Essays about: "recall of advertising"

Showing result 21 - 23 of 23 essays containing the words recall of advertising.

  1. 21. Sponsorship - Attitudinal Effects of Sponsorship

    University essay from IHH, Företagsekonomi

    Author : Wiktor Jansson; Ilja Johansson; Ali Mehrnoosh; [2009]
    Keywords : attitude change; brand attitude; brand image; brand recall; cognitive consistency; experiment; mere exposure effect; sport sponsorship; Brynäs IF; HV71; Stora Enso.;

    Abstract : Purpose: To investigate how attitudes of hockey supporters change towards a sponsoring company depending on fan type and team commitment. Background: Sponsorship has become a widely accepted and used as a communication tool. In Sweden, sponsoring is a large part of all advertising conducted in the country. READ MORE

  2. 22. Key Success Factors in Internet Advertising

    University essay from Blekinge Tekniska Högskola/Sektionen för management

    Author : Symeon Papadopoulos; [2009]
    Keywords : online advertising; online user activity; user cognitive mode; advertising effectiveness; brand recall; priming study; social context;

    Abstract : Internet advertising (also known as online advertising) is the delivery of advertising messages and marketing communications through the Web. It has presented sustainable revenue growth since its inception in the mid-1990s. Internet advertising takes a multitude of forms, ranging from the “traditional” banners to today's rich media ads. READ MORE

  3. 23. In-Game Advertising: Making or Breaking the Computer Gaming Experience?

    University essay from Handelshögskolan i Stockholm/Institutionen för marknadsföring och strategi

    Author : Simon Berg; Christian Schager; [2006]
    Keywords : in-game advertising; computer games; video games; marketing; core gamers;

    Abstract : The practice of placing advertisements in computer and video games is referred to as in-game advertising. Due to an increase in the number of internet connected gaming devices, in-game advertising is by many analysts expected to become an important marketing tool for reaching the elusive target group of males aged 18 to 34; a group that watches less television in favor of playing more computer and video games. READ MORE