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Dissertations / Theses on the topic 'Marketing interactif'

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1

Merle, Aurélie. "La valeur perçue de la customisation de masse : proposition et test d'un modèle conceptuel intégrateur." Aix-Marseille 3, 2007. http://www.theses.fr/2007AIX32081.

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La problématique de cette thèse consiste à s’interroger en profondeur sur la valeur perçue de la customisation de masse (CM) par le consommateur. En nous basant sur le cadre théorique de la valeur d’Aurier et al. (2004), trois questions de recherche sont formulées : pourquoi et sur quelle(s) dimension(s) le consommateur valorise-t-il la CM ? Comment et dans quelle mesure ces sources de valorisation influencent-elles la valeur globale perçue de la CM ? Comment se forme la valeur d’usage de la CM ? Une étude qualitative multi-méthodes et une revue de littérature permettent d’identifier deux sour
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2

Elboudali, Alaa. "Le développement d'un outil de conception d’un magasin virtuel en se basant sur l'expérience comportementale du consommateur." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE035.

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Ce projet porte sur l’étude d’une nouvelle méthodologie d’aide à la conception d’environnements virtuels de vente, basée sur le comportement des consommateurs en réalité virtuelle. Le marché du e-commerce, est en perpétuelle évolution qui redéfinie le comportement d’achat des consommateurs. Dans le cadre d'une convention CIFRE, DIAKSE une entreprise spécialisée dans la création de magasin en réalité virtuelle pour les sites de e-commerce cherche à développer une nouvelle solution intelligente d'analyse comportementale. L’état de l’art nous a permis de nous intéresser à comment peut-on intégrer
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3

Pagani, Margherita. "The Role of consumer experiential engagement in new media based social networks environnments : implications for marketing strategies." Thesis, Lyon 3, 2015. http://www.theses.fr/2014LYO30091.

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Le but de cette thèse est de comprendre comment les entreprises peuvent faire augmenter une expérience donnant naissance à l’engagement des consommateurs grâce aux nouveaux médias (comme les vidéos du Web, les dispositifs de téléphonie mobile et la télévision "traditionnelle") afin de stimuler le comportement actif des clients et de redéfinir des stratégies commerciales de marketing. Nous avons structuré notre analyse sur trois études d’approche.Dans la première étude, nous avons décrit comment l'engagement personnel avec le contenu et l'engagement social interactif (résultant du sens perçu de
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4

Salgado, Stéphane. "Expérience de co-création d'innovation, ECCI, et développement de nouveaux produits : conceptualisation, mesure et test d'un modèle intégrateur relatif aux causes et aux effets de l'ECCI sur la créativité." Electronic Thesis or Diss., Aix-Marseille, 2015. http://www.theses.fr/2015AIXM1027.

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Ce travail doctoral concerne l’expérience de co-création d’innovation, il s’agit de concours d’innovation organisés par les marques à travers des plateformes internet. Cette pratique présente l’intérêt de produire des idées créatives à moindre coût et dans un délai plus court. Cependant cette démarche d’innovation n’est pas sans poser de nombreuses questions en termes d’ergonomie du site et de politique de stimulation favorisant l’engagement des consommateurs. A partir de quatre études empiriques, deux qualitatives et deux quantitatives, (1) nous identifions les motivations des consommateurs à
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5

Wokekoro, Victor Dike, and Kritsada Lerdthamanad. "Gender Encounter during Interactive Marketing." Thesis, Mälardalens högskola, Akademin för hållbar samhälls- och teknikutveckling, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12880.

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Gender encounter during interactive market is indeed a dynamic aspect of a marketing that affects its’ outcome which is to seal sales. The dynamic implication gender encounter has brought about the researching of both same gender and cross gender encounter in this paper. The division and independent investigate of same gender and cross gender encounter had given a clear motive on the gender preference among male and female students towards same/cross gender encounter. In actualizing this purpose, quantitative approach was use while the realist is the explanatory grid which constructed argument
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Ruchirat, Chatchalee. "Marketing-manufacturing interaction in Thai firms." Thesis, University of Nottingham, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.396801.

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7

Počiuipa, Paulius. "Interaktyvaus marketingo įdiegimo viešbutyje „Daniela“ modelis." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2008. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20081202_133810-60324.

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Magistro darbo tikslas - atlikus interaktyvaus marketingo teorinę analizę, parengti interaktyvaus marketingo modelį, tinkamą taikymui realiai veikiančioje įmonėje. Magistro darbą sudaro trys dalys: interaktyvaus marketingo teorinė analizė, interaktyvaus marketingo įdiegimo viešbutyje „Daniela“ galimybių analizė bei rekomendacijos, kaip sukurti viešbučiui „Daniela“ pritaikytą interaktyvaus marketingo modelį. Pirmojoje darbo dalyje yra atlikta interaktyvaus marketingo teorinė analizė, atskleidžiant interaktyvaus marketingo koncepcijos sampratą, nagrinėjami interaktyvaus marketingo strateginiai b
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Kamvysselis, Maria Ioannis 1976. "Design for marketing : interactive market research tools." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/89332.

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9

Schweda, Anika. "Interactive television and tourism: marketing WA to the UK pleasure travel market through interactive television applications." Thesis, Schweda, Anika (2004) Interactive television and tourism: marketing WA to the UK pleasure travel market through interactive television applications. PhD thesis, Murdoch University, 2004. https://researchrepository.murdoch.edu.au/id/eprint/296/.

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As an information intensive industry and as one of the most progressive industries in information technology adoption, travel and tourism provides an ideal context in which to investigate how new technologies such as interactive television challenge our understanding of media and media use. This research looks at how interactive television can be used by consumers and how it may be best applied by marketers in international holiday travel. Using the UK international traveller market to Western Australia as case in point, this research had three main research goals: 1) to understand how tra
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Schweda, Anika. "Interactive television and tourism : marketing WA to the UK pleasure travel market through interactive televsion applications /." Schweda, Anika (2004) Interactive television and tourism: marketing WA to the UK pleasure travel market through interactive television applications. PhD thesis, Murdoch University, 2004. http://researchrepository.murdoch.edu.au/296/.

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As an information intensive industry and as one of the most progressive industries in information technology adoption, travel and tourism provides an ideal context in which to investigate how new technologies such as interactive television challenge our understanding of media and media use. This research looks at how interactive television can be used by consumers and how it may be best applied by marketers in international holiday travel. Using the UK international traveller market to Western Australia as case in point, this research had three main research goals: 1) to understand how tra
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Hage, Ramsey. "Voice-enabled interactive e-commerce." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape8/PQDD_0004/MQ46580.pdf.

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12

Lundgren, Beatrice. "Online game design theories for interactive marketing : Gamification is not enough." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65927.

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This research looks at how interactive marketing can become more motivating for customers by designing it as a full game, not only by adding some game elements like in gamification. The result of the research gives marketers an alternative and complementary way of incorporating game design in marketing.The theory builds on fundamental online game elements and player types, assembled into a model for analysis also useful as a planning tool. The research conducted a qualitative case study of the Volvo XC90 First Edition campaign which gave insight on how game theories can be applied for more eng
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Jha, Deepika. "Two essays on multi-tasking, efforts interaction and compensation." Related electronic resource:, 2007. http://proquest.umi.com/pqdweb?did=1398609311&sid=1&Fmt=2&clientId=3739&RQT=309&VName=PQD.

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Montagno, Beth L. "Marketing public relations : a multimed[i]a campaign." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327295.

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This creative project consists of a literature review of material concerning the combination of traditional public relations and advertising tactics with new ideas of multi-media to create a field referred to as marketing public relations. The project also contains a DVD component that includes elements of a marketing public relations campaign designed for a small business in Muncie, Indiana. The DVD is formatted so that elements can be viewed independently and in any order the consumer chooses. This puts the user in charge of what they are viewing or listening to at any time.<br>Department of
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Öberg, Theodor, and Marcus Oldby. "Interactive Marketing: E-mail - Tomorrow´s Tool for Online Purchases." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-34998.

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This thesis aims to gain a better understanding of how customers behave with email and spontaneous online shopping and in which degree prospects or customer would be affected by functions in interactive e-mails.
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Chen, Yen-Fu. "Character design and marketing : designer toys /." Thesis website Online version of thesis, 2008. http://hdl.handle.net/1850/5754.

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Thesis (M.F.A.)--Rochester Institute of Technology, 2008.<br>Typescript. The accompanying CD-ROM includes sketches and Flash animations of all the characters. Includes bibliographical references (leaf 43).
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Nyblom, Oscar. "Analysing the digital marketing tool Digital Plattform : Identifying issues users are experiencing when using a digital marketing tool for the first time." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176573.

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Digital marketing is becoming more influential for businesses and along with it so does digital marketing tools. To make digital marketing tools useful for new users and businesses, they should be easy to use and allow for a good user experience. By analysing the digital marketing tool ‘Digital Plattform’ by Digital Marknadsplan, this study examines how to make design suggestions to improve user experience by using theories in interaction design and insights from user tests that highlights common issues. It turns out there are common issues that has been highlighted trough a heuristic analysis
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au, A. Schweda@murdoch edu, and Anika Schweda. "Interactive Television and Tourism Marketing WA to the UK Pleasure Travel Market through Interactive Television Applications." Murdoch University, 2004. http://wwwlib.murdoch.edu.au/adt/browse/view/adt-MU20050930.104954.

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As an information intensive industry and as one of the most progressive industries in information technology adoption, travel and tourism provides an ideal context in which to investigate how new technologies such as interactive television challenge our understanding of media and media use. This research looks at how interactive television can be used by consumers and how it may be best applied by marketers in international holiday travel. Using the UK international traveller market to Western Australia as case in point, this research had three main research goals: 1) to understand how trave
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Granholm, Madelene, and Sofie Windh. "Social media marketing : How does your company interact with customers?" Thesis, Högskolan i Halmstad, Sektionen för ekonomi och teknik (SET), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15795.

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The purpose of this thesis was to gain an understanding of how the use of social media can build customer relationships and how interactions in these communication channels can be managed and optimized. A qualitative and deductive method was chosen for a deeper, more detailed and descriptive explanation of the considered topic. Three case studies have been implemented since this method was optimal to the purpose. Creating customer relationships through social media demands an understanding from a company perspective regarding how to treat customers well, encourage interactions and offer valued
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Kursenko, Yuliya, and Юлія Андріївна Курсенко. "Interactions of marketing and logistics functions." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/50541.

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1. Z. M. Abbas Bhaya and all. Impact of Logistics Activities For Improving Marketing Performance Via Bayesian Quantile Regression: An Analytical Study In Omnnea Telecom Iraq: Bucharest, Romania, 2017, p 462-473 2. Ciesielski, M. Logistyka w strategiach firm, PWN, Poznań, 1999, p 159 3. BLAIK, P. Logistyka. Koncepcja zintegrowanego zarządzania, wyd. II, PWE, Warszawa, 2001, p 239 4. Liubovyna D. Rol lohystyky na sovremennom predpryiatyy. Yzdanye «fynansovaia hazeta-ekspo», №5, 2007.<br>Marketing and logistics represent some of the key areas of companies’ activities that have direct impact
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Changal, Karthik Reddy. "Effect of perceived interactivity of online stores on purchase intention." Online access for everyone, 2005. http://www.dissertations.wsu.edu/Thesis/Spring2005/K%5FChangal%5F030305.pdf.

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Wu, Guohua. "The role of perceived interactivity in interactive ad processing /." Digital version accessible at:, 2000. http://wwwlib.umi.com/cr/utexas/main.

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Aofeng, Zhuang, and Bao Han. "Virtual Reality in Marketing—An explorative study." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12148.

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Recently, virtual reality (VR), as a new form of technology is developing and evoking public interest. VR technology can provide an artificial realistic environment controlled by body movements. The technology has been applied in many areas for example movies and other entertainments. It provides interactive experiences and it is still developing to many other new fields like medicine and the military.It is exciting to look into how virtual reality technology can be helpful to some new areas such as marketing. The purpose of this thesis is to try to find out whether virtual reality technology,
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Roehm, Harper. "Persuasion and the new media : interactive marketing communications and attitude change processes." Connect to resource, 1999. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1261236409.

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Eynard, Francis. "Apprentissage organisationnel et marketing "hygiénique" : interaction dans la restructuration des P.M.E. industrielles." Amiens, 1996. http://www.theses.fr/1996AMIE0057.

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L'étude de l'apprentissage traite de ses fondements physiques et psychologiques, dans la première partie. Appliqué à l'organisation du travail, l'apprentissage psychologique semble remettre en cause la vision conventionnelle du travail et celle de l'organisation. L'apport de la biologie et de l'écologie, au travers des théories de l'évolution et du stress, contribue à l'explication de l'interaction entre l'individu et l'organisation. La seconde partie tente d'apporter une validation empirique de cette hypothèse par une approche stratégique de la décomposition et recomposition des entreprises.
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Bimpli, Iva. "Investigating Ethical Decision Making in Marketing Research: An Exploratory Study Towards the Interaction of Different Moral Agents in Marketing Research." Thesis, University of Bradford, 2015. http://hdl.handle.net/10454/14401.

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Ohrelius, Josephine, and Olga Tytarenko. "The significance of participation as a marketing tool." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-548.

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<p>The purpose of this thesis is to describe and analyze the process of creating of the marketing mix model as well as to investigate whether the participation can be a possible new concept for this model. The empirical material is based on eight interviews conducted on Gotland with the companies that have contributed with their views on the issue. The respondents were selected due to their background in the professional marketing field. The method is qualitative and is based on semi-structured interviews. The conclusions of the research demonstrate that the concept participation could be rank
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Olander, Lena, and Rebecka Charpentier. "Internet : som kompletterande kommunikationskanal till Event Marketing." Thesis, Södertörn University College, School of Communication, Technology and Design, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-352.

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<p>The aim of this essay is to examine how the Internet functions as a communication channel to Event Marketing. We have investigated what makes the Internet unique as a communication channel for events and how Internet has been used for event marketing. We have mapped fundamental theories within marketing, media, communications and human-computer interaction, which together describe event marketing. We have carried out case studies on two event-marketing projects where the Internet has played a major role. The first project was XCT which is a project developed by the company Eventum AB. The s
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Macias, Wendy Ann Martin. "The effect of interactivity on comprehension and persuasion of interactive advertising /." Digital version accessible at:, 2000. http://wwwlib.umi.com/cr/utexas/main.

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Dalakas, Vassilis. "The interaction of cognition and affect in consumption experiences : implications for services marketing /." view abstract or download file of text, 1999. http://wwwlib.umi.com/cr/uoregon/fullcit?p9947975.

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Thesis (Ph. D.)--University of Oregon, 1999.<br>Typescript. Includes vita and abstract. Includes bibliographical references (leaves 144-156). Also available for download via the World Wide Web; free to University of Oregon users. Address: http://wwwlib.umi.com/cr/uoregon/fullcit?p9947975.
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Rosin, Fredrik, and Aydin Eslami. "Interactive Agents; : A value adding service?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-6633.

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“Just as the consumer is becoming more intelligent, the company in parallel should become more intelligent about the customer” (Raisch, 2000, p.4). Internet has become a huge marketplace and to stay competitive in this growing marketplace, companies must improve the way they interact with their customers (Rayport &amp; Jaworski, 2005). As the amount of information online is rapidly growing, customers are becoming more intelligent. Intelligence that in turn makes them more powerful as they with high knowledge becomes high involvement purchasers, which is the opposite to what companies desire. M
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Salgado, Stéphane. "Expérience de co-création d'innovation, ECCI, et développement de nouveaux produits : conceptualisation, mesure et test d'un modèle intégrateur relatif aux causes et aux effets de l'ECCI sur la créativité." Thesis, Aix-Marseille, 2015. http://www.theses.fr/2015AIXM1027.

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Ce travail doctoral concerne l’expérience de co-création d’innovation, il s’agit de concours d’innovation organisés par les marques à travers des plateformes internet. Cette pratique présente l’intérêt de produire des idées créatives à moindre coût et dans un délai plus court. Cependant cette démarche d’innovation n’est pas sans poser de nombreuses questions en termes d’ergonomie du site et de politique de stimulation favorisant l’engagement des consommateurs. A partir de quatre études empiriques, deux qualitatives et deux quantitatives, (1) nous identifions les motivations des consommateurs à
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Stańczak, Julia. "Internship report : markets for interactive whiteboards in Portugal, France and Poland." Master's thesis, Universidade de Aveiro, 2011. http://hdl.handle.net/10773/5367.

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Mestrado em Línguas e Relações Empresariais<br>Este relatório visa sumarizar o meu estágio curricular efectuado na empresa de investigação e desenvolvimento Ubiwhere. A empresa concentra as suas actividades na área das mais novas tecnologias, dando particular ênfase em redes e telecomunicações. Entre os seus muitos projectos, a empresa Ubiwhere cria software para as mais novas soluções tecnológicas para educação - quadros interactivos. Durante o desenvolvimento do programa pelos engenheiros de software da Ubiwhere, a empresa precisava de uma pessoa responsável pela pesquisa de mercado e prepar
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Eckert, Andrew C. "Interactive tutorials in the marketing of digital cameras : how tutorials benefit consumers & retailers /." Online version of thesis, 2008. http://hdl.handle.net/1850/8019.

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Hallgren, Johan, and Olle Geijer. "Småföretags värde av studenters examinationsarbeten." Thesis, Högskolan Väst, Institutionen för ekonomi och it, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-4481.

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Purpose: To concretize the various factors on students' theses that are perceived valuable and can contribute to corporate profitability. In our investigation, we want to strengthen the understanding of a "win-win-situation" of cooperation between students and businesses. Methodology: In this study, we have chosen a qualitative approach in which five personal interviews with various organizations that are active in a knowledge intensive industry. A semi-structured questionnaire was used in our interviews. Theory: Our theoretical framework has two broad areas. Introductory chapter is based on t
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Zhao, Miao. "Attribute-level interactivity, satisfaction, and loyalty in the online environment /." View online ; access limited to URI, 2003. http://0-wwwlib.umi.com.helin.uri.edu/dissertations/dlnow/3115643.

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Katarina, Hägglund. "Presenting information through a dashboard for Smart Video evaluations : The process of developing a design for a marketing dashboard." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148454.

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Using the internet for watching videos or online shopping keeps growing, along with video advertisement to increase online sales. To know if the video actually increases the online sales, the owner of a video ad wants to do follow ups on how the video is doing, and get statistics. A different solution from the original video ads is Smart Video. It is an interactive video player with a clickable slideshow of products. This video can get even more types of statistics than a normal video, and today that statistic is not accessible for the Smart Video clients, without the help of someone from the
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Hamilton, Victoria N. "DETERMINING MILLENNIAL FOOD BUYING PREFERENCES: BASED ON PRODUCT MARKETING WITH “BUZZWORDS”." UKnowledge, 2018. https://uknowledge.uky.edu/cld_etds/40.

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This research focuses on the importance on the Millennial Generation and their perceptions of food buzzwords. Since the Millennial Generation is the largest group purchasing and preparing their own foods, the food industry is becoming dependent on their buying preferences. A survey reflected the participants’ demographics and their buying preferences based on a series of food buzzwords when they are purchasing foods. Results show the Millennial Generation prefers “local” buzzwords. As the Millennial Generation continues to purchase foods for themselves and their families, it can be expected th
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Bortoli, Luiza Venzke. "Atividades de marketing diante das interações de consumidores de diferentes idades: um estudo em cursos de idiomas." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/12/12139/tde-28062011-193521/.

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A interação entre consumidores no encontro de serviços é parte de sua prestação. Essa interação é mais importante em serviços de alto contato. Um dos fatores que influencia na opinião quanto ao comportamento de outros consumidores no ambiente de serviço é a idade. Este trabalho teve como objetivo principal identificar e analisar as atividades de marketing referentes ao encontro de serviços quando tratam de consumidores de diferentes idades com verificação de campo em cursos de idiomas. Para atingir esse objetivo, realizou-se, primeiramente, um referencial teórico, abordando serviços, marketing
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Oliveira, Celina Santos de. "Neighborhood effects on individual choice of marketing working in fortress." Universidade Federal do CearÃ, 2012. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=8720.

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FundaÃÃo de Amparo à Pesquisa do Estado do CearÃ<br>Recent studies have shown the importance of self-employment as an alternative to wage employment and a response to unemployment. In this context, this paper aims to examine empirically the determinants that influence the workersâ choice between selfemployment and wage worker, emphasizing the influence of neighborhood effects on this choice. To accomplish this task itusesa Multilevel Model for Discrete Choice and data set about individualsâ labor market drawn from the Survey on Employment and Unemployment (Pesquisa de Emprego e Desemprego â PE
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Weber, Verena [Verfasser], Ove [Gutachter] Jensen, and Martin [Gutachter] Fassnacht. "Dual orientation research: collision or collusion? : the interaction of a return-on-marketing orientation and a relationship marketing orientation / Verena Weber ; Gutachter: Ove Jensen, Martin Fassnacht." Vallendar : WHU - Otto Beisheim School of Management, 2019. http://d-nb.info/1200916875/34.

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Andriuzzi, Andria. "La conversation de marque à la lumière de la théorie du face-work : impact de la stratégie d’interaction des marques sur l’attitude des internautes." Thesis, Paris 1, 2017. http://www.theses.fr/2017PA01E011.

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Les interactions entre marques et consommateurs font l’objet de nombreuses recherches, notamment depuis l’avènement des médias sociaux. Cette recherche porte sur un mode d’interaction peu étudié, la conversation de marque, définie comme une suite de messages échangés en ligne et en public entre plusieurs individus dont un au moins représente une marque. Pour étudier ce phénomène, nous réalisons deux études qualitatives et trois études quantitatives. En faisant appel à la théorie du face-work, nous montrons que la marque parait plus humaine quand elle respecte les règles de la communication int
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Blake, Todd Arthur. "Micro Coin (TM) Computer Interactive Educational System." Virtual Press, 1985. http://liblink.bsu.edu/uhtbin/catkey/491464.

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The purpose of this creative project was to develop a promotional videotape to be used in the marketing process of Micro Coin(TM). This area had not been explored before by Micro Coin Electronics Incorporated. Based on the information given to me about Micro Coin I was given total control of the content of the videotape. I based my creative project on comparing current marketing techniques of computers and computer software, and Micro Coin builds and improves those techniques. Micro Coin is such a revolutionary idea, there was the need to show an example of Micro Coin being used. I learned tha
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Vezeau, Karine. "Une analyse exploratoire des éléments constitutifs de la confiance relationnelle dans les blogues d'entreprises." Mémoire, 2011. http://www.archipel.uqam.ca/4054/1/M12083.pdf.

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La confiance est au centre de toute relation d'affaires et est essentielle, surtout en ligne. Puisque certaines entreprises ont trompé les consommateurs dans le passé en ne jouant pas la carte de la transparence dans les blogues, certains internautes sont restés méfiants quant à l'utilisation des blogues par les entreprises. Le but de cette recherche exploratoire est de mieux comprendre les caractéristiques du blogue et de sa pratique ainsi que de vérifier la relation entre ces dites caractéristiques et la confiance qu'un lecteur peut développer envers un blogue d'entreprise et son auteur. Not
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CHU, CHIA-YING, and 朱家瑩. "A Study of Internal Marketing and Interactive Marketingof Preschool in Taipei." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8h5sf7.

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碩士<br>國立臺灣師範大學<br>人類發展與家庭學系<br>105<br>The study employs the questionnaire survey procedure and aims to discuss the views of educators and parents about internal marketing and interactive marketing administered by both public and private preschools in Taipei. This thesis also describes the relation between the background of educators and internal marketing as well as interactive marketing, and the relation between the parents’ background and interactive marketing. In addition, this study explores how internal marketing affects interactive marketing. The writer designed a unique questionnaire In
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Fann, Chi-Wen, and 范紀文. "Personalized Interactive Marketing Mechanisms On WWW." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/61850211889021265471.

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碩士<br>國立屏東科技大學<br>資訊管理系<br>87<br>Simple models of customer interactivity and relationship accumulation over computer networks are proposed, and, together with heuristic models of customer behaviors and preference extraction, theoretic basis are formed for guiding the design and development of personalized interactive marketing mechanisms on the World Wide Web. Additionally, lowering users'' direct involvement and exploring uses of relationship accumulation and its derivatives are emphasized in user preference extraction process via a prefe
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Wu, Tien-Fu, and 吳天富. "How Internal Marketing, External Marketing and Interactive Marketing Create Organizational Performance_An Example of Banking Industry." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/295h7h.

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碩士<br>東吳大學<br>企業管理學系<br>102<br>The enterprise is a combination of people and organization, its management exists multi-dimantion and complicated linked relationship, and provides customers satisfactory product or service to obtain the biggest profits for entrepreneur and shareholder through a variety of management activities. Because the business competition is fierce day by day, and the evolution of marketing idea, marketing method of enterprise also gradually develops into internal marketing and interaction marketing from traditionally external marketing. By the different marketing ideas
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Madansky, Michele. "Traditional ads in an interactive environment /." 1999. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:9935606.

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Sohn, Dongyoung Leckenby John D. "Interactive media and social exchange of market information." 2005. http://repositories.lib.utexas.edu/bitstream/handle/2152/1732/sohnd18210.pdf.

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Sohn, Dongyoung. "Interactive media and social exchange of market information." Thesis, 2005. http://hdl.handle.net/2152/1732.

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