Discussion Assignment: Social Media
This assignment doesn’t need formal paper. You can copy the question on the paper and answer each one of them.
Answer the following questions based on Chapter 8 and 9 of Tuten, T. L. & Solomon, M. R. (2018). Social Media Marketing (3rd ed.):
- What is social entertainment? What are the types of social entertainment?
- How do casual gamers differ from hardcore gamers? Are social gamers casual, a hybrid of casual and hardcore, or a new segment of gamer all together?
- What are the four major game genres? Provide examples of each. What is the distinguishing characteristic associated with each genre?
- What makes a game social? Explain the characteristics of social games.
- Explain the differences between pre-roll, post-roll, and interlevel in-game advertising.
- What is an advergame? How do we distinguish it from other social games?
- How is brand integration and immersive in-game advertising different from other forms of branding in social games?
- Why is brand sponsorship of video influences so effective?
- What is the advantage of using original branded video content for marketing rather than advertising in other content?
- What is social music?
- How can entertainment brands leverage social TV?
- Explain the concept of purchase pals. Do you pull your offline and online purchase pals from the same pool of friends and family, or are they different somehow?
- How is social commerce related to e-commerce? In the future, will e-commerce be able to exist without social applications? Why or why not?
- What are the benefits that accrue to businesses implementing social shopping applications?
- What is the distinction between social shopping and social commerce?
- How are reviews different from recommendations? Why are ratings an important cue to include with a review site?
- Explain the concept of bounded rationality as it relates to social shopping?
- Which stage of the decision-making process is most affected by the dimensions of social commerce? Explain.
- What is thinslicing?
- Explain the six sources of influence prevalent in social commerce applications.