surge in popularity driven by Gen Alpha's unexpected adoption on social media. While this newfound audience has boosted sales, concerns are mounting regarding the impact of early exposure to beauty standards and consumption habits on young children. READ MORE

  2. 2. Peers, Privacy & Pleasure: A mapping of how social norms influence consumers in their diffusion of a social media application with privacy implications, the case of TikTok

    University essay from Göteborgs universitet/Graduate School

    Author : Axel Fohlin; Carl Klittmar; [2023-07-03]
    Keywords : Social Norms; Injunctive Norms; Descriptive Norms; Personal Norms; Privacy Implication; Privacy Concern; Privacy Risk; Diffusion of Innovation; TikTok;

    Abstract : TikTok, the social media network where users can post and share user created content with one another, has fallen under examination of governments across the globe due to rising distress in regards to the privacy implications that the app may have. Understanding how TikTok reached such success even with an apparent privacy implication calls for a mapping of the social norms (Injunctive, Descriptive, Personal) and how they shaped consumer perceptions. READ MORE

  3. 3. Prototyping Tool for Large Scale Interactive Experiences

    University essay from Lunds universitet/Institutionen för designvetenskaper

    Author : Venkata Satya Anurag Gargeya Unnava; Yiyang Liu; [2023]
    Keywords : Virtual Reality; Augmented Reality; Interactive Content; Large Scale Interactive Content; Visualizer; Simulations; Technology and Engineering;

    Abstract : In the age where entertainment is the driving force behind the functioning of large industries, companies like SONY have figured out a way to market their entertainment content including movies, music, and games using large-scale interactive marketing and promotional content. Building and testing such content before it is released on large and complex devices is a continuously challenging task and there have been efforts both in academia and industry made to ameliorate this content production workflow. READ MORE

  4. 4. Exploring Environmentally Sustainable Last-Mile Deliveries in Sweden

    University essay from Lunds universitet/Teknisk logistik

    Author : Emelie Ehrensvärd; Clara Wilhelmsson; [2023]
    Keywords : Last-mile delivery; E-retailer; Sustainable last-mile delivery; Environmentally sustainable last-mile delivery; Technology and Engineering;

    Abstract : Last-mile delivery is the part of the e-commerce supply chain that is the least efficient in terms of cost, time, and environmental impact. As e-commerce is expected to keep growing, this puts pressure on last-mile deliveries to reduce their environmental impact if Sweden is to reach its environmental goals for 2045. READ MORE

  5. 5. The Future of Gaming? : A study on the effects of cloud gaming on traditional game purchase and engagement

    University essay from Umeå universitet/Företagsekonomi

    Author : Alexander Kokkonen; Josef Holmlund; [2023]
    Keywords : Cloud gaming; Technology acceptance; subscription marketing; perceived value; perceived ease of use; consumer motivations; hard-core gamer; casual gamer; non-gamer;

    Abstract : In recent years, there has been an increased number of people that are engaged in gaming - a phenomenon connected to constantly developing internet infrastructure and a growing middleclass. The phenomenon of Cloud gaming has received increasing attention since it was introduced some years ago; in 2022 all Cloud gaming services combined had 31,7 million paying users. READ MORE