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51 Cards in this Set
- Front
- Back
The Leisure Triad |
Amusement Entertainment Recreation |
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Amusement |
Diversions such as games & the satisfaction derived from playing games. |
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Entertainment |
Live & mediated performance experiences such as a concert, dance, or drama, even comedy or magic. |
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Recreation |
Activities we do either for personal satisfaction or creative enrichment |
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Entertainment As Content |
As a Live Performance As an Interactive Experience As Media |
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Experience Entertainment (4 ways) |
Passive Educational Escapist Esthetic |
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Passive |
Simply absorb an experience through our senses without much participation. |
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Educational |
Requires the active engagement of the person’s mind, occurs with problem-solving. |
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Escapist |
Provides a respite from real life in venues such as theme parks, casinos, role-playing video games. |
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Esthetic |
Immerse yourself into a cultural experience, but remain witnesses. |
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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. |
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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. |
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5 Entertainment Genres |
Live Performance Destinations & Places Attractions & Themed Venues Mediated Entertainment Celebrities and stars |
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Stealth Marketing |
Marketing where audience is not aware they are being marketed to. |
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Tie-Ins |
Connecting one event or product wither another event and/or product so that both brands benefit. |
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Horizontal Axis |
Details the level of guest participation (Entertainment/Educational) (Esthetic/Escapist) |
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Vertical Axis |
The connection that unites the customer with the event or performance (Entertainment/Esthetic) (Educational/Escapist) |
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Time & Attention In Entertainment Marketing |
Recording, Arts, Television, Radio (The Cultural Industries) are all selling & marketing experiences not physical products or services. |
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3T Technique |
Tickle Transfer Trap |
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Tickle |
Get audiences excited or intrigued well before an event. |
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Transfer |
Turn that tickle into a desire to attend or see something. |
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Trap |
Present the audience with an immediate way to purchase tickets & trap them into the experience. |
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Evoked Set |
a running list of entertainment options that match their desires. |
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Attention Economy |
Attention is currency |
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Adver-Games |
Combine games and marketing content served up on the Internet. |
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Adver-tainment |
pairing stars with branded products |
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Product Messages |
advertising into scripted and unscripted television programming. |
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Advertorial (inserts) |
written content that serves as branded advertising |
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Licensed merchandise |
Toys, clothes…. |
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Advertiser funded programs |
“Presented by…..” |
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Discount coupons |
“Buy Pepsi & get $5 off Sox Tickets” |
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A good marketer seeks to understand their audience’s: (3 things) |
motives, needs, and behaviors. |
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What Is An Audience? |
People who come together in one place to give attention to live performance, gaming, or viewing a spectacle. |
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Taste Cultures |
Dependent upon entertainment products – outcomes of form, style, presentation or genre that match the lifestyle of an audience segment. |
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Spectacle/Audience Paradigm |
Centered around the idea of “Performance” |
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“Performance” |
relationship between the audience and the performer. |
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4 levels of audience types |
Simple Mass Diffused Postmodern |
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Simple Audiences |
Simple Audience members attend concerts, plays, festivals, carnivals, sports, and religious events. |
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Mass Audiences |
Mass Audiences are invisible because they are entertained at home or in movie houses. |
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Diffused Audiences |
The idea that all the world is a stage. |
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Postmodern Audiences |
Identities can vary in longevity & defining power. |
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What is an audience's motivation? |
Usually, a consumer is motivated because they want to satisfy a need. |
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Perceived lack |
the consumer must realize that they need something. |
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Uneasiness As Motivation |
Once the consumer realizes their need, an uneasiness is created which they need to satisfy. |
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Diversion |
Attend special events, visit amusement parks, travel etc… Active Participation & Immersion (People want to get away) |
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Stress Relief |
People want to let go of daily pressures and relax, experience sensory pleasures. Passive Participation & Absorption |
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Emotion-Based Audience Motivations |
Humans need to feel a sense of safety, belonging, shared identity. |
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4 emotion-based audience motivations |
Achievement Power Novelty Self-Esteem |
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Achievement |
The drive to experience emotion in connection with evaluated performance. Entertainment tied to self-esteem. |
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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. |
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Novelty |
Making yourself stand out through entertainment and entertainment experiences. |