772 resultados para Social Media Marketing Sport NBA Web2.0


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Research regarding the use of social media among travelers has mainly focused on its impact on travelers’ travel planning process and there is consensus that travel decisions are highly influenced by social media. Yet, little attention has been paid to the differences among travelers regarding their use of social media for travel purposes. Based on the use of travel social media, cluster analysis was employed to identify different segments among travelers. Furthermore, the study profiles the clusters based on demographic and other travel related characteristics. The findings of this study are important to online marketers to better understand traveler’s use of social media and their characteristics, in order to adapt online marketing strategies according to the profile of each segment.

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Simpósio de Informática (INForum 2015), Covilhã, Portugal. Notes: Best paper award nominee.

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The ever increasing popularity of social media makes it a promising source for the personalization of gameplay experiences. Furthermore, involving social network friends in a game can greatly enrich the satisfaction of the player and also attract potential novel players to a game. This master thesis describes a social overlay designed for desktop games, called GameNshare. It allows players to easily capture and share with multiple social networks game-related screenshots, videos and stories. Additionally, it also provides asynchronous multiplayer game mechanics to directly integrate social network friends in the game. GameNshare was designed to interact with the users in a non-intrusive way allowing them to be in complete control of what is shared. It prevents unsolicited sharing of messages, a key problem in social media integration tools, by the use of built-in message monitoring and anti-spam measures. GameNshare was specially designed for players aged from 18 to 25 years that are regular users of Twitter and Facebook. It was tested by a group of 10 individuals from the target age range that were surveyed to capture their insights on the use of the social overlay. The implemented GameNshare features were well accepted by the testers that were also useful in highlighting features for future development. GameNshare ultimate goal is to make players look and ask for social integration and allow them to take full advantage of their social communities to improve gaming experiences.

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O objetivo deste estudo é explorar o impacto e benefícios das redes sociais no setor business-to-business (B2B) – um fenómeno recente e que, por isso, constituiu uma área ainda pouco explorada em termos académicos, particularmente em Portugal. Com base num inquérito realizado a 100 empresas portuguesas a operar em contexto B2B, este estudo demonstra claramente que os benefícios das redes sociais não são exclusivos das empresas business-to-consumer (B2C), contrariando assim a convicção que a aposta nestas plataformas constitui um desperdício para os mercados B2B. As empresas foram aliás unânimes em reconhecer a importância das redes sociais, contudo, nem todas parecem beneficiar ao máximo destas plataformas. Concluiu-se que, mais do que a área ou setor de atuação, fatores como o planeamento e compromisso determinam os resultados obtidos nas redes sociais. Evidência disso mesmo é o facto de 70% das empresas que atualizam o perfil do Facebook diariamente afirmarem já ter conseguido novas oportunidades de negócio com base em contactos feitos através das redes sociais, sendo que esta percentagem diminui consideravelmente (37%) quando se consideram as restantes empresas, com atualização menos frequente. Contudo, fica claro também que as empresas B2B portuguesas parecem não utilizar as redes sociais como veículo primordial para alcançar novas oportunidades de negócio, mas sim para desenvolver a notoriedade e imagem da marca, bem como aumentar o envolvimento e as experiências positivas com os clientes e potenciais clientes. Este estudo revela assim que, em contexto B2B, as empresas portuguesas encontram-se ativamente a fazer negócios através das redes sociais, embora exista ainda margem para se desenvolverem e tirarem ainda mais partido destas plataformas.

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Generating personalized movie recommendations to users is a problem that most commonly relies on user-movie ratings. These ratings are generally used either to understand the user preferences or to recommend movies that users with similar rating patterns have rated highly. However, movie recommenders are often subject to the Cold-Start problem: new movies have not been rated by anyone, so, they will not be recommended to anyone; likewise, the preferences of new users who have not rated any movie cannot be learned. In parallel, Social-Media platforms, such as Twitter, collect great amounts of user feedback on movies, as these are very popular nowadays. This thesis proposes to explore feedback shared on Twitter to predict the popularity of new movies and show how it can be used to tackle the Cold-Start problem. It also proposes, at a finer grain, to explore the reputation of directors and actors on IMDb to tackle the Cold-Start problem. To assess these aspects, a Reputation-enhanced Recommendation Algorithm is implemented and evaluated on a crawled IMDb dataset with previous user ratings of old movies,together with Twitter data crawled from January 2014 to March 2014, to recommend 60 movies affected by the Cold-Start problem. Twitter revealed to be a strong reputation predictor, and the Reputation-enhanced Recommendation Algorithm improved over several baseline methods. Additionally, the algorithm also proved to be useful when recommending movies in an extreme Cold-Start scenario, where both new movies and users are affected by the Cold-Start problem.

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Social Media @ Galp Project had a very specific purpose – analyze the feasibility for Galp to enter in new Social Media platforms and, if appropriate, develop a short-term strategy for the entrance in which some guidelines are valid for the medium-long-term. As expected, the majority of the project was focused on the second part, which consists in an analysis of some aspects concerning the organization as well as in the relationship with customers and public in general

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This study consists of the reflection on a consultancy project developed by four students and one project manager from NOVA SBE. In attempting to assist Galp Energia structure the operationalization of an entry into Social Media, we were confronted with first-time challenges in real-life highly demanding workplace situations. The following considerations attempt to defuse the problem-solving mindset of the practical experience from the methodological development and learning experience extracted from the consulting line of work

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The purpose of this project was to study a possible presence of Galp at Social Media. The importance of this study appears as a consequence of the company’s need to adapt to a new mean of communication that is changing our society and the companies way of doing business. In the consulting labs, the analysis was done taking into account the best practices for business at Social Media and the singularities of the company. The output of this study was a collection of specific guidelines concerning several fields to develop a strategic presence at Social Media.

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This study examined user-generated (UG) advertising in the context of social media networks. The focus was on how people, whether an expert in the area, a non-expert or a friend, influence the reader of the advertisement. Furthermore, the study analyzed how the certainty level of the UG advertisement influences the person viewing the ad. The study showed that for the friend source a high certainty message was more persuasive. However, regarding the certainty no significant results were found for the expert and non-expert. Further, the type of the source had a considerable impact on persuasion. Someone that we personally know (e.g., a friend) was rated most positive for all analyzes variables. This shows that with the rising usage of social media there are great opportunities for new effective advertising strategies that could include a new type of an endorser – friends.

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The aim of this research is to evaluate if a premium beauty brand, in this case, Lancôme, can influence positively the purchase intention from Brazilian young adults, between 18 and 29 years old, consumers of beauty products, by initiating a relationship with a local celebrity or “it” girl on social media. This hypothesis has not been tested, and this research is a first attempt of evaluating it. Additionally, the consumer behavior, brand preferences and social media activeness of this age segment in Brazil are further studied as important insights for beauty brands to conquer these consumers. Results did not confirm the positive influence of local celebrities on this age segment’s purchase intention but several suggestions are made for future research to revisit this topic. Furthermore, there is a significant brand love for M.A.C., an international Lancôme competitor, amongst this target, as well as a probable price sensitivity facing premium beauty brands.

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As the worldwide growth of social media usage and institutionalization by organizations rise worldwide little is known about the degree of professionalization that has occurred. By comparing data between two asynchronous countries this research project offers insights into its strategic usage as well as discovering an interesting dynamic between activity and professionalization.

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The Attorney General’s Consumer Protection Division receives hundreds of calls and consumer complaints every year. Follow these tips to avoid unexpected expense and disappointments. This record is about: Social Media Safety & Security

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La revolución que significó Internet a finales del siglo XX supone una oportunidad inmensa para el mundo corporativo. Con la aparición del Social Media y, en concreto, de las redes sociales, se han abierto un sinfín de nuevas oportunidades.No existe ningún otro invento que haya penetrado con tanta facilidad como lo han hecho estas plataformas; es el momento de que las empresas saquen provecho de ello.El objetivo principal de este proyecto consiste en identificar los beneficios potenciales para las empresas que conlleva actuar a través del Social Media. No contentos con eso, nos disponemos a mostrar las grandes razones por las que actuar: la posibilidad deidentificar las necesidades de tu público objetivo, huecos en el mercado y, por consiguiente, conseguir una ventaja competitiva clave en tu sector. ¿Cómo? La clave está en saber gestionar grandes volúmenes de información aplicando soluciones de inteligencia competitiva.Teniendo en cuenta que el proyecto gira entorno al Social Media, la estructura del mismo está dividida en dos grandes partes: en primer lugar estudiamos las claves de la investigación de mercados actual y, seguidamente, utilizamos una perspectiva más corporativa para mostrar las principales inquietudes que surgen en las empresas.Mediante ejemplos de casos prácticos muy relevantes, estudios que aporten datos clave y, sobre todo, las opiniones de profesionales del sector dentro y fuera de España, seremos capaces de deducir la importancia que tiene este terreno, así como el largo camino que nos queda a todos por delante.