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Brand Sense

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A Brand is a mixture of attributes, tangible and ... Inimical to democracy. Consumed passively. Menace to autonomy. Benjamin et al: film and radio are: ... – PowerPoint PPT presentation

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Title: Brand Sense


1
Brand Sense
  • Kandidat, Medievidenskab E09
  • PROJEKT
  • Bo Kampmann Walther

2
Kurset
  • 1. branding kulturanalytiske pejlinger
  • 2. branding ARG eventkommunikation case
  • 3. besøg fra den virkelige verden (branded
    entertainment)
  • 4. akademiske perspektiveringer

3
Læsemateriale
  • Martin Lindstrøm Brand Sense
  • Scott Lash Celia Lury Global Culture Industry
  • Kan bestilles i boghandlen/købes på Nettet
  • Bo Kampmann Walther Rasmus Gents Sørensen We
    Love People En bog om kærlighed
  • (2510 9608 Ida Suhr, WLP)
  • Diverse online-materiale

4
2 spor
  • 1. kulturkritisk spor
  • 2. medie- og brand-analytisk spor
  • Instrumentelt
  • transcendentalanalytisk

5
Hvilken kulturkritik ?
  • Kulturradikalisme mainstream avantgardens
    implosion
  • Kapitalismens 3 faser 3 reklamer

6
Smash your brand
7
(No Transcript)
8
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)

9
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)

10
Transformationer
  • Mediespecificitet -gt mediepluralitet (konvergens)
  • Populærkulturel implosion af avantgarde
  • Fra produkter til oplevelser/mennesker
  • Fra envejskommunikation til interaktivitet og
    event-kultur
  • Få sanser til mangedimensioneret sansning
  • Manipulation -gt forførelse
  • Høj ltgt lav kultur -gt mix-kultur

11
Lindstrøm Brand Sensory Wheel
12
Eventkommunikation
13
Case Apple
14
Vertikalt integrerede systemer
15
V.I.S.
oplevelsesdimensioner
16
Horisontale ting
17
Bidder af æblet
  • 1. Det er ikke produkter, der sælger. Det er
    mennesker, livsegenskaber, livsrammer og
    oplevelser.

18
  • 2. La vær med at være de første. Gør det, der
    er, bedre.

19
  • 3. Hjælp pionererne med at hjælpe de nye.

20
Coca Cola slogans 1886 Drink Coca Cola 1911
Enjoy a glass of liquid laughter 1945 The happy
symbol of a friendly way of life 1996
Enjoy 2005 Make it Real 2006 The Coke Side of
Life Apple Im a Mac
  • 4. Gør historien simpel. Marketing handler ikke
    om at nå de første kunder. Den handler om, hvad
    man gør for at få de første til at nå de næste.

21
  • 5. Gå et skridt videre overrask og skab velbehag.

22
Mere vil ha mere
23
Lash and Lury Global Culture Industry (GCI)
24
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

25
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

26
Fra CCI til GCI
  • Representation to thingification
  • Commodities to brands (virtual objects)
  • Structures to micro-structures
  • The power of flows
  • More and less freedom

27
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

28
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)

29
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
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