Post by account_disabled on Mar 16, 2024 2:14:49 GMT -5
For example, of series and movie fans also consider themselves passionate about games; while of music lovers are also lovers of art and culture. of travel enthusiasts are also from the lifestyle segment; of sports fans are also interested in the wellness segment. In this sense, as í points out, a brand that is already operating in a certain area can explore a complementary area to expand its reach. The balance between content and commercial communication The data collected by the Entertainment Times report reflect, on the one hand, the acceptance of people's exposure to brands in leisure and entertainment; but they also indicate flaws in the company's approach to integration in this area.
The result can be a palpable desire to reach audiences in environments far removed from traditional advertising. The publisher's general manager, Javier Matarana, defined it as tyranny in the B2B Reviews Club debate after the study was published. In other words, brands are adopting tactics rather than strategy when venturing into entertainment and content generation, driven by the need to generate short-term results. Brands want to be a part of it, but at the same time, they want to force a lot of messaging and a pressing need for it, he commented. on informing, teaching and entertaining. Integrating the brand in this way will bring it more long-term revenue. points, with music, happiness, and series and movies at the top of the list, while lifestyle is at the bottom (rated below).
On the other hand, a metric has also been developed to determine affinity or engagement with a region based on the relationship between fans' ratings and those of those who simply consume the topic. Starting with points, gaming topped the list for positive affinity, followed by happiness and travel. On the other hand, series and movies, as well as music, have lower levels of engagement. The smaller the territory, the stronger your sense of belonging to it, commented Strategy Director Miguel Alonso Martinezí when presenting the report. In this line, he ensures that it's harder for followers to feel involved in the wider field. Territorial complementarity One of the report’s notable conclusions relates to territorial complementarity, that is, the synergy generated by the user interests of certain themes.
The result can be a palpable desire to reach audiences in environments far removed from traditional advertising. The publisher's general manager, Javier Matarana, defined it as tyranny in the B2B Reviews Club debate after the study was published. In other words, brands are adopting tactics rather than strategy when venturing into entertainment and content generation, driven by the need to generate short-term results. Brands want to be a part of it, but at the same time, they want to force a lot of messaging and a pressing need for it, he commented. on informing, teaching and entertaining. Integrating the brand in this way will bring it more long-term revenue. points, with music, happiness, and series and movies at the top of the list, while lifestyle is at the bottom (rated below).
On the other hand, a metric has also been developed to determine affinity or engagement with a region based on the relationship between fans' ratings and those of those who simply consume the topic. Starting with points, gaming topped the list for positive affinity, followed by happiness and travel. On the other hand, series and movies, as well as music, have lower levels of engagement. The smaller the territory, the stronger your sense of belonging to it, commented Strategy Director Miguel Alonso Martinezí when presenting the report. In this line, he ensures that it's harder for followers to feel involved in the wider field. Territorial complementarity One of the report’s notable conclusions relates to territorial complementarity, that is, the synergy generated by the user interests of certain themes.