unit one notes Flashcards

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1
Q

what is marketing

A

The planning, pricing, promoting, distributing, and selling of goods and services to satisfy consumers’ needs and wants.

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2
Q

B2B

A

higher prices items; focusing on personal selling

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3
Q

B2C

A

focus on consumer goods; investing in demand and popularity

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4
Q

4ps

A

Product, Price, Place, Promotion

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5
Q

Marketing core standards

A
  1. Distribution
  2. Marketing information management
  3. Pricing
  4. Product/service management
  5. Promotion
  6. Selling
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6
Q

Place vs convenience

A

how and where people are willing to buy the product/service

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7
Q

Price vs value:

A

price is what you pay, value is what you get

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8
Q

Planning and implementing activities with and through:

A

Sports product/service
Entertainment product/service
- Through: coke and super bowl
- With: Marvel movie trailer

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9
Q

Need

A

essential for survival, wellbeing and functionality

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10
Q

Wants

A

desires going beyond necessities

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11
Q

Consumer motivation (Maslow’s hierarchy of needs)

A

Self-actualization
Esteem
Love and belonging
Safety needs
Psychological needs

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12
Q

Income

A

Gross income - what you get
Disposable income - after taxes
Discretionary income - after paying bills

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13
Q

Technology

A

enhances shopper experience
- VR
- Online shopping
- Bauer game fit

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14
Q

Decision-making process

A
  • Need/problem recognition
  • Information search
  • Evaluation of alternatives
  • Purchase decision
  • Post-purchase evaluation
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15
Q

Target Market

A

Target market influence on distribution strategy, promotional, pricing, and approach to product design and development

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16
Q

Demographics

A

age, gender, etc.

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17
Q

Psychographics

A

interests, hobbies, beliefs

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18
Q

Behavior:

A

purchase behaviour; habits

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19
Q

Geographics

A

urban, rural, suburban

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20
Q

Categories of sports

A
  • Professional athletes
  • Recreational
  • Amateur
  • College/Uni
  • High School sports
  • E sports
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21
Q

Professional athletes

A

ability to earn an income from a particular sport
- Managing organizations in professional sports
- Sports franchises
-Revenue through stadium sales/sponsorships

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22
Q

Recreational

A

for fun: golf, bowling hiking, skiing

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23
Q

Amateur

A

an athlete who either does not accept money or accepts it under a regulatory body for participating in a competition

24
Q

College/Uni

A

NCAA/U Sports: are national organizations that govern college/university athletics and oversee important decisions pertaining to athletics.

25
Q

high school sports

A

pride and part of tradition

26
Q

e-sports

A

competition of video games

27
Q

more categories of sports

A

Olympic sports
Paralympics and Special Olympics
International sporting events
Women’s sports
Extreme sports

28
Q

Entertainment is:

A

Whatever people are willing to spend their money and spare time viewing rather than participating in

29
Q

Live performances

A
  • Theaters and concerts
  • Theatres are historical - storytelling
  • Energy and interaction from audiences
30
Q

Digital Entertainment

A
  • Tv shows, movies, podcasts, YouTube
  • Accessible content anytime
31
Q

Sports and Games

A
  • Professional sports
  • Esports
32
Q

Social and Interactive Entertainment

A
  • Amusement parks, escape rooms, festivals, fairs, etc.
  • Physical and social interaction
33
Q

Artistic Expression

A

Art exhibitions, museums, dance performances, literature readings.

34
Q

Direct Competition

A

Offering same or the similar products to the same target market

35
Q

Indirect Competition

A

Companies or entities offering different products or services that can satisfy the same customer needs or wants

36
Q

Differentiation

A

stand out from competitors; create different brand, product, or service

37
Q

Innovation

A

new product, service, or processes

38
Q

Customer experience

A

improve customer service; offer luxury seating, early access

39
Q

Pricing strategies:

A

not sustainable long-term

40
Q

19th century

A

Saw rules and organization of sports turn into leagues
Starting with cricket/soccer in Britain

41
Q

Industrial Revolution

A

Brought about urbanization
More time for engaging and watching sports

42
Q

late 19th century

A

Separation between amateur and professional athletes
Professionals getting paid in sports like boxing and baseball (MLB, 1876)

43
Q

Early 20th Century

A

NFL solidifies league (1920)
Radio broadcasting
Allowed fans to follow their teams in real-time
Increased accessibility to, and popularity of, sports
First broadcast of World Series - 1921
First World Cup held in 1930
- Increased global appeal for sports

44
Q

William “Bill” Veeck

A

Owned 2 baseball teams - cleveland indians and chicago white sox
Introduced grandstand-style entertainment to fans:
Fireworks
Dazzling scoreboards
Special-event nights

45
Q

Mid 20th Century - Commercialization + Globalization

A

Television
Corporate Sponsorships

46
Q

Television (Mid 20th Century)

A

Became dominant medium for sports
Massive viewership led to huge advertising opportunities
Instant replay + slow-motion technology used (1967 Super Bowl)

47
Q

Corporate Sponsorships (mid 20th century)

A

Sponsorship deals
Branded stadiums
Athlete endorsements

48
Q

Late 20th Century - Modern Sports Business

A

Athletes become global icons
Sports Marketing - a specialized industry
Expansion of leagues and franchises

49
Q

21st Century - Digital Age and Global Reach

A

Digital Media
Digital Media (Cont’d)
- Digital billboards in stadiums
- Networks using AR and VR to display ads that appear on broadcasts are not visible to in-stadium audiences

50
Q

E-Sports

A

Video games and competitive gaming (e-sports) have emerged
Corporate Social Responsibility
Athletes and sports organizations are more involved in social and environmental causes
Affects brand partnerships and marketing strategies

51
Q

Early forms of entertainment

A

Theatrical performance, storytelling, sports
Religious and political functions
Medieval & Renaissance Europe
- Shaksperean England - 1500s to 1600s

52
Q

18th-19th century - the rise of pop culture

A
  • Theater and opera - rise of middle class
  • Circuses and fairs
53
Q

Late 19th, early 20th century - mass entertainment

A
  • Radio broadcasting (1920) - soap operas started airing in 1925 5x per week
  • Film industry
54
Q

The Golden Age (1920s till 1950s)

A

The studio system - paramount, warner brothers, etc. controlled every aspect of film production - global role
Television - decline of movie going experience

55
Q

Expansion (1960s-1990s)

A

Television (many networks available now - able to cater to all target markets)
Music - introduction of cassettes and CDs
Videos games - home consoles such as Atari and Nintendo
Internet - invented in 1983

56
Q

The digital age (2000s - now)

A
  • Internet and streaming
    Social media
  • 2+ forms of entertainment: Marvel, Disney Star Wars: multi-billion dollar franchises
    - Video games, tv shows, movies, theme parks, merchandise