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  • Essay / Critical Review of Journals

    Table of ContentsIntroductionSummaryConclusionIntroductionAccording to the American Marketing Association (AMA): “Marketing is the activity, institutions, and processes for creating, communicating, delivering, and exchanging offerings that provide value to customers and partners. , and societies as a whole. Along with the development of information technology, marketers face new challenges. As a result, many contemporary problems in marketing have arisen because the momentum of the idea is too powerful or has pushed aside all the warning signs (Wilkinson, 1996). Say no to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”? Get an original essay Looking in more detail, the three academic journals are taken into consideration to help generate brief academic reviews on different topics related to contemporary issues in marketing, including: (i) Article 1: Shockvertising - an exploratory investigation into the attitudinal variations and emotional reactions to shock advertising (Parry et al., 2013) by a team of institutional teachers with experience in marketing, (ii) Article 2: An adoption of framework for mobile reality games augmented: the case of Pokemon Go (Rauschnabel, Rossman and Deck, 2017) by three authors from different universities and institutions achieved a fairly high ranking in academic publications. (iii) Article 3: Who avoids geolocalized advertising and why? Investigated the relationship between user perceptions and advertising avoidance (Shin and Lin, 2016) by two women, one of whom is a lecturer and the other has professional experience in social media.SummaryIt This is the brief summaries section that covers the general information of the study. journal content, methodologies and research results. Article 1 compares studies that show consumer reactions to shock advertising in the for-profit (FP) and not-for-profit (NFP) sectors in the United Kingdom. The study distinguishes between how consumers respond to shock advertisements in the FP and NFP sectors. Additionally, it seeks evidence of whether or not participants' culture-defining numbers have an impact on the perspectives of shock ads. A qualitative methodology including the application of focus groups was carried out to discover the attitudes and emotional response of a number of people. . Focus groups are considered one of the most widely used methods for collecting qualitative data because they allow people participating to discuss issues using their own words and provide a deep, subjective understanding of consumers (Calder , 1977). Focus groups were therefore created in this study, allowing participants to motivate each other and develop in-depth face-to-face discussions on the topic (Colican, 2004). The conclusion is that the production of shock advertisements was considered more justifiable in the NFP sector, but much less in the FP sector, which differs from the study of West and Sargeant (2004), which considered shock advertising in the NFP sector as “risky”. Article 2 explores the factors that determine players' intention to play AR games. and in-app purchases by proposing a conceptual model based on the literature on media and technology acceptance and led by previous research on AR and gaming. The use of quantitative methodology which in context also means applying a survey tool to analyze the proposed model. THEresults obtained with the help of a professional market research company with an online panel received 642 respondents among German participants who reported the installation of Pokemon Go on a mobile device and received financial compensation for membership . The results are well presented by correlation and descriptive tables. statistics that highlight the proportions of reasons that motivate participants' intention to use Pokemon Go. The application of Search Engine Marketing testifying to the attitude towards the game of Pokemon Go, intentions toContinue playing Pokemon Go and the factors that determine in-app purchases led to conclusions that all factors have an impact on users' attitude towards Pokemon Go, while some of them create significant effects on intentions of continue to play and purchase the game. The objective of the study Article 3 aims to identify the main perception factors that impact consumers' avoidance of location-based advertising (LBA) messages sent to their mobile devices due to their current location, also known as “LBA push”, from which they choose to perceive and evaluate. Additionally, the study also examines the LBA avoidance frequency levels of mobile users which vary between light users and heavy users. The concept of advertising avoidance has been demonstrated in many media contexts such as newspapers, magazines, radio, television and the Internet. but little academic research has specifically focused on the underlying intellectual and user factors that drive consumers away from LBA. Research on the lack of awareness of mobile and personalized advertising remains limited. This study draws primarily on a national web-based survey of mobile device users in Singapore, a regional AML hub in Asia. Before conducting the survey, pretest the questionnaire with a sample of 44 undergraduate students to process the measurement instruments. The conclusion that emerges is that those who believe that AML obstructs objectives, requires a certain amount of sacrifice and waste, and lacks effective utility are more likely to reject it. One way to overcome the obstacles and sacrifices of bias caused by AML is to send an advertising message that users can clearly benefit from. If an ad is framed as useful and beneficial, consumers are less likely to feel irritated by it and are therefore less likely to avoid it. In this section, the strengths, limitations and contribution to the existing literature are considered as follows: Article 1 is written logically due to the consistency of the organizational structure and reporting of results. In this case, by applying focus groups, the article stabilized the creation of broader and deeper perspectives and proved to be the most appropriate method for gathering valuable information on a controversial topic. Several drawbacks of this study consist of the lack of generalizability of the results mainly due to the sample size and the intervention area. Therefore, quantitative research, further research on shock advertising in other types of social media and larger samples of participants is strongly recommended. Participant focus groups lack diversity. Additionally, research findings on how education affects research apprehension would better inspire readers. This research contributes to contributing and promoting..