000 | 09031cam a2200589 i 4500 | ||
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001 | 18136992 | ||
003 | KPTM | ||
005 | 20201201080410.0 | ||
008 | 140502s2015 caua b 001 0 eng | ||
010 | _a 2014939880 | ||
015 |
_aGBB4B9746 _2bnb |
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016 | 7 |
_a016913142 _2Uk |
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020 | _a9781446280737 (hbk) | ||
020 | _a144628073X (hbk) | ||
020 | _a9781446280744 (pbk) | ||
020 | _a1446280748 (pbk) | ||
020 | _z9781473910683 (ebook) | ||
024 | 8 | _a40024486868 | |
035 | _a(OCoLC)ocn902814158 | ||
040 |
_aAU@ _beng _erda _cAU@ _dOCLCO _dYDXCP _dUKMGB _dMUU _dDLC |
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042 | _alccopycat | ||
050 | 0 | 0 |
_aHF5415.1265 _b.D343 2015 |
082 | 0 | 4 |
_a658.872 _223 |
100 | 1 |
_aDahl, Stephan, _eauthor. |
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245 | 1 | 0 |
_aSocial media marketing : _btheories & applications / _cStephan Dahl. |
264 | 1 |
_aThousand Oaks ; _bSAGE, _c2015. |
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300 |
_axi, 268 pages : _billustrations ; _c24 cm. |
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336 |
_atext _btxt _2rdacontent |
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_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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337 |
_aunmediated _bn _2rdamedia |
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_avolume _bnc _2rdacarrier |
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_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _apt. 1. UNDERSTANDING ACTORS IN SOCIAL MEDIA MARKETING -- 1. Consumer Tribes And Communities -- Chapter Overview -- Learning Outcomes -- Towards Tribal Consumption -- The 'Usefulness' of Social Media -- Consumption in Context: From Exchange to Experience -- ThinkBox: Symbolic Consumption -- The Social Context: Subcultures and Tribes -- The Emerging Importance of Subcultures -- From Subcultures and Neo-tribes to the Tribal Mainstream -- Tribes or Brand Communities -- ThinkBox: Tribal Consumers -- Tribal Consumers and Traditional Marketing Concepts -- Summary -- Research Directions -- Research Highlight: Netnography -- Case Study: The Locker Room -- Further Reading -- References -- 2. Users And Co-Creation Of Value -- Chapter Overview -- Learning Outcomes -- Control and Co-creation of Value -- Control -- Co-creation -- Experience Economy -- Co-creation Concept -- Think Box: Service or Product? -- Value -- ThinkBox: Value -- Creating Value -- | |
505 | 0 | _aConsumer Roles -- Commercial Co-creation -- ThinkBox: Co-Creation -- Anti-consumption -- Critiques of Co-creation -- ThinkBox: Criticisms -- Co-creation and Traditional Marketing -- Summary -- Research Directions -- Research Highlight: Value Co-creation in an Online Brand Community -- Case Study: Volkswagen China -- Further Reading -- References -- 3. Brand And Anthropomorphic Marketing -- Chapter Overview -- Learning Outcomes -- Anthropomorphic Marketing -- From Hard Sell to Brand Personality and Brand Relationships -- Anthropomorphism in Marketing -- Definition of Anthropomorphic Marketing -- ThinkBox: Anthropomorphic Marketing -- Persuasiveness of Anthropomorphic Marketing -- Theoretical Explanations -- ThinkBox: Peripheral vs. Central Processing -- ThinkBox: Cultivation Theory -- Anthropomorphism in Social Media -- Criticism -- Summary -- Research Directions -- Research Highlight: My Friend Bud -- Case Study: 3's Dancing Pony -- Further Reading -- | |
505 | 0 | _aReferences -- pt. 2. UNDERSTANDING PLATFORMS IN SOCIAL MEDIA MARKETING -- 4. Traditional Social Media Platforms -- Chapter Overview -- Learning Outcomes -- Traditional Social Media -- Early 'Social Media': BBS, Usenet, Forums -- The Creation of the 'Social Web' and Web 2.0 -- ThinkBox: Web 1.0 Thinking vs Web 2.0 Thinking -- Theoretical Underpinnings -- ThinkBox: Social Contagion -- ThinkBox: Uses and Gratifications -- Summary -- Research Directions -- Research Highlight: Facing Facebook: Impression Management Strategies in Company-Consumer Interactions -- Case Study: Curators of Sweden -- Further Reading -- References -- 5. Gaming And Hybrid Platforms -- Chapter Overview -- Learning Outcomes -- Gaming and Hybrid Platforms -- Early Video Games -- From MUD to Second Life and Virtual Worlds -- ThinkBox: Hyperreality and Virtual Worlds -- In-game Advertising and Advergaming -- ThinkBox: Advergames -- Theoretical Models -- ThinkBox: Social Cognitive Learning -- | |
505 | 0 | _aThinkBox: L4MP and Flow -- Gamification -- ThinkBox: Gamification -- Summary -- Research Directions -- Research Highlight: Hyperreality -- Case Study: Doritos' iD3 Brand-building Game -- Further Reading -- References -- 6. Mobile And Location-Based Platforms -- Chapter Overview -- Learning Outcomes -- Mobile and Location-based Platforms -- ThinkBox: Mobile Social Media -- The Development of the Mobile Phone -- Mobile Computing -- Smart Phones -- Location-based and Other Enhanced Services -- Theoretical Considerations -- ThinkBox: Irritation vs. Usefulness -- Summary -- Research Directions -- Research Highlight: Mobile Gamification -- Case Study: American Express Sync -- Further Reading -- References -- pt. 3. UNDERSTANDING CONTENT IN SOCIAL MEDIA MARKETING -- 7. Persuasiveness -- Chapter Overview -- Learning Outcomes -- Social Media Persuasiveness -- Elaboration Likelihood Model -- Heuristic-Systematic Model -- Integrated Model of Persuasion -- | |
505 | 0 | _aThinkBox: ELM, HSM and the Integrated Model -- Other Factors Influencing Persuasion -- Persuasion Knowledge -- Online Persuasion Theories -- Functional Triad -- 7S -- ThinkBox: Functional Triad and 7S -- Positive Factors Influencing Persuasion -- Credibility -- Perceived Similarity -- Parasocial Relationships -- Summary -- Research Directions -- Research Highlight: Brand Image -- Case Study: M&M's® Brand: Find Red Promotion -- Further Reading -- References -- 8. Engagement -- Chapter Overview -- Learning Outcomes -- Engagement -- Definition of Engagement -- ThinkBox: Defining Engagement -- Attitude--Behaviour Gap -- Timing of Social Media Engagement -- ThinkBox: Timing of Engagement -- Types of Engagement -- Emotional Engagement -- Behavioural Engagement -- Engagement Outside the Brand Sphere -- ThinkBox: Types of Engagement -- Mere Virtual Presence -- Negative Engagement and Culture Jamming -- Reactance Theory -- ThinkBox: Reactance -- Summary -- | |
505 | 0 | _aResearch Directions -- Research Highlight: Engagement -- Case Study: World Humanitarian Day: I Was Here (2012) -- Further Reading -- References -- 9. Electronic Word Of Mouth (Ewom) -- Chapter Overview -- Learning Outcomes -- Word Of Mouth -- Definition of WOM -- Types of eWOM -- Associated Terminology -- ThinkBox: WOM, Viral and Buzz -- Effectiveness of WOM -- Two-Step Flow Theory -- Social Network Theory -- ThinkBox: Tie Strength -- Tie Strength -- Evaluation of Credibility of WOM Messages -- Motivators of WOM and eWOM -- ThinkBox: Motivators -- Valence and Volume -- Summary -- Research Directions -- Research Highlight: WOM and Loyalty -- Case Study: Shout Out Louds: Blue Ice -- Further Reading -- References -- pt. 4. UNDERSTANDING CONTEXT IN SOCIAL MEDIA MARKETING -- 10. Measurement, Metrics And Analytics -- Chapter Overview -- Learning Outcomes -- Measuring Social Media -- ThinkBox: Measurement Basics -- Stages of Social Media Measurement Planning -- | |
505 | 0 | _aFrequently Used Measuring Tools -- ThinkBox: Metrics -- Comparison to Traditional Websites -- Comparisons to Traditional Media -- Media Usage: Public vs. Private -- ThinkBox: Social Desirability Bias -- Message content: Information vs. Linking Value -- Summary -- Research Directions -- Research Highlight: Measurements -- Case Study: Predicting the Elections: Singapore -- Further Reading -- References -- 11. Cross-Cultural Aspects And Implications -- Chapter Overview -- Learning Outcomes -- Cross-cultural Aspects of Social Media -- Differences in SM Usage -- ThinkBox: Social Media Usage -- Cultural factors in Social Media Adoption -- ThinkBox: Agentic vs. Communal Friendship -- Reaction to Social Media -- ThinkBox: Anchoring -- Reflection of Cultural Values -- ThinkBox: Cultural Differences -- Summary -- Research Directions -- Research Highlight: Culture -- Case Study: Amnesty International: Trial By Timeline -- Further Reading -- References -- | |
505 | 0 | _a12. Privacy, Ethical And Legal Issues -- Chapter Overview -- Learning Outcomes -- Privacy, Ethical and Legal Issues -- Privacy -- ThinkBox: Social Capital -- Data Protection -- Legal and Ethical -- Legal Frameworks/Self-regulation -- ThinkBox: Regulation -- Ethical Frameworks -- Children and Games -- Alcohol Promotion -- ThinkBox: Ethical vs. Legal -- Summary -- Research Directions -- Research Highlight: Advergames -- Case Study: Snickers #SponsoredTweets -- Further Reading -- References -- 13. Afterword: Where Next For Social Media Marketing?. | |
530 | _aAlso issued online. | ||
650 | 0 | _aInternet marketing. | |
650 | 0 | _aSocial media. | |
650 | 0 |
_aInternet marketing _xSocial aspects. |
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776 | 0 | 8 |
_iebook version _z9781473910683 |
906 |
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