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Ce travail présente le profil et l'identité professionnelle des community managers de site dédiés aux jeux vidéo. A l'aide d'entretiens compréhensif, il a été possible d'analyser la réalité du terrain, de la comparer à la théorie et de présenter le profil actuel d'un community manager.
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The advent of social networks has radically changed the way brands interact with their audience. This communication channel has become a gold mine for advertisers since it is a large part of everybody’s life and represents a growing relationship marketing channel with previously inconceivable communication opportunities. To attract individuals' attention again, foster commitment and the brand-customer relationship, marketers are increasingly experimenting new communication techniques aimed at dialogue and consumer participation. Public’s predisposition to like, comment or share branded content with their entourage determines the success of the post. These actions allow brands to instantly expand their reach and make their content as viral as possible. A method called “newsjacking”, defined as the “art and science of injecting your ideas into a breaking news story so you and your ideas get noticed” (Scott, 2011), is increasingly used by brands on social media and demonstrates an overall improvement in their social performance. Are today’s headlines tomorrow ads? This thesis brings answers to this question and highlights whether newsjacking on social media is a solution for brand communication and its implications.
newsjacking --- customer engagement --- real-time marketing --- content marketing --- social networks --- community management --- advertising --- brand communication --- Sciences économiques & de gestion > Marketing
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This thesis has been written as a roadmap for the Cluster TWEED in order to develop a whole digital marketing strategy for their brand “REWallonia”. The different steps to follow have been detailed in order to achieve the mission given by the company to the student. It first starts with a situation analysis: micro, macro and internal analyses are performed in order to have a better understanding of the environment in which the organization operates. The second step was then to set appropriate objectives aligned with the general business strategy of the company, taking into account the strengths and weaknesses of TWEED. Those objectives are mainly digital marketing objectives as improving the ranking of the website on Google, attract the visitors to our website and make them stay on it and finally turn those users into advocates of our brand. The third step was to define strategies to reach those objectives. For this, various tools are used such as a Search Engine Optimisation strategy, email marketing, website design and usability, social media marketing, etc. The fourth step is to set Key Performance Indicators to measure the results.
Digital marketing --- Website --- SEO --- Backlinks --- Search engines --- Content marketing --- Content management --- Databases --- Social networks --- Social media marketing --- Tags --- Taxonomy --- Email marketing --- Community management --- Sciences économiques & de gestion > Marketing
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When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced. Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality.
Women video gamers. --- Sex role. --- Video games --- Video games industry --- Social aspects. --- Active audience theory. --- Agency. --- Analog games. --- Casual games. --- Casual gaming. --- Casualized era. --- Community management. --- Coping mechanisms. --- Core games. --- Core gaming. --- Counter-hegemony. --- Crisis of authority. --- Critical discourse analysis. --- Female gamers. --- Feminism. --- Feminist Media Studies. --- Game development. --- Game studies. --- Gamer stereotypes. --- Games studies. --- Gender. --- Hegemony. --- Identity. --- Ideology. --- Imagined communities. --- In-depth interviews. --- Industry. --- Inferential sexism. --- Interpretive communities. --- Longitudinal interviews. --- Online harassment. --- Overt sexism. --- Player lifecycle. --- Popular culture. --- Press analysis. --- Video games.
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The Trouble with the Congo suggests a new explanation for international peacebuilding failures in civil wars. Drawing from more than 330 interviews and a year and a half of field research, it develops a case study of the international intervention during the Democratic Republic of the Congo's unsuccessful transition from war to peace and democracy (2003-6). Grassroots rivalries over land, resources, and political power motivated widespread violence. However, a dominant peacebuilding culture shaped the intervention strategy in a way that precluded action on local conflicts, ultimately dooming the international efforts to end the deadliest conflict since World War II. Most international actors interpreted continued fighting as the consequence of national and regional tensions alone. UN staff and diplomats viewed intervention at the macro levels as their only legitimate responsibility. The dominant culture constructed local peacebuilding as such an unimportant, unfamiliar, and unmanageable task that neither shocking events nor resistance from select individuals could convince international actors to reevaluate their understanding of violence and intervention.
Peaceful settlement of international disputes --- Polemology --- anno 1990-1999 --- anno 2000-2009 --- Congo --- Peace-building --- Community development --- Conflict management --- Internal security --- Violence --- Ethnic conflict --- Consolidation de la paix --- Développement communautaire --- Gestion des conflits --- Sûreté de l'Etat --- Conflits ethniques --- Congo (Democratic Republic) --- Congo (République démocratique) --- History --- Histoire --- INTERNAL SECURITY -- 930.3 --- VIOLENCE -- 930.3 --- ETHNIC CONFLICT -- 930.3 --- CONGO -- 327.1 --- PEACEBUILDING -- 327.1 --- COMMUNITY DEVELOPMENT -- 327.1 --- CONFLICT MANAGEMENT -- 327.1 --- INTERNAL SECURITY -- 327.1 --- VIOLENCE -- 327.1 --- COMMUNITY MANAGEMENT -- 930.3 --- ETHNIC CONFLICT -- 327.1 --- #SBIB:327.6H00 --- #SBIB:328H412 --- Internationale en diplomatieke relaties: algemeen --- Instellingen en beleid: Zaïre / Congo --- Développement communautaire --- Sûreté de l'Etat --- Congo (République démocratique) --- Violent behavior --- Social psychology --- Building peace --- Peacebuilding --- Peace --- Peacekeeping forces --- Security, Internal --- Insurgency --- Subversive activities --- Conflict, Ethnic --- Ethnic violence --- Inter-ethnic conflict --- Interethnic conflict --- Ethnic relations --- Social conflict --- Conflict control --- Conflict resolution --- Dispute settlement --- Management of conflict --- Managing conflict --- Management --- Negotiation --- Problem solving --- Crisis management --- Regional development --- Economic assistance, Domestic --- Social planning --- Citizen participation --- Government policy --- Social Sciences --- Political Science --- Peace-building - Congo (Democratic Republic) --- Community development - Congo (Democratic Republic) --- Conflict management - Congo (Democratic Republic) --- Internal security - Congo (Democratic Republic) --- Violence - Congo (Democratic Republic) --- Ethnic conflict - Congo (Democratic Republic) --- Congo (Democratic Republic) - History - 1997 --- -Peace-building --- -Community development
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