Shape and sounds are used to help people understand language, and how certain words affect people’s emotions. An array of sounds and shapes are also used to help categorize specific objects. By using shapes and sounds marketers of more likely to succeed, and people are more likely to learn. Sounds and shapes are important for the marketing industry. “the results suggest that sound and shape symbolism can be important tools for marketers wishing to develop meaningful and creative brand elements – even when their target market is children” (Baxter, Ilicic, Kulczynski, & Lowrey 2015).
Positive reinforcement may happen in the form of behavior compliment, personalized reward systems, edibles or positive adult attention (Lalli, et al., 1999). Defining the exact appearances and components of positive reinforcement for a student needs knowledge of student likings and attitudes. The most common way to determine student likings for positive reinforcement can be through a structured interview of student likes and dislikes. According to Alberto and Troutman (2012), positive reinforcement happens when the importance of a definite behavior increases the behavior across time. Many people connect the terms positive reinforcement and praise.
Marketing scholars and practitioners have been studying it to improve Customer Loyalty. Marketers increasingly encourage this. “Integrating these different dimensions of brand knowledge could improve the ability of researchers to model consumer responses and of marketers to focus their marketing program” (Keller, 2003, p.
Augmented reality and experiential marketing: Augmented reality interactive technologyusing image interactivity techniquesprovides such unique benefits and experiential values to the consumers that it leads to enhance their willingness to use or to interact with this technology again and again (Fiore et al., 2005).Experiential value enables companies and large retailers to develop and maintain sustainable relationships between consumers and brands. This experiential value has four basic types such as playfulness, excellent services provided to consumers, return which consumers get on their effort, resources and time they put and aesthetics (Mathwicket al., 2001).Augmented reality and potential variables are the provision of Information about
We should be careful in the planning of promotion our new product especially for our target market which is child. For instance, we will planning a more creative advertisement on TV, radio and online website and bring out more creative event or game session that holds in public relation in order to let customer (children) feel fresh experience compare to the others company and also give a speech to the parents and children about the disadvantage to the children when using high tone
Wu (2002), Chuang (2007), and Zeng (2005) claim that playing games can increase children‟s anxiety largely as a result of peer pressure. To sum up, according to previous studies, teaching FL to young learners via games can support the positive classroom environment by capturing their attention, enhancing learners’ motivation and
The way information is provided effects the way consumer interprets that information. The goal of advertisings is to increase the quality, trust, participation and efficiency of consumer decision making process. Interactive advertising depends on the selection of medium, way information is interpreted, how consumer perceives information, way message delivered and advert
As a consequence, brand awareness will affect purchase decision through brand association, and when a product owns a positive brand image, it will help in marketing activities (Keller, 1993). A brand name offers a symbol that can assist consumers to identify service providers and to predict service
Ward (1995) concluded that color has both emotional as well as psychological constructs. Different colors and their respective meanings depict various implications to consumers which is quite helpful to a marketer in depicting the desired brand image (Mc Cracken, 1988). Color plays a pivotal role in communicating various brand personalities that are associated with the brand. The color of a brand gives an impression about what the product would be all about. Color of a brand gives an insight to the product and helps the marketers in conveying the right image to its consumers.
The ability of advertising to entertain can enhance the advertising experience of consumers (Alwitt & Prabhaker, 1992). Included under the umbrella of entertainment are the opinions of consumers’ in regards to how enjoyable, pleasing, exciting and fun to see that they find advertisements to be. According to Shimp (1981) and Mitchel and Olson (1981), pleasant or likable advertising is thought to have a positive impact on brand attitudes. Further, Ducoffe (1996) stated that the degree of entertainment provided by advertising is not only important on traditional media but also crucial on the Internet as well as social