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Q:
Facial recognition technology has allowed marketers to embed targeted ads in video games.
Q:
Facial recognition technology offers an innovative new form of alternative media advertising.
Q:
A major advantage of cinema advertising is that the advertisements can be integrated into the movie plot.
Q:
Females are more likely than males to play socially-oriented games.
Q:
While the number of women playing video games is rising, only a small percentage of game designers are female.
Q:
IDC Research indicates that females now make up 50 percent of video game players.
Q:
Video games offer marketers a popular medium to reach older consumers as they enjoy their free time.
Q:
The primary disadvantage of product placements within video games is that the action is so fast that the ads are not displayed long enough to be effective.
Q:
An advantage of advertising in online video games is that ads can be targeted to specific demographic groups, location profiles that match where the person is playing, and specific types of game players.
Q:
Advertising in online video games offers advertisers the luxury of using web metrics that are not available with other forms of product placement.
Q:
The term advergames refers to the placement of ads and products in video games.
Q:
The original and most widespread form of video game advertising is to have a brand placement in the game.
Q:
One specialized form of product placement is products placed in video games.
Q:
In selecting alternative media to place advertisements, the goal is to:
A) find low-cost alternatives to replace traditional advertising.
B) provide more opportunities for consumers to see an ad.
C) find ways to either cut through ad clutter or go around clutter to reach people with a message.
D) enhance traditional marketing efforts.
Q:
All of the following would be considered alternative media except:
A) local and state government facilities.
B) billboards.
C) escalators.
D) shopping bags.
Q:
An advantage to cinema advertising is:
A) the ads are being shown to a captive audience.
B) there is very little clutter.
C) the ads promote products that relate to the movie.
D) movie goers pay more attention to the ads since they are waiting for the movie to start.
Q:
Studies and sales data show that women are more likely to play ________ games.
A) fitness and beauty
B) sports-related
C) handheld casual
D) violent shooting
Q:
In terms of the video game market, females:
A) tend to play the same types of games as males.
B) offer an attractive and growing market.
C) design a large percentage of video games sold today.
D) constitute about 20 percent of the video game market.
Q:
A disadvantage of product placements within online video games is ads may not be noticed by players. To combat this problem, a company called Massive developed technology:
A) that allows players to choose the ad they want to see.
B) that allows players to interact with the ad during the game.
C) that allows players to use sponsored downloads, such as a particular brand of car in a racing game.
D) to change ads in the online game in real time as individuals play or each time they play.
Q:
Advertising in online video games offers all of the following benefits except:
A) web metrics that are not available with other forms of product placements.
B) measures of the attitudes of game players towards the ads.
C) ability to track length of ad exposure in the game.
D) how long and how often an individual plays a game.
Q:
Advergames are:
A) video games built around a brand.
B) interactive ads placed within a video game.
C) rotating ads placed within a video game.
D) branded video games.
Q:
Examples of brand placements in video games would include the following except a:
A) billboard for Goodyear tires in a racing game.
B) Pepsi vending machine in a war game.
C) Burger King restaurant in a society-building game.
D) General Motors logo on the video game box.
Q:
The original and most widespread form of video game advertising is:
A) advergames.
B) rotating in-game advertisements.
C) to have a brand placement in the game.
D) interactive ads.
Q:
All of the following are forms of video game advertising except:
A) in-game advertisements.
B) promogames.
C) rotating in-game advertising.
D) interactive ads.
Q:
In-game brand placement in video games has all of the advantages of product placement and branded entertainment. In addition, it has the added benefit of:
A) being online.
B) reaching females.
C) reaching young males.
D) interactivity.
Q:
What is the difference between product placement and branded entertainment? Identify the key factors influencing the effectiveness of both product placement and branded entertainment.
Q:
For movie makers and television producers, the primary motivation behind using product placements and branded entertainment is that it creates a positive attitude toward the movie or show and increases viewership.
Q:
For some companies, an advantage to product placements in movies is that it bypasses legislation and guidelines that are in place to control advertising directed toward children and young adults.
Q:
Brand insertions are the most effective when they seem to logically fit the show or story.
Q:
The primary goal of product placements and branded entertainment is to increase sales of the brand being featured.
Q:
The use of branded entertainment increased sharply with the rise of mystery detective television shows.
Q:
Branded entertainment is the insertion of a brand or product into a movie, television show, or some other media program with the purpose of influencing viewers.
Q:
A key disadvantage of brand placement is the high cost-per-viewer, especially for movies.
Q:
Advertisers believe that product placements lead to increased brand awareness and more positive attitudes toward the brand.
Q:
Product placement is the integration of entertainment and advertising by embedding brands into the storyline of a movie, television show, or other entertainment medium.
Q:
The future use of product placements and branded entertainment will depend on:
A) the level of clutter in the placements.
B) the costs.
C) viewer acceptance.
D) the measured impact on sales.
Q:
For moviemakers and television producers, the primary motivation behind product placement and branded entertainment is to:
A) increase interest in the show or movie.
B) make the show or movie more realistic.
C) create positive feelings toward the move or show because of positive attitudes toward the brands featured.
D) generate revenue.
Q:
Budgets for product placements and branded entertainment have increased for all of the following reasons except:
A) a brand's appeal is stronger when it is shown in a non-advertising context.
B) the perception of what others think of a brand is important to consumers.
C) seeing brands used in movies and television shows intensifies the desire to purchase the brand.
D) seeing the brand used by other people provides post-purchase reassurance for individuals who have already purchased the brand.
Q:
Of the following age groups, which one is most receptive to product placements and branded entertainment?
A) 15-34
B) 35-49
C) 50-64
D) 65+
Q:
Product placements and branded entertainment are effective because the primary goal is to:
A) increase brand awareness and generate positive feelings toward the brand.
B) stimulate sales of the brand.
C) build brand power and brand equity.
D) spur viewers to some type of action through incentives.
Q:
The key factors that influence the effectiveness of product placement and branded entertainment include all of the following except:
A) placement characteristics.
B) supporting promotional activities.
C) regulations.
D) costs.
Q:
The key factors that influence the effectiveness of product placement and branded entertainment include all of the following except:
A) media used.
B) supporting promotional activities.
C) consumer attitudes toward placements.
D) costs.
Q:
The use of branded entertainment increased sharply with the:
A) introduction of cable TV and the ability to target audiences through specialty shows.
B) increased interest in specialty shows like Extreme Makeover and Top Chef.
C) rise of reality television shows where there is a lack of script and the focus is on the real world.
D) popularity of the American Idol shows and fan voting.
Q:
Integrating a brand into the storyline of a movie, television show, or book is successful because:
A) the brand is more accepted by the viewing audience.
B) the brand is much more noticeable to the viewing audience.
C) it costs less than product placement.
D) its extremely low cost-per-viewer.
Q:
The integration of entertainment and advertising by embedding brands into the storyline of a movie, television show, or other entertainment medium is:
A) lifestyle marketing.
B) product placement.
C) branded entertainment.
D) guerilla marketing.
Q:
Branded entertainment:
A) emphasizes consumers passing along information about a product to other consumers.
B) seeks to obtain instant results while using limited resources.
C) uses planned insertions of a brand or product into a movie, television show, or some other media.
D) integrates entertainment and advertising by embedding brands into the storyline of a movie, television show, or other entertainment medium.
Q:
One key advantage of brand placement is the:
A) instant acceptance of the brand by viewers.
B) acceptance of the brand by the actors in the show or movie.
C) endorsement of the brand by the actors in the show or movie.
D) low cost-per-viewer.
Q:
In most instances, the impact on sales of a product placement:
A) is immediate and large.
B) is immediate, but small.
C) is not immediate.
D) seldom occurs at all.
Q:
Advertisers believe that product placements:
A) increase the brand's equity and top choice scores.
B) lead to increased awareness and more positive attitude toward the brand with only a few isolated cases of sales increases.
C) lead to increased awareness and more positive attitude toward the brand with a corresponding increase in sales of the brand.
D) work only if the product is related in some way to the theme of the television show or movie.
Q:
The biggest surge in the popularity of product placements occurred:
A) in 1982 when Reese's Pieces were used to lure E.T. out of hiding.
B) in the 1930s when Buick had a 10-picture deal with Warner Brothers for placement of cars in each of the movies.
C) in 2007 when Tyson Foods sponsored ABC's Extreme Makeover.
D) when Colgate sponsored the Colgate Comedy Hour in the 1950s.
Q:
Product placements have been a part of motion pictures since:
A) the turn of the 21st century.
B) about 1990.
C) the rise of the popularity of television in the 1950s.
D) the beginning of motion pictures in the 1890s.
Q:
The planned insertion of a brand or product into a movie, television show, or some other media program with the purpose of influencing viewers is:
A) branded entertainment.
B) product placement.
C) lifestyle marketing.
D) guerilla marketing.
Q:
Product placement:
A) emphasizes consumers passing along information about a product to other consumers.
B) is designed to obtain instant results while using limited resources.
C) is the planned insertion of a brand into a movie, television show, or some other media.
D) is the integration of entertainment and advertising by embedding brands into the storyline of a movie, television show, or other entertainment medium.
Q:
What is experiential marketing?
Q:
What is lifestyle marketing?
Q:
What is guerilla marketing? How is it different from traditional marketing?
Q:
What is stealth marketing?
Q:
What is buzz marketing and how can it be generated?
Q:
Identify the major forms of alternative marketing.
Q:
The key to lifestyle marketing is letting consumers enjoy the benefit of a good or service before actually making a purchase.
Q:
Experiential marketing typically involves direct response marketing through some type of interactive means that engages consumers with the brand.
Q:
Experiential marketing combines direct marketing, buzz marketing, and sales promotions into a single consumer experience.
Q:
Sebastian is the marketing manager of a local restaurant. He has decided to set up a booth at an outdoor concert being held at the city park to pass out free samples of food and to give attendees coupons that can be used at the restaurant. This is an example of lifestyle marketing.
Q:
Stealth marketing involves identifying marketing methods associated with the hobbies and entertainment venues of the target audience.
Q:
Guerilla marketing strives to have consumers react or interact in some way with the campaign.
Q:
Lifestyle marketing involves interacting with consumers to create excitement that will spread by word-of-mouth communications.
Q:
Guerilla marketing involves using traditional marketing tools to reach consumers with a controversial message.
Q:
Guerilla marketing programs are designed to obtain instant results while using limited resources.
Q:
Some marketers view stealth marketing as a shrewd way to introduce products to people, while others believe it is unethical because the brand sponsor does not reveal his/her identity.
Q:
Stealth marketing thrives in the online world, especially with social media sites.
Q:
With stealth marketing, brand ambassadors are not being paid or compensated to promote and talk about a brand.
Q:
A special form of guerilla marketing is stealth marketing, which uses surreptitious practices to introduce individuals to a product.
Q:
Buzz marketing works because people trust someone else's opinion more than paid advertising and because people like to share their opinions.
Q:
For buzz marketing to be successful, the brand needs to stand out and have a distinct advantage over current products on the market.
Q:
During the infection stage of buzz marketing, it is virtually impossible to generate word-of-mouth communications from actual customers.
Q:
During the infection stage of buzz marketing, the product is being introduced to the market.
Q:
During the incubation stage of buzz marketing, the product is being used by a few innovators or trendsetters.
Q:
During the inoculation stage of buzz marketing, the product is being used by a few innovators or trendsetters.
Q:
Buzz marketing can be compared to a virus, consisting of three stages: inoculation, introduction, and infection.
Q:
The Word of Mouth Marketing Association encourages companies that use their employees to generate buzz marketing through posing as customers to be honest and share both their positive and negative thoughts about the company's products.