Search results for "Media and communication"
showing 10 items of 746 documents
Corporate lobbying: Role perceptions and perceived influence on political decisions of public affairs professionals
2021
Abstract This study aims to provide insight into public affairs professionals’ role conceptions and perceived influence on political decision making. We conducted a quantitative online survey with 238 corporate public affairs professionals in Germany who worked either “in-house” at a corporation, for an industry association, or in a public affairs consultancy firm. Based on their main stakeholder orientation (clients, political actors, or society) and primary objectives (mediator, expert, or advocate), a cluster analysis categorized the professionals into four main roles: persuaders, advisors, coordinators, and mediators. Although acting in line with ethical norms and being transparent abou…
Cross-cultural Differences in Movie Selection. Decision-making of German, U.S., and Singaporean Media Users for Video-on-Demand Movies
2017
ABSTRACTThis article investigates the process of individual decision-making for movies on video-on-demand platforms from a cross-cultural perspective. Models of decision-making and movie selection act as theoretical underpinning. The article focuses on the information search phase and examines media consumers' information use during movie selection. Empirically the article relies on an online survey among N = 694 German, the U.S., and Singaporean students. Results indicate that participants considered only a limited amount of information before carrying out their choice. Participants shared a preference for product-related cues over crowd-related cues signaling previous user-experiences. Wi…
Product placement in video games: The effect of brand familiarity and repetition on consumers´ memory
2017
Product placement in video games is gaining momentum as a means to target audiences in an indirect and engaging way. This research uses a 2 (high repetition vs low repetition) x 2 (high brand familiarity vs low brand familiarity) factorial design to test the effects of repetition and brand familiarity on consumers’ memory for brands placed in video games. Results suggest that consumers recall better familiar than unfamiliar brands placed in the video game and repetition increases recall for familiar brands. Results also suggest an interaction effect of repetition on brand recognition for unfamiliar brands but not for familiar brands. Managerial implications, limitations, and future research…
Blog influence and political activism: An emerging and integrative model
2017
Abstract Internet has elicited a new decision making process in the area of political marketing thanks to the emergence of new communication tools. This paper focuses on weblogs as pioneer players on Web 2.0 in order to ascertain their actual sphere of influence on individuals’ political behaviour. Focusing on the case of weblogs and assuming a wide and integrative theoretical approach, a hybrid model which merges marketing, technology and political science is proposed and tested using a sample of 39 weblogs and 890 blog users in an innovative attempt to shed light on these virtual-physical dynamics. The results are promising and open the door to the comprehension of a new, emerging framewo…
Marketing de l'Art et de la Culture
2009
2e édition; International audience; Les organisations culturelles modernes ont besoin d'une démarche et d'outils marketing rigoureux adaptés à leurs spécificités. Cet ouvrage de référence poursuit un double objectif : éclairer le lecteur sur les caractéristiques du secteur et définir les enjeux stratégiques et outils opérationnels du marketing dans les principaux domaines des arts et de la culture (spectacle vivant, patrimoine, industries culturelles). Dans le secteur des arts et de la culture le marketing souffre d'un fort déficit d'image. Pourtant qu'il s'agisse de lancer des projets, de nouer des relations avec des partenaires, d'attirer et de fidéliser des publics, de démocratiser l'acc…
Komunikācija: Kultūras un vēstures diskurss
2005
A New Iterative Procedure for the Localization of a Moving Object/Person in Indoor Areas from Received RF Signals
2019
This paper presents a new iterative estimation method to localize a single moving object or person in non-stationary 3-dimensional (3D) indoor environments from received radiofrequency (RF) signals. The moving object/person is modelled by a moving single point scatterer. The indoor space is equipped with a multiple-input multiple-output (MIMO) communication system. This work starts by introducing a new geometrical channel model which considers the effects of the line-of-sight (LOS) component, the fixed objects located in a room, and the moving object (point scatterer). Then, we present an iterative estimation technique for computing the time-variant (TV) coordinates of the moving scatterer.…
Reinforcement Learning Based Mobility Load Balancing with the Cell Individual Offset
2021
In this study, we focus on the cell individual offset (CIO) parameter in the handover process, which represents the willingness of a cell to admit the incoming handovers. However, it is challenging to tune the CIO parameter, as any poor implementation can lead to undesired outcomes, such as making the neighboring cells over-loaded while decreasing the traffic load of the cell. In this work, a reinforcement learning-based approach for parameter selection is introduced, since it is quite convenient for dynamically changing environments. In that regard, two different techniques, namely Q-learning and SARSA, are proposed, as they are known for their multi-objective optimization capabilities. Mo…
Games: Artefacts in Gameplay
2016
This chapter reviews the past and looks to the future of the potential for games and gameplay to provide opportunity for engaging in mathematical activity. This review a glimpse into a possible future is conducted with a specific focus on the role of artefacts in gameplay. The chapter is in four sections. The first section considers the range of games; the second section considers artefacts in games and gameplay; the third section addresses games in mathematics education; and the final section looks to future development.
The Impact of Internet and Social Media Use on Well-Being
2021
The present research examines the longitudinal average impact of frequency of use of Internet and social networking sites (SNS) on subjective well-being of adolescents in Germany. Based on five-wave panel data that cover a period of nine years, we disentangle between-person and within-person effects of media use on depressive symptomatology and life satisfaction as indicators of subjective well-being. Additionally, we control for confounders such as TV use, self-esteem, and satisfaction with friends. We found that frequency of Internet use in general and use of SNS in particular is not substantially related subjective well-being. The explanatory power of general Internet use or SNS use to p…