Monday, January 27, 2020

Using Social Media And Youth Marketing

Using Social Media And Youth Marketing Social media is the use of web-based and mobile technologies for social interaction, using highly accessible and scalable communication techniques. Social media marketing is a growing industry and Selling brands online can be a tricky task, but done right it can be quite successful. Youth Marketing is a term used in marketing and advertising industry to describe activities to communicate with young people, in the age range of 12 to 34. This youth market can further be classified into Tween Marketing, targeting people in the 8 to 12 year-old range, Teen Marketing, targeting people age 13 to 19, College Marketing, targeting college-age consumers, typically ages 18 to 21, Young Adult Marketing, targeting young professionals, typically ages 22 and above.The youth market is critical because of the demographics buying power as the members in this group have huge influences on the spending of family members. In addition, teens and young adults often set trends that are adopted by other demographic groups. DISCUSSION So in terms of being smart about social media marketing, a brand needs to be smart and ready to be held accountable for its product but its interaction within the social media realm. Social networking and smart phones will play an all-important role in the youth marketing and media trends, as they have become part of the youth lifestyle and culture. The following trends will make it easy to see why they are and will continue to be a dominant force in the youth market: 1.  Ã‚     Social media: More youth have become addicted to social networking and more companies targeting the youth through this means, due to its great viral effect. 2.  Ã‚     Smartphone: Standard phones cannot fully cater to the online and social networking craving of the youth and, as more companies and universities introduce policies that limit the use of social networking sites during the day/working hours, this has led to more youth jumping onto the Smartphone bandwagon as a means of countering these restrictions. And these phones can be used for various kinds of marketing. 3.  Ã‚     Apps : With Apple alone having over 300 000 applications to choose from over one million apps downloaded in one day and with all the new apps for the tablets, we can expect 2011 to be a year of apps. 4.  Ã‚     BBM: BlackBerry Messenger has taken the youth market by storm. The youth love sharing and staying connected and this is what BBM does, enabling them to share through instant messaging (IM). 5.  Ã‚     Mobile commerce: The youth are getting big on cell phone banking and making payments via their cell phones. 6.  Ã‚     Mobile learning: The increase in the number of youth with Smartphone and the increase in the time spent online will lead to more businesses ,institutions and educational heads looking into conveying some of their products and educational material through cell phones 7.  Ã‚     Online advertising: Online advertising, targeting the youth, from both local and international perspectives have increased by leaps and bounds. Consequently, we can expect to see an increase in online advertising spend targeting the youth. 8.  Ã‚     Corporate social websites: There will be a rise in website integration for companies or brands that are targeting the youth market. Previously, websites were all about the company; however, the new shift has seen a change to cater to the dialogue with the youth and encourage them mostly to follow through Twitter feeds and connect through Facebook fan pages. 9.  Ã‚     Blogging: We will see the rise in the number of youth bloggers, who will post opinions about products and brands, and, with this kind of social activism will go on the rise, and also word of mouth along with viral marketing will show its importance.This is really going to keep a lot of companies on their feet. 10.  Ã‚     Tablets: All youths who are tech-savvy and could afford, the likes of the Apple iPad and the Blackberry Playbook will give rise to the social media marketing. With Hewlett-Packard announcing its own webOS-based PalmPad, we can be sure to expect a decrease in price of the gadgets on the local market and more youth being able to afford and taking up these gadgets. 11.  Ã‚     Wifi hot spots: Wifi hotspots will attract more youth as they strive to stay connected, even when they are out and about. We are therefore going to see more cafes and restaurants catering to this by enabling wifi on their premises. 7 key youth marketing trends to look out for: #1Free is a viable business model: Given the increasingly challenging task of reaching out to young consumers, more brands consider the free route (eg ad supported or cross-selling).Youth indifference may well prove to be a brands most significant cost factor so offering a service for free with the promise of cross-selling related services may well provide the first tentative steps in addressing that challenge. #2 Transparency: Some of the innovative brands, however, are going long on being transparent about their values and mistakes when communicating with youth. Consumers are tired of being both whitewashed and stonewalled. In an era when youth expect access and brands are willing to provide it, the company CEO that appears on YouTube confessing theyd screwed up may lose a few investor friends, but wins the long term hearts and minds of the consumer. #3 Facebook fatigue: Its now all about 30 somethings in the world of Facebook. Youth are already exploring new avenues more relevant to their lifestyle such as Bebo. Do we yet have a student specific SNS?MySpaces partnership with MTV to platform young musical talent from the social network is a PR victory in the face of a Facebook population disillusioned with their parents and corporates hijacking the party. #4 The rise of the moderates: Individually, most students have a moderate and parochial political outlook these days, more concerned with the price of their Bacardi Coke than any ethical questions that may come served with it. But now this swell of moderate opinion has become a determined movement. #5 Inner circle brands: Once young consumers were thought to be naÃÆ' ¯ve and persuadable. Then they were savvy, fickle and cynical to brand messages.Recent research by Opinionpanel discovered a maximum of twenty brands that students were willing to be Facebook But there is also space in the inner circle for maverick brands who dont give a damn for high-level marketing approaches. In #6 Its cool to be a suit: In the eyes of the young, businesspeople were once the least cool people in the world. Now its okay to want to be a suit. #7 Youth turn off the box: The current generation of young consumers is perhaps the first that have had real choice in their media consumption. TV, is increasingly being squeezed out by other distractions. Facebook, MySpace, WII, homework, after-school activities, commuting and just good old hanging out with friends compete with TV for youth attention. And its not just the decreasing time spent watching TV, its the quality of that time. According to the Kaiser Family Foundation, 25% of high school students were actively involved in another form of media (playstation, computer etc) whilst watching TV. Ways to target Youth using Social Media Make the message fit the venue-advertising usually involves one way communication and marketing involves creating, communicating and delivering. The goal is to get the eyeball and attention and keep it until the sales pitch for a product or a service is received. Social media involves interaction among its users. The message should not be a hard sell; it needs to get people talking. Be familiar with social networks-To understand the taste of youth and their liking it is very important to go to different groups and see what the users are talking about and how they say it. Know what groups are the most popular with youth and learn how they interact. Learn the common terms that are used. Use links to ads to spread advertisement messages-dont fill the posts with hard sell advertisements. Use low key banner ads on the social page and have all links going to the companys main pages that youth are interested in. Join groups-to get some exposure, you will need to join groups or become fans of groups that the target audience are joining. Post and get to know the members. People are more likely to listen about a product or service from someone they feel like they know before they listen to a stranger. For e.g.: If there is a page dedicated to Airtel on facebook and one of the target groups member is a member of the group as well then it becomes easy to understand and know his likings and temperament. Size doesnt matter-it doesnt matter if you are a small business or a large business, you can use social medias to target youth. As being a part of social media doesnt require much investments.Give them something of value, entertaining, and fun. Any size business is capable of that. Post pictures-post fun and entertaining pictures that relate to the product or service. Encourage others on the page to do the same.This kind of activities garner lots of attention thus creating potential fan following. Be active on the social media page-there is usually someone on staff who will be willing to be paid to get on Facebook or other social medial for about a half hour or so daily and keep up on comments. Choose someone who is familiar with how social media works and can speak the same language as the youth audience that is being targeted. CONCLUSION The fitness landscape that determines success in marketing to young consumers is changing. 10 years ago, the TV provided the de facto advertising channel to win the hearts and minds of this often difficult to reach demographic. Since 2007 alone, the rise of social networking, flat rate data plans both on mobile and internet as well as a widespread growth in niche media content means that marketers are now increasingly challenged when it comes to both communicating with and understanding youth. Young peoples relationship with technology is different to what many marketers might assume. Though immersed in tech from an early age, Circuits of Cool found the majority dont even notice technology is there, and only 20 percent can really be classified as tech lovers. They dont use technological jargon such as Web 2.0 and social media, as these terms are primarily used by adults to categorize and define the shifts in trends. They simply use music download and connect with friends to refer to these activities and behaviors.Linear TV is the critical channel for introducing people to new things they werent searching for in the first place. TVs word-of-mouth (WOM) effect is definitely complementary to other new digital platforms: 47 percent of youth surveyed IM each other about what is on TV right now. One can argue that for marketing messages to cut through the clutter, strategies must focus on identifying a need-based behavioral pattern rather than simply incorporating digital technology as panacea.To effectively behavioral target this group, the platform must expand beyond current online domain to become a true transmedia to match a copy-and-paste consumption of mixing on- and offline media.

Sunday, January 19, 2020

Calorimetry Essay

The purpose of this experiment was to find the specific heat formation of magnesium oxide by combining the two heat reactants using Hess’s Law. The purpose was also to measure the delta T which was the final temperature minus the initial temperature of the solution. The claim made was, based on the expected heat formation value found in magnesium metal and hydrochloric acid, the experimental enthalpy was much closer to the expected value in comparison the magnesium oxide and hydrochloric acid. The equations used in this experiment were 1. MG(s)+2HCl(aq)= MgCl2(aq)+ H2(g) 2. MgO(s)+2HCl(aq)=MgCl(aq)+H2O(l) 3. H2(g) +1/2O2(g)=H2O(l). We combined the listed equations we cancelled certain values using Hess’s Law to form magnesium oxide, Mg(s)+1/2O2(aq)=MgO(s). The experimental heat formation of magnesium oxide is -467.684 kJ/mol. Based on the results found, using the correlation coefficient (R2) and the maximum value of temperature final (which was found to be 70.934) we found the correlation between the trend lines (expected) to the experimental. Based on the data found this information supported our claim. There may have been several errors in the experiment one error may have been the lack of recording on time, meaning the stop watch was started later in the reaction. Another reason for error was the lack of taking the first trials measurement forcing us to estimate a mass which through off the results of the experiment in a whole. The final reason for error was not all of the magnesium oxide that was measured was experimented. These error sources listed above, may cause numerous problems for example the estimated mass for the first trial cause the results to skew, giving us a large error percentage of -21% if this trial was taken out the error percentage would be much lower. The stop watch did not start at the same time of the experiment which may cause an increase in the error percentage as well; due to this fault the temperature final would be much higher. The last error was the loss of product (magnesium oxide); this interfered with the experiment for the reason that based on what was expected (-601.24 kJ/mol) and what was experimented -141.990 kJ/mol was a much lower value.

Saturday, January 11, 2020

Pamantasan ng Lungsod ng Marikina Essay

There are lots of effects which DotA brings to our society, to be particular, the youth. With no doubt this game is one of the hottest game in the market. In every Cyber Cafe you can see gamers stick with their screen and mouse and  keyboard, with their face that full of concentration and excitements finding ways to defeat their opposing team or enemies. Actually Computer games or DotA serves as a platform for youth to communicate. Teenagers who initislly don’t know each other can easily become friends through Computer games or playing DotA. Chapter I Introduction DotA effects have been continue for several years since the launch of the War of War Craft and the Frozen Throne. Almost every people especially the youth has played this game at the very beginning of the years. What is the content that DotA offers to the gamers? And how’s the excitements that brings towards the gamers. And you may ask a key question, how long will DotA effects last? The lifestyle of the youth who have been playing Computer Games especially DotA is affected by the game. There are both advantage and disadvantages for them. Let’s talkl about the advantages first. As one of the most playable games online, DotA can make the players become alert in the mental, They will also turn to be strategic and cooperative through computing the magic, damages, gold, physical reduction, present and other stuff, they will get more lore in mathematics. Thus the youth can also get some benefits on playing Computer games. Statement of the problem or Thesis Statement Why is Computer games or DotA so Addicting to Students? 1. A Time killer Boredom is the most common problem of most people today. DotA can consume a lot of time without you even noticing it . you just say after the game â€Å"WTF !, Im late !† 2. Non-exhasuting game Unlike basketball or other physical sports , you can play DotA until you can still mangae to sit, look at the monitor, use mouse and keyboard and think, Yes , using your is aslo tiring but it’ll takes an average of 3 games before you’d want to take a rest 3. Fame Source Most players want to be the best in this game to gain fame which I find natural but technically nonsense. I have to admit that thirst for fame drove me to practice and improve my game. After getting the fame I wanted, I asked myself â€Å"Now what?†. For players who don’t have plan on having DotA as their profession ,Fame isn’t that important. 4. Team work game – When we were kids, we already love having team battles. That’s why a lot of team sports games cames up and multi-player computer games have been invented. Playing with teammates is more addicting than playing alone. 5. Tranquilizing DotA makes you forget your problems and make you think of simpler problems (like how to win the game) 6. Non violent war We love wars. That’s why there are shows like Wrestling, UFC ,Action films , etc. DotA is a chance to engage in wars safely. We can fight all day long and just stand up from our computer without even having a scratch on our face. 7. Easy to play Surveys shows that DotA is played by more people thatn other strategy like Starcraft. One of the reason is its simplicity. You only have to control one hero (great news for people who are not into doing micros.) 8. No height or physical disadvantages In basketball you cannot have a team composed of 5 short players. In Rugby , you should be muscular. In DotA you can be as thin and as short as you want and still own everyone. 9. Losing makes you thirsty to win On the other hand, losing is still addicting because you become more urge to have that wonderful feeling of winning. 10. Winning feels Good Yup, winning in every game makes you feel good and addicting. Background of the Study Significance of the study How to overcome DotA Addiction ? 1. Accept responsibility The problem lies within the individual, not within DotA. No attempt at beating addiction can succeed until the individual accepts its existence. 2. Identify the Impact How many hours a day do you spend playing DotA? Do you normally go out on the weekend?When was the last time you read a book?Identifying the negative impacts of the addiction will help you focus on positive improvements and getting back the things that you really are missing. 3. Avoid Blame Blaming others for problems that you alone must face does not solve the problems. 4. Set limits If you decide that you have 1 hour per day to spend playing DotA. Since DotA requires many hours of gameplay to have fun, you likely should consider a different game or different genre of games. 5. Stay positive Be positive whenever possible. While negative reinforcement is sometimes necessary, positive reinforcements will always go further in the end. What is DotA ? DotA is basically game expanded from version of War of War Craft, which initially a strategic game similar to Red Alert Series. But eventually evolved into current state. Gamers can play Dota in a Wide range ; from single player, local LAN, or LAN over internet connection with various country’s gamers. There contain variety of Heroes to be chosen as your character, There are many type of gaming modes , and different type of map for the game modes. There are lots of gamers who are more expert in the world of playing DotA . Chapter V Summary and Conclusion Summary and Conclusion We know that Playing computer games especially DotA brings bad effects to the students, they influenceed by the other gamers like â€Å"trash talks† they know how to gamble because they are playing DotA for â€Å"pustahan†. DotA really affects the lifestyle of the youth who are into this game, although it has one good benefit, but it corrupts the mind and the way the youth think. It also weakened the body system, money and moral values were not given importance because of this game.

Thursday, January 2, 2020

The Importance of Literacy Attainment in Primary Education

Why the government are driving to ensure literacy is a main priority, especially reading by six years of age. The importance of this and the effects on the child, parents, teachers and society. Abstract This paper attempts to analyse why the government are working so hard at ensuring all our primary children are reading by the age of six. The importance of this and the effect on children, teachers and society. It is well documented that reading is one of the most important abilities students acquire as they progress through their early school years. It is the foundation for learning across all subjects, it can be used for recreation and for personal growth, and it equips young children with the ability to participate fully in†¦show more content†¦Apparently there is a scheme behind David Cameron’s policy. As early prevention may hopefully alleviate the need for expensive intervention later on. Chapter 2 Literature Review Research in to reading difficulties and behavioural problems As it has frequently been observed that reading difficulties are accompanied by behaviour problems ( Berger, Yule Rutter, 1975; Rutter, Tizeird Whitmore, 1970). However, the exact nature of the relationship has been difficult to elucidate. One possibility is that behaviour problems arise as a consequence of the child s reaction to being a poor reader. An alternative possibility is that the behaviour problems pre-date the reading difficulty and affect the child s capacity to profit from reading instruction. A third possibility is that behaviour problems are related to reading difficulties because they share a common cause. A likely candidate for such a common cause would be home background. Of course, none of these possibilities are mutually exclusive. All could be partly true, with causal influences operating in both directions between reading difficulties and behaviour problems, as well as coming from home background. Several studies have attempted to sort out these various possibilities. Two major approaches have been employed. The first is to compare children who have both reading difficulties andShow MoreRelatedImpact Of Environment And Poverty On Children s Educational Development1321 Words   |  6 Pagesdevelopment and attainment. This will be done by evaluating the effects that family, environment and poverty have on the way a child develops. This essay aims to focus on the degree these themes influence educational development. Whilst focusing on the impact during different stages of a child’s primary education, I will look at how these themes influence the child and why they are important. Poverty is a major issue that can vastly affect childhood development. (Horgan, 2007). 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