Deck 10: Alternative Marketing
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Deck 10: Alternative Marketing
1
Red Bull was first introduced in Scotland.
False
2
Buzz marketing emphasizes consumers passing along information about a product to other consumers.
True
3
Guerilla marketing is also known as word-of-mouth marketing.
False
4
The marketing team introduced Red Bull into the United States through "consumer educators" who traveled to various locations in the United States giving out few samples.
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5
Carlos has never tried Red Bull.Hayden has,and really likes it.Carlos would be a better selection for a brand ambassador for Red Bull than would Hayden.
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6
To introduce the Australian Ugg brand in the United States,the marketing team focused on fashion-conscious consumers through a mix of traditional and alternative marketing tactics.
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7
Red Bull's entry into the United States is viewed by many marketing experts as one of the first and classic uses of alternative and buzz marketing.
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8
Buzz marketing can be compared to a virus,consisting of three stages: inoculation,introduction,and infection.
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9
The goal of alternative media programs is to identify new places where a consumer's path intersects with a brand's presence.
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10
Companies select brand ambassadors and customer evangelists based on their devotion to the brand and the size of their social circles.
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11
In buzz marketing,the ideal situation occurs when a company can sponsor an individual as an agent or brand advocate for a brand that the person truly likes.
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12
A brand or product recommendation from one person to another carries a higher level of credibility than does an advertisement or a paid spokesperson.
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13
The Word of Mouth Marketing Association encourages companies that use their employees to generate buzz marketing through posing as a customer to be honest and share both their positive and negative thoughts about the company's products.
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14
The idea behind alternative marketing is to replace traditional media with newer forms of media that are more successful at reaching consumers.
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15
Having company employees,or employees of a company's advertising agency,pose as a customer to generate buzz marketing is a risky strategy.
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16
Brand ambassadors or customer evangelists are typically individuals who were loyal to competitor's brand,but have switched to the sponsor's brand because of the incentives offered.
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17
During the inoculation stage of buzz marketing,the product is being used by a few innovators or trendsetters.
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18
To increase their effectiveness,brand ambassadors that are sponsored by a company are asked to hide their connection with the brand.
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19
The Internet is beginning to suffer from increasing advertising clutter.
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20
Many companies sponsor individuals as agents or advocates to introduce new products.
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21
The use of branded entertainment increased sharply with the rise of reality television shows.
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22
During the incubation stage of buzz marketing,the product is being used by a few innovators or trendsetters.
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23
During the infection stage of buzz marketing,the product is being introduced to the market.
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24
Lifestyle marketing involves identifying marketing methods associated with the hobbies and entertainment venues of the target audience.
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25
Product placement is the integration of entertainment and advertising by embedding brands into the storyline of a movie,television,show,or other entertainment medium.
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26
Guerilla marketing programs are designed to obtain instant results while using limited resources.
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27
During the infection stage of buzz marketing,it is virtually impossible to generate word-of-mouth communications from actual customers.
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28
For some companies,an advantage to product placements in movies is that it bypasses most of the legislation and guidelines that are in place to control advertising directed towards children and young adults.
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29
For movie makers and television producers,the primary motivation behind using product placements and branded entertainment is it creates a positive attitude towards the movie or show and increases viewership.
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30
Advertisers believe that product placements lead to increased brand awareness and a more positive attitude toward the brand.
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31
Brand insertions are the most effective when they seem to logically fit the show or story.
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32
One disadvantage of brand placement is the high cost-per-viewer,especially for movies.
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33
A brand's appeal is stronger when it is shown in a nonadvertising context,such as in product placements and branded entertainment.
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34
Guerilla marketing involves using traditional marketing tools to reach consumers with a controversial message.
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35
Buzz marketing works because people trust someone else's opinion more than paid advertising and because people like to share their opinions.
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36
The starting point for guerilla marketing typically involves discovering the touch points with customers.
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37
Branded entertainment is defined as the insertion of a brand or product into a movie,television show,or some other media program with the purpose of influencing viewers.
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38
The primary goal of product placements and branded entertainment is to increase sales of the brand being featured.
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39
Guerilla marketing involves interacting with consumers to create excitement that will spread by word-of-mouth communications.
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40
For buzz marketing to be successful,the brand must stand out and have a distinct advantage over current products on the market.
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41
The primary disadvantage of product placements within video games is that the ad soon becomes static and often is no longer noticed by the players.
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42
An advantage of advertising in online video games is that ads can be targeted to specific demographic groups,location profiles that match where the person is playing,and specific types of game players.
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43
Sebastian is the marketing manager of a local restaurant.He has decided to set up a booth at an outdoor concert being held at the city park to pass out free samples of food and to give attendees coupons that can be used at the restaurant.This is an example of lifestyle marketing.
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44
In a survey of consumers,the biggest impact on clothing purchases was in-store advertising.
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45
POP is short for "Place on Page," an Internet advertising term to designate an ad placement.
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46
The store shelf and point-of-purchase display represent the last chance for the manufacturer to reach the consumer before a purchase is made.
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47
One specialized form of product placement can be products placed in video games.
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48
Digital media within a retail store now offers retailers the opportunity to customize messages to fit particular retail stores and even the aisle within the store.
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49
The newest and most expensive in-store marketing tactic now in use is LED point-of-purchase displays at the end of store aisles.
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50
The original and most widespread form of video game advertising is to have a brand placement in the game.
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51
The initial reaction to advertising in nontraditional formats was strong,in recent years it has lost its appeal due to clutter.
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52
A new trend in escalator advertising is to place ads on the steps.
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53
The fastest growing segment of online video gamers is 15- to 29-year-old males.
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54
A point-of-purchase display is any form of special display that advertises merchandise.
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55
Advertising in online video games offer advertisers the luxury of using Web metrics that are not available with other forms of product placement.
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56
For products in general,the majority of purchasing brand choices are made in the store,which means point-of-purchase (POP)materials can have a large impact on the decision.
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57
The majority of purchase decisions are still made in retail stores.
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58
The term advergames refers to the placement of ads and products in video games.
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59
Manufacturers view point-of-purchase (POP)displays as a method to get a brand more prominently displayed before customers in retail stores.
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60
The number of potential viewers for an advertisement placed on Wal-Mart's in-store television system is almost twice as large as an ad on one of the national newscasts.
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61
A company can enhance the development of brand communities by sponsoring events that bring brand owners together,such as Cam Jeep.
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62
Many retailers are now selling advertising time on their in-store television networks to manufacturers that will integrate the POP displays with ads on the in-store networks.
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63
Static POP displays are on their way out.Retailers want digital interactive displays that consumers will notice and displays with the capability of changing the message.
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64
Retailers prefer point-of-purchase (POP)materials that educate consumers and provide information.
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65
A retailer can only set up a fraction of the point-of-purchase (POP)displays sent by manufacturers due to space limitations.
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66
Through interactive marketing techniques,a company can create a brand community around each of its brands.
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67
Two reasons brand communities form are for social identity and bonding among the owners of the brand.
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68
One reason brand communities form is that the owners of the brand all tend to have common characteristics and common lifestyles.
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69
The most common reason retailers do not use POP displays furnished by manufacturers is that the displays are made of corrugated cardboard and therefore tend to wear out quickly.
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70
One method companies are using to measure the impact of point-of-purchase (POP)displays is to utilize cash register data comparing before and after sales.
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71
A POP display usually has only about three-tenths of a second to capture a customer's attention.
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72
Although it is virtually impossible for companies to create brand communities,they can facilitate and enhance the communities in which owners interact.
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73
Retailers believe point-of-purchase (POP)materials should either boost sales for a particular brand or draw customers to the store to purchase the brand.
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74
The best POP displays are those that use LED technology and offer consumers a specific discount on the product being promoted.
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75
In recent years,manufacturers have made a greater effort to integrate POP displays with the brand's advertising and marketing materials.
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76
If brand communities are to thrive,it is important that it be driven by brand owners and for the company not to get involved.
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77
To be effective,a point-of-purchase (POP)display must clearly communicate the price of the product.
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78
Branded entertainment is the ultimate demonstration of brand loyalty and brand devotion.
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79
Using POS data to evaluate POP displays can help manufacturers strengthen partnerships with retailers on the use of POP displays.
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80
In most cases there is a symbolic meaning behind a brand that links individuals to a brand community and to other owners of the brand.
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