Brand Sense 2 - PowerPoint PPT Presentation

1 / 25
About This Presentation
Title:

Brand Sense 2

Description:

A Brand is a mixture of attributes, tangible and intangible, ... 5. consistency. 6. perfection. 7. sensory appeal. 8. Rituals. 9. Symbols. 10. mystery. N gleord ... – PowerPoint PPT presentation

Number of Views:231
Avg rating:3.0/5.0
Slides: 26
Provided by: bokampman
Category:

less

Transcript and Presenter's Notes

Title: Brand Sense 2


1
Brand Sense 2
  • Bo Kampmann Walther
  • E09

2
Agenda
  • Brand opfølgning
  • Brand og religion
  • Branded entertainment
  • Global kulturindustri instantierbarhed
  • Case guerilla marketing LOST og ARG

3
(No Transcript)
4
Brand - 1
  • A Brand is a mixture of attributes, tangible and
    intangible, symbolized in a trademark, name or
    symbol, which, if managed properly, creates value
    and influence. (Yoo et al. 2000)

5
Brand - 2
  • Brand Equity Brand Value Brand Loyalty
    Brand Image
  • Value (den finansielle værdi)
  • Loyalty (publikums grad af trofasthed)
  • Image (publikums mentale billede af brandet)

6
Branding som religion
7
(No Transcript)
8
Branding som religion
  • 1. a unique sense of belonging
  • 2. a clear vision with a sense of purpose
  • 3. take power from your enemies
  • 4. Authenticity
  • 5. consistency
  • 6. perfection
  • 7. sensory appeal
  • 8. Rituals
  • 9. Symbols
  • 10. mystery

9
Nøgleord
  • Branded content advertainment kombinationen af
    indhold (f.eks. TV-program) og et brand
  • Fra target groups til audience
  • Fra styret kommunikation til villet eller
    embedded kommunikation
  • Effekt af medievaner og medieteknologi the
    decline of the 30 seconds advert spot
  • Fra reklamekultur til eventkultur

10
Lash and Lury Global Culture Industry (GCI)
11
Classical Culture Industry (CCI)
  • Manipulates subjects, to integrate them into
    society
  • Steers people in line with needs of economic
    cycle
  • Deceives and represses in order to dominate and
    pacify
  • Undermines the value of communication
  • Promotes atomisation and instrumental reason

12
Uenighed i den kritiske teoris lejr
  • Adorno et al mass media are
  • Inimical to democracy
  • Consumed passively
  • Menace to autonomy
  • Benjamin et al film and radio are
  • Potentially democratic
  • Actively appreciated by a
  • Decentred subject

13
Fra CCI til GCI
  • Representation to thingification
  • Commodities to brands (virtual objects)
  • Structures to micro-structures
  • The power of flows
  • More and less freedom

14
Representation to thingification
  • GCI creates virtual objects, rather than
    circulating texts with meanings
  • These objects are alive, vital
  • They lack extension exist as potentiality
  • They are instantiated (copied) through or in
    material interfaces
  • They are mobile endlessly translated and
    transpositioned

15
GCI Objects
  • gtgt the objects of GCI are virtual objects. As
    virtuals, they are potentials that generate a
    succession (a series or flow) of actual forms. In
    other words they are virtuals that actualize in a
    great variety of ways. They are not dead labour
    like Marxs classical commodity. As potentials
    that generate a series of forms they are very
    much alive.
  • gtgt the consumers, audience or users of GCI do
    a great deal of the deciding what these objects
    and these processes are. (Lash and Lury 2007
    182)

16
Fra commodities til brands (virtual objects)
  • Audiences/users participate in them from within
  • Value is keyed informationally, not signified by
    price
  • Irregular periodicity frames scarcity and
    demand
  • Brands are agents on a par with human beings
  • We have to navigate a course through virtual
    objects

17
The Beast
  • 2001, A.I. Movie poster

18
(No Transcript)
19
Genre
  • ARG mellem
  • MMORPGs
  • Pervasive Gaming

20
ARG
  • 1. storytelling / narrative
  • 2. eksplorativt element deciphering
    konspiration
  • 3. cross-medium interaktivitet
  • 4. sløring af grænsen mellem realitet og fiktion

21
Vocabulary
  • Rabbit Hole (RH) The method of an ARGs debut
  • Puppet Master (PM) A person running an ARG
  • This is not a game (TINAG) Many ARGs dont
    explicitly admit they are games.

22
LOST audience mapping
23
(No Transcript)
24
Lost Experience
25
LOST som brand og religion
  • Brand
  • Værdi
  • Loyalitet
  • Billede
  • Smash LOST
  • GCI LOSTs instantierbarhed
  • Religion
  • Idolisering
  • Fællesskab
  • Ritualisering
Write a Comment
User Comments (0)
About PowerShow.com