Question by windleox: What is an advertisement plan (and its contents)?
I am asked to become an advertisement plan expert for my marketing class. That is I have to know what an advertisement plan is and what contents are in the plan.
I wouldn’t mind looking for reference in my school library, but I have no idea what keywords I should look for.
Any helps would be appreciated. Thank you.
Answer by ALASKA F
First you have to identify your market clientele Men/women/animals????
Then their demographics where they are what they do.
Target the group .Age, sex, preference, single married,……….
How do you reach them?
Sunbathers tow a banner on the beach……
Pilots at airport or flying magi zens……
scuba divers dive shops or magi zines…..
you get the picture
about 15% of your gross income should go back in to advertisement.
Be very careful where you spend you advertising dollar,
Possibly have a article written about your service in the trade publication for trade of the product, this only cost a small amount compared to the return,
Do some thing out-landesh to get attention, climb a tall building with your web site written on your back. hide out behind new paper reporters with your web site in the background.
Think if you were the one who wanted the product, where would you go to find it.
good luck there are a lot of people out there.
Know better? Leave your own answer in the comments!
At ThinkBalm we’ve had a couple of great years as industry analysts dedicated to covering work-related use of immersive technologies—an early-stage, emerging technology market. We have worked with some terrific people at great client organizations like Altadyn, BP, Chevron, Forterra Systems (now part of SAIC), Linden Lab, Moondus, ProtonMedia, Teleplace, and Tandem Learning. We’ve published nine comprehensive reports spanning market overview, business value, technology selection, barriers to adoption, and best practices—and made this research freely available via our Web site. We launched the ThinkBalm Innovation Community, grew it to more than 470 members, and hosted more than 35 facilitated work sessions, training sessions, and networking events. More than half of our research reports arose directly out of ThinkBalm Innovation Community activities. Continue reading
In our January “trends” blog post, we predicted that 2010 would be a year of churn in the emerging enterprise immersive software market. It’s only a few months into the year and already a rapid-fire series of events has occurred, setting many industry participants on edge:
On February 1, 2010, Science Applications International Corp. (SAIC) announced that it had acquired the OLIVE product line from Forterra Systems. Terms of the deal were not disclosed. SAIC had been working with Forterra on and off for the past six years and SAIC had been working with OLIVE internally for the past year and a half. Moving forward, the company plans to offer OLIVE solutions to customers, as well as to use it internally.
On February 4th, we spoke with executives at SAIC about the acquisition. Our takeaways are:
As we have detailed in the past here and here, the enterprise immersive software market is still emerging and 2010 will be a year of churn. We see the acquisition of Forterra Systems by SAIC as a positive step in the maturation of the market. While it is difficult for those who are personally involved, the industry will benefit from having a smaller number of stable, well-capitalized technology providers.
Today ThinkBalm published The Enterprise Immersive Software Decision-Making Guide, a powerful tool for business decision makers selecting immersive technology for use in the workplace. To view or download a PDF version of this 29-page report, click this link or the image below.
Enterprise immersive software is a collection of collaboration, communication, and productivity tools unified via a 3D or pseudo-3D visual environment. In this computer-generated environment, one or more people engage in work activities like meetings, conferences, and learning and training. The software provides a shared, interactive, multichannel experience through presence awareness, voice chat, active speaker indication, text chat, and many other features, often including avatars.
The Enterprise Immersive Software Decision-Making Guide is a use case-based guide designed to aid business decision makers in the enterprise immersive software selection process. In this report, we present “if/then” scenarios and highlight good-fit vendors for common situations, with a focus on the most prevalent use cases: meetings, conferences, and learning and training. The report offers guidance on how to: 1) ask core business questions to frame the discussion, 2) choose a research-and-demo, do-it-yourself, or combination approach, 3) identify requirements based on your use case, and 4) filter your options based on important limiters.
The following vendors are covered in this report:
To develop this report, ThinkBalm analysts held structured briefings with nineteen enterprise immersive software vendors and conducted interviews with fifteen early adopters who were involved in the technology selection process. Some of the briefings took place directly in the vendors’ immersive environments. We combined our insights from these discussions with our hands-on experience using immersive software and our interactions with our clients and members of the ThinkBalm Innovation Community. The ThinkBalm Innovation Community currently numbers more than 400 Immersive Internet advocates, implementers, explorers, and technology marketers.
This research was made possible by sponsorship from Linden Lab, ProtonMedia, Teleplace, and Virtual Italian Parks.
Enterprise immersive software is a collection of collaboration, communication, and productivity tools unified via a 3D or pseudo-3D visual environment. In this computer-generated environment, one or more people can engage in work activities such as training, rehearsing business activities, delivering or attending presentations, collaborating on documents, brainstorming, visualizing data, building or testing prototypes, and attending conferences and trade shows. The software provides a shared, interactive, multichannel experience through presence awareness, voice chat, active speaker indication, text chat, and many other features, often including avatars. The software can be installed behind the firewall, delivered on a hardware appliance, or accessed via a software as a service (SaaS) offering.
The term “enterprise” in the category name indicates that solutions are suitable for use in the workplace, as opposed to recreational use (e.g., consumer video games and recreational virtual worlds), and are scalable, secure, and stable enough for at least some work-related use cases. Because the enterprise immersive software market grew out of four distinct ancestral origins (virtual worlds, serious games, business applications, and learning simulations), the software products in the category vary widely in features and functionality.
ThinkBalm’s predictions for 2010:
Immersive software can deliver a similar level of engagement as a physical meeting or high-end telepresence session, without the requirement to travel. Enterprise immersive software vendors have suffered something of a catch-22 as they built products that show off the potential of immersive technology. They added tightly integrated communication and collaboration features, even though these features are redundant with existing information worker infrastructure. Immersive software features that are also part of more established information worker software include voice services, messaging (real-time and asynchronous), presence awareness, team workspaces, video streaming and sharing, and document and screen sharing. As more organizations adopt immersive software, the time will come to tackle one of the second-stage barriers we’ve discussed before: integrating these new capabilities into their existing software investments? We anticipate that integration will be a major focus of early adopters in 2010.
Immersive software for meetings will:
Today ThinkBalm published a new research report: “Crossing the Chasm, One Implementation at a Time.” We timed the research and release of this report to coincide with our opening keynote presentation at the 3DTLC conference in San Jose. To view or download a PDF of this report, click this link or the image of the report cover below.
The core question we set out to answer is, “How are early adopters overcoming barriers to adoption of immersive technology in the workplace?” To build upon the research we conducted for the ThinkBalm Immersive Internet Business Value Study, Q2 2009, in August of 2009 we conducted in-depth interviews with 16 highly-qualified Immersive Internet advocates and implementers who work for organizations like AT Kearney, Blended Solutions, City of Geneva (Illinois, USA), e426.org, groupVision AG, IBM, Microsoft, Preferred Family Healthcare, SAIC, San Diego State University, The Coaches Center, The Maids, University of Denver, and World2Worlds, along with some that wished not to be named.
In this report we provide insights into the barriers early adopters face — technological, people-related (especially time and perception-related), and financial — and offer a set of recommendations for “springboards” that can help project teams leap over the barriers.
A new video is live: a 9-minute tour of the ThinkBalm Data Garden, which is an experiment in data visualization. The ThinkBalm Data Garden is open to the public on ThinkBalm Island in the virtual world of Second Life. A tour through the garden is an interactive next-generation “webinar” experience based upon the findings of the ThinkBalm Immersive Internet Business Value Study, Q2 2009. This video is a ThinkBalm production, with special help from ThinkBalm Innovation Community members Eric Hackathorn, Jeff Lowe, Jonas Karlsson, and Keely Algiere.
Today ThinkBalm published a ground-breaking new research report: “ThinkBalm Immersive Internet Business Value Study, Q2 2009.” The core question we set out to answer is, “What is the business value of using immersive technologies for work?” We surveyed 66 highly-qualified Immersive Internet practitioners and conducted 15 in-depth interviews. This research report contains our findings and analysis. To view or download a PDF version of this 36-page report, click the image below.
Key findings from the study: