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51 Cards in this Set

  • Front
  • Back

The Leisure Triad

Amusement


Entertainment


Recreation

Amusement

Diversions such as games & the satisfaction derived from playing games.

Entertainment

Live & mediated performance experiences such as a concert, dance, or drama, even comedy or magic.

Recreation

Activities we do either for personal satisfaction or creative enrichment

Entertainment As Content

As a Live Performance


As an Interactive Experience


As Media

Experience Entertainment (4 ways)

Passive


Educational


Escapist


Esthetic

Passive

Simply absorb an experience through our senses without much participation.

Educational

Requires the active engagement of the person’s mind, occurs with problem-solving.

Escapist

Provides a respite from real life in venues such as theme parks, casinos, role-playing video games.

Esthetic

Immerse yourself into a cultural experience, but remain witnesses.

How Are Experiences Perishable?

-Tastes of consumers change all the time.


-Entertainment is expected to be available “On-Demand”.


-Shelf-life is as long as audiences are willing to buy tickets for it.


-Experiences are time-sensitive.

How Are Experiences Intangible?

-They can’t be touched or grasped.




-Entertainment Marketers are selling a piece of time, a special moment, something that requires the audiences attention.

5 Entertainment Genres

Live Performance


Destinations & Places


Attractions & Themed Venues


Mediated Entertainment


Celebrities and stars

Stealth Marketing

Marketing where audience is not aware they are being marketed to.

Tie-Ins

Connecting one event or product wither another event and/or product so that both brands benefit.

Horizontal Axis

Details the level of guest participation


(Entertainment/Educational)


(Esthetic/Escapist)

Vertical Axis

The connection that unites the customer with the event or performance


(Entertainment/Esthetic)


(Educational/Escapist)

Time & Attention In Entertainment Marketing

Recording, Arts, Television, Radio (The Cultural Industries) are all selling & marketing experiences not physical products or services.

3T Technique

Tickle


Transfer


Trap

Tickle

Get audiences excited or intrigued well before an event.

Transfer

Turn that tickle into a desire to attend or see something.

Trap

Present the audience with an immediate way to purchase tickets & trap them into the experience.

Evoked Set

a running list of entertainment options that match their desires.

Attention Economy

Attention is currency

Adver-Games

Combine games and marketing content served up on the Internet.

Adver-tainment

pairing stars with branded products

Product Messages

advertising into scripted and unscripted television programming.

Advertorial (inserts)

written content that serves as branded advertising

Licensed merchandise

Toys, clothes….

Advertiser funded programs

“Presented by…..”

Discount coupons

“Buy Pepsi & get $5 off Sox Tickets”

A good marketer seeks to understand their audience’s: (3 things)

motives, needs, and behaviors.

What Is An Audience?

People who come together in one place to give attention to live performance, gaming, or viewing a spectacle.

Taste Cultures

Dependent upon entertainment products – outcomes of form, style, presentation or genre that match the lifestyle of an audience segment.

Spectacle/Audience Paradigm

Centered around the idea of “Performance”

“Performance”

relationship between the audience and the performer.

4 levels of audience types

Simple


Mass


Diffused


Postmodern

Simple Audiences

Simple Audience members attend concerts, plays, festivals, carnivals, sports, and religious events.

Mass Audiences

Mass Audiences are invisible because they are entertained at home or in movie houses.

Diffused Audiences

The idea that all the world is a stage.

Postmodern Audiences

Identities can vary in longevity & defining power.

What is an audience's motivation?

Usually, a consumer is motivated because they want to satisfy a need.

Perceived lack

the consumer must realize that they need something.

Uneasiness As Motivation

Once the consumer realizes their need, an uneasiness is created which they need to satisfy.

Diversion

Attend special events, visit amusement parks, travel etc… Active Participation & Immersion


(People want to get away)

Stress Relief

People want to let go of daily pressures and relax, experience sensory pleasures. Passive Participation & Absorption

Emotion-Based Audience Motivations

Humans need to feel a sense of safety, belonging, shared identity.

4 emotion-based audience motivations

Achievement


Power


Novelty


Self-Esteem

Achievement

The drive to experience emotion in connection with evaluated performance. Entertainment tied to self-esteem.

Power

-The drive to have control or influence over another person, group, or the world at large. Want to be recognized as an “expert”.


-Gain influence or prestige from others based on possessions or experiences.

Novelty

Making yourself stand out through entertainment and entertainment experiences.