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    1. Brand awareness: Building brand awareness by exposing the brand to new people. 2.Brand reputation: Improving brand reputation management by increasing positive brand mentions and reducing the negative brand mentions. 3. Engagement: Increasing engagement with the brand company. 4. Reach: Increasing reach of thought leadership content. 5 Increasing Exposure. 6. Increasing Traffic. 7. Increasing Engagement. 8. Developing Loyal Fans 9. Generating Leads. 10. Growing Business Partnership 11.…

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    Improving Customer Loyalty and Satisfaction with Epicor ERP Integration of eCommerce Improving Customer Loyalty and Satisfaction with Epicor ERP Integration of eCommerce Today’s eCommerce applications greatly depend on powerful self-service tools that that improve customer loyalty. Integrating the software provides many B2B benefits for satisfying customers and improving the customer experience. Epicor ERP software offers automatic upgrades so that online organizations always have the latest…

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    Arc Teryx Case Analysis

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    The following is an integrated marketing communication (IMC) plan is designed for a technical outdoor clothing company, called Arc’teryx. This plan includes a situation analysis, the IMC objectives and strategy and tactics. This plan will also include assumption, target audiences, Budget and implementation. In addition, a media plan and methods of evaluating the success of this IMC plan are described. 2. Introduction Arc’teryx is a technical high-performance outerwear and equipment company…

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    Clipping Research Papers

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    Clipping makes the party music for the "club you wish you hadn 't gone to, the car you don’t remember getting in, and the streets you don’t feel safe on." Clipping first bled into the modern rap scene with a twisted combo of radical lyrics and minimalistic production. The trio maintains a fearless approach to hip hop, taking a classic West Coast sound, flipping it, and then distorting it into a warped vision of "twenty different rappers looking into one broken mirror". They stunned audiences…

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    Video games can lead to addiction, depression, aggression, and many health issues. In fact, research has been conducted for decades on the negative effects of video game play. So why then have video games become over a $16 billion industry? Well, video games have immense positive potential. In addition to their entertainment value, video games can offer considerable success when they are designed to address a specific problem or teach a specific skill. Video games can be a particularly valuable…

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    Video games have been very controversial when it comes to human behavior and mental stability. Video games have evolved tremendously since they were first introduced. There are several questions that arise when focusing on human behavior when it comes to video games. Two questions in particular are, “Do video games impact behavior is negative ways? and “Do video games effect human behavior. Several different theories were explored in the journal article “Brains on video games”. Six experts…

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    increasingly consumer-focused society (Mickle). In 1962, America saw the invention of the first video game, known as Spacewar, thrusting video games into the limelight, which would have a rippling effect as seen by the popularity of video games today. It was the inspiration for many other video games over the next decade. This warranted its position on a list that honored the top 10 most influential video games (Oxford). Another highly influential development in 1962 was the creation of red…

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    Mobile Video Case Study

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    Mobile Video Trends In 2016 You Need to Know A recent report published by comScore highlights important trends in how audiences consume videos on their mobile devices. Specifically, YouTube’s video app has earned the second most unique visitors year over year with only Facebook ranking higher. With YouTube acting as the undisputed king of online video and Facebook beefing up its own video platform, 2016 is poised for brands ready to commit to mobile video marketing. << Insert Image One…

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    Pros and Cons of Video Games Video games have been around for more than 40 years and have kept advancing with each decade. According to Stastica.com1, as of 2013, the time spent playing a video game is 23.2 minutes per day. That adds up to over 150 hours a week. The video game industry is projected to grow to more than 101.6 billion in revenue in 2014 according to Gartner, Inc.’s (American information technology research and advisory) projections. Have you ever wondered how this could affect…

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    already uses the internet to watch videos so using it to watch all of the content they visually consume would not be that large of a jump. Reasons why the internet will put traditional television out to pasture start with the price. The price difference between traditional and internet based television is quite astonishing. Last year in 2013 the average price of basic service, according to the Federal Communications Commission, was $22.63 a month, for expanded basic service it an average cost of…

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