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- All Subjects: Marketing
- All Subjects: Supply Chain
- Creators: Department of Information Systems
The Academy Awards represent the uneasy tension between art and commerce in Hollywood. The façade of art that the Academy has worked so hard to cultivate is weakened in the face of “for your consideration” campaigning. These advertising efforts, led by the studios and teams employed by potential nominees, make claims to the virtues of a given film and advocate for their celebration. The awards business has grown into a multi-million dollar industry, directly contradicting the art-driven version of Hollywood that the Academy claims to represent.
Purpose: This paper serves to illustrate the risks that affect multinational organizations during this new era of global production and increased supply chain complexity. This paper also strives to showcase the benefits of conducting a Network Optimization analysis on a firm’s logistics system including but not limited to reducing the impact of supply chain market and operational risk, improving efficiency, and increasing cost savings across the organization. Approach: This paper will have two main sections beginning with an in depth look into the theory supporting supply chain logistics network optimizations. Through this literature review, the best practices in the industry will be compared to risk mitigation methodology to determine an analytical process that can be applied to companies considering conducting a network optimization. The second stage of this paper takes a clinical look at the aerospace industry and the implementation process of a Logistics Network Optimization at an industry leader to ultimately recommend additional considerations they should implement into their process. Recommendation: To ensure the effective adoption of a network optimization in the aerospace industry, and other manufacturing industries, the maintenance of logistics data and creation of long term 3PL partnerships are needed for success. It is also important to frame a network optimization not as an operational project, but rather a critical business process aimed to mitigate risk within the supply chain though a four-stage risk identification process.
This thesis explore how current tracking technologies such as the 1D barcode, QR code, and RFID commercialized in the business world. After a comparison of the current technologies, a pitch is created for DENSEC ID and a subsequent business plan is created.
The movie industry is an uncertain business, and films often fail to make money, so the movie promotions and marketing decisions studios make are vital in determining success. With movie promotions, people from different cultures can perceive films and their advertising efforts differently because of their backgrounds, so movie marketers must recognize these differences to be able to succeed in international markets. This thesis is intended to help provide information for filmmakers and their respective film advertisers on how different cultures may perceive promotional movie poster factors, and how they can be more successful in their pursuit. Specifically, we are focusing on the influence of stars and review sources featured on such posters and how they might play into someone’s response to a film. To do so, we will be comparing viewers relative to their Hofstede cultural dimensions (of individualism and collectivism and power distance) to understand what factors might influence a society more and why. We first dive into our preliminary research, then make predictions and test them through a 2x2 study to determine what movie promotion elements are most influential to different viewers. Next we will conclude with the managerial implications and limitations and future research of our study. Overall, our research and data findings offer insights to filmmakers on how they might enhance and tailor their movie promotions when marketing to different cultures.
This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In order to discover the most popular form of Esports and gaming engagement for students, we held two events: a recreational ESports Competition and tutorials to teach students how to mod video games. After carrying out these events we established that an Esports Competition was a more popular form of engagement. However, we also established that both forms of engagement would be successful with proper marketing and execution.