Our efficiency in preparation would soon reflect into our audience’s response, especially with the delightfully booming amount of responses received the first day we opened our registration to the public. On April 24, we used Noah as a test registration before opening the registration to the public the following day, this still meant that there was one less person in the market. Then, on April 25, we opened registration to the public and informed them of it through an advisory announcement for the sophomore and junior classes and a morning email to all. Since our group was one of the first to start advertising, we had little to no competition for our target market at first. As we had expected, a large number of 48 registrations came in due …show more content…
The responders were asked to check all that applied to them and were presented with the options: email, morning announcements, advisory, flyers, friends/other people, and other. Keeping in mind that the time of their registration may have affected how they heard of the game, our group members collected the following data. From sending out mass emails to our target audience of the high school population of OI, we reached 86 out of the 112 registries this way. Then, 13 out of 112 people said they heard about the Assassin’s Challenge through morning announcements done by Audra and Kinzy on Tuesday and Wednesday. 21 people said they had heard of our game through the advisory announcement put into the sophomore and junior powerpoints shown Monday mornings. Only 14 people who had registered had heard of our game through flyers which were in halls and buildings used by high schoolers. Our second largest form of advertisement was from the audience itself, 59 people said that they had heard about our game from friends or other people. That’s over half the amount of registries being informed through the power of word-of-mouth communication. Then a final 12 responses saying they had heard of the Assassin’s Challenge through other means. This data concludes that mass emails and word-of-mouth communication were the two most effective means of advertising, supporting Gladwell’s
After having established a general plan, the group began to create forms of spreading the word about our new social epidemic. Kinzy and Noah decided to work on making flyers that would be hung up around the school. The goal was to make them informative, attractive, and clean so that people were drawn to them and inspired to register. An unspoken color scheme was established using colors such as: black, white, grey, and red. Using these colors was in a way like a company using specific colors, making them memorable and identifiable. Then a script for the first mass email was created and viewed by all members. It was the first time our audience would be hearing about our product so our goal was to inform them as much as possible without greatly
Often pictures can convey a stronger and more appealing message than a speech. With this in mind, the Centers for Disease Control advertising campaign promoted the importance of getting flu shots effectively through their visual media advertisements. Visual media can be evaluated through many factors. For instance, this type of media uses certain techniques to appeal to their audience: association, bandwagon, universal appeal, and flattery. The Centers for Disease Control's flue vaccine advertising campaign uses many appealing persuasive techniques to convey that getting vaccinated is beneficial.
Advertising is a complicated form of marketing, it’s almost like an art form. One must be acutely aware of their audience and what captures their attention, otherwise the advertisement will fall flat. There is a myriad of different ways to lure consumers into buying a product; for example, the Center for Disease Control’s (CDC) managed through a series of advertisements to convince individuals of the importance in getting a vaccination for the influenza virus. It was applied using multiple techniques, namely the methods of universal appeal and association. These techniques helped the CDC to effectively promotes the flu vaccine and get their message across to a wide range of people.
Using persuasive writing, Wright begins to influence his audience that game play is a beneficial source of entertainment not a wasteful one. Playing video games increases creatively, self esteem and improve problem solving skills of the players. Video games are becoming test runs that appear or feel close to the real thing. Where you can control everything with added effects like magic or future technology. Games have the potential to exceed almost all other forms of entertainment media. They tell stories, play music, challenge us, allow us to instantly communicate and interact with others. Encourage us to create things, connect us to new communities, and let us play with people across the world. Unlike most other forms of media, games are inherently tangible. According to Wright young children spend their days in imaginary worlds, substituting toys and make believe into the real world that they are just beginning to explore and understand. Wright states that games are the result of imagination and that they consist of rules and goals. Generation of teenagers has grown up with different set of games. Teenagers use the scientific method rather than reading the manual first. Games today maybe a person’s only place to express a high-level of creativity and growth. Older generations have a lot of criticisms for games, the games can help a person learn to think on his or her own.
“The communication program will target whom, to help them understand, believe, or do what, by informing them of messages, through messengers and channels, to result in objectives” (Cheesebro, T., O’Connor, L., & Rios, F., 2010, Ch. 5). The objective of utilizing the campaign method would reach out the larger population through possibly multiple different media methods, instead of just one or two. When considering using different types of media and which ones to include and exclude when communicating through media, it is important to consider the advantages and disadvantages of traditional, electronic, and social media.
Our group took the role of being a rhetor and used our knowledge of effective advertisements and rhetorical devices to effectively fulfill our purpose: to convince the audience to buy the product that we were displaying. This product was called Tase-let, which was a mix of a stylish anklet and a taser for self protection. Our intended audience was the general public, more specifically, people that felt they were defenseless or worried of running into a situation where they would become defenseless. This campaign consisted of five different advertisements which were put on different mediums. There were three picture advertisements that were meant to be put on Facebook, Magazines, and Billboards. There was also a video advertisement and a text-heavy radio
The advancement of media is one of the greatest accomplishments of our time, helping spread news globally at incredible speed; however, the media may not always prove such an unbiased or well-informed view on everything. Video games seem to be one topic the media tends to have a highly bias opinion against. The media tends to emphasis the connection of teenagers who commit crimes with playing violent video games yet, violent video games are highly played throughout the world. Ferguson, author of “The Good, The Bad and the Ugly
It may seem like the best way to spend your vacation, sitting in bed, texting your friend, watching TV, and playing games. But everything you do everything you watch, everything you soak in, has an impact on you. Most people think games like Call Of Duty, and others are harmless. But games like that are traps. I think there should be an age limit on media, but then I think that there should not even be that media! So in this essay I will discuss, social media, game that pave your mind. And things and people that will take you info, and bully you as well. And after you here my argument then maybe you will be on my side!
When people see or hear advertisements, whether it be in a magazine or on television, many do not stop to consider or analyze the techniques that go into making the advertisement effective. For instance, the Center for Disease Control has a campaign that has the purpose of promoting the influenza vaccination. If you examine the campaign closely, it becomes clear that the advertising campaign targets a diverse audience of all ages, genders, and races who could all benefit from getting an influenza vaccination. In this advertisement campaign, the Center for Disease Control effectively promotes the benefits of getting an influenza vaccination to a targeted audience using numerous persuasive techniques such as association and universal appeal.
Today, it is without a doubt that public communication is at the heart of our economy, our politics and our society. It is being used in different aspects of society - studios use it to advertise their films. Advocates use it to encourage social causes. The businessmen use it to furnish their image. Politicians use it, for them to get elected. It is a field constructed on various ideas and images, many information and persuasion, tactics and strategy. There is no product or policy that will ever succeed without a clever message that targets the right audience or people in innovative and creative ways. To communicate strategically is one of today’s ability to communicate and what our programs are all about. Therefore, public communications
Have you ever heard that too much television can ruin a child’s mind? Malcolm Gladwell proposes in his article, “Brain Candy,” that playing video games or watching television is just as important as reading a book. Gladwell is using rhetorical appeals to prove that in fact, video games are not dumbing down society. Pop culture is helping to improve test scores and knowledge. In “Brain Candy,” Malcolm Gladwell does affectively use rhetorical appeals to convince his audience that pop culture is making our society smarter.
Good Morning, everyone, i'm going to start off with a poll of who all plays video games in this class. A lot of you/ maybe not too many in this class play video games and/but, as of 2015, 42% of Americans played video games at least 3 hours a week, which is roughly 135 million of the total population. This proves that video games play a large role in our society. Today I’m going to be speaking about the psychological effects that video games have on youth, but in order to do that, I need to inform you of the evolution of violent video games, the effects of violent video games, and the positive effects of video games.
Whether violent media content leads to real-life violence is always debatable. And in recent years, school shootings have made video games a new focus of public concern and scientific research. In public opinion, video games cause more aggression in comparison to traditional violent media contents because video games have more features of interactivity, "due to the active engagement and participation of players" (Hummer and Wang et al. 137). But more and more reports tell us that video games are not the main cause of school shooting issues; rather it is the negligence of parents, schools, and communities.
Children’s engagement in and motivation by video games is commonly observed by parents and teachers. The Joan Ganz Cooney Foundation conducted a survey of 505 in-service United States teachers that use digital games in their K-8 classrooms (Takeuchi & Vaala, 2014). Regarding low performing students seventy percent of the teachers agreed that digital gaming improved motivation and engagement (Takeuchi & Vaala, 2014). The motivation and engagement of games exhibited in both adults and children has been employed by marketing firms to encourage consumers to engage in sustained use of products such as social networking sites, fitness bands, and consumer data collection apps. This method has been coined gamification. The Oxford English Dictionary defines gamification as “the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity,
A large gap exists between the public's perception of video games and what the research actually shows. The following is an attempt to separate fact from fiction.