Matching Items (5)
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Starting in 2002, Arizona State University (ASU) began a rebranding effort to transition from having a reputation as a top 10 party school to being known as a prestigious research institution. Over the last 15 years, ASU has successfully reached some of these goals, eventually being named the #1 most

Starting in 2002, Arizona State University (ASU) began a rebranding effort to transition from having a reputation as a top 10 party school to being known as a prestigious research institution. Over the last 15 years, ASU has successfully reached some of these goals, eventually being named the #1 most innovative university in the country by the U.S. News and World Report. Part of this success can be attributed to the university's communication and marketing efforts, which seek to improve the university's reputation and build relationships with stakeholders. This study analyzes ASU's communication entities, how they interact and what messages they push out to stakeholders, particularly in regards to the #1 in innovation award. Primary research in this study looked at keywords used by different stakeholder groups affiliated with ASU, how they viewed ASU's reputation and how they receive communication from the university. Overall, the closer the relationship with ASU, the more positively the respondent viewed the university. Perception also varied based on geographic location and proximity to the university. Innovation is clearly a key brand perception of ASU from stakeholders, and the party school image is still persistent among those not affiliated with the university.
Created2017-05
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The following is a public relations strategy developed to position Julia Pearl Wellness, a corporate wellness consulting firm, and its owner, Julia Pearl, as credible, professional and experienced. The first portion includes a situational analysis, a research report on corporate wellness programs and the need for health solutions in the

The following is a public relations strategy developed to position Julia Pearl Wellness, a corporate wellness consulting firm, and its owner, Julia Pearl, as credible, professional and experienced. The first portion includes a situational analysis, a research report on corporate wellness programs and the need for health solutions in the U.S., and market analysis. The campaign proposal, a creative product of the research, provides recommendations and tools for the firm to reach its stakeholders.
ContributorsWerner, Anna Nicole (Author) / Hass, Mark (Thesis director) / Bovio, Sonia (Committee member) / Department of Marketing (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Nutrition and Health Promotion (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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A guide to implementing empathy in crisis communications

ContributorsLong, Mary Louise (Author) / Schmidtke, Lisa (Thesis director) / Bovio, Sonia (Committee member) / Department of Marketing (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
As a Journalism/Public Relations student minoring in Fashion, I have found myself interested in and surrounded by event production. As a member of the ASU student organization, The Chic Daily, I was beginning to see our production value decrease as we hosted our semesterly charity fashion show events. Factors playing

As a Journalism/Public Relations student minoring in Fashion, I have found myself interested in and surrounded by event production. As a member of the ASU student organization, The Chic Daily, I was beginning to see our production value decrease as we hosted our semesterly charity fashion show events. Factors playing a part in that included so many various items such as who was leading the production, how much time we had, venue conflicts, time conflicts, etc. I saw that our main problem was that two months was not enough time for full-time students to plan a quality, large-scale event, thus our student organization’s tradition needed to evolve into hosting a yearly non-profit fashion show instead. I also saw an opportunity for our events to be so much more than just a student-based event. For my Barrett, The Honors College Thesis, I created a public relations campaign to promote a fashion show I produced, and analyze the impact of the media campaign on the attendance and overall perception of the show. I conducted secondary and primary research regarding our past fashion shows, including relevant interviews with previous producers, event statistics and a social media audit. Moving forward, I began the branding process for our next show, including building a branding guidelines book, organizing and creatively directing promotional photoshoots, and organizing the timeline for a model casting, picking the venue, coordinating with sponsorships, building a budget, building media lists, drafting media advisories and pitches, and more. In producing the fashion show, I created a magazine to put on every guest’s chair, as well as curated the runway choreography, vendor organization, model and designer lineup.
ContributorsHill, Alexia (Author) / Zufelt, Abby (Thesis director) / Ellis, Naomi (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor)
Created2024-05
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Mark is a creative project to showcase the storytelling potential of video games and explore the unique narrative tools at their disposal. In particular, the mechanics are crafted to spotlight the ludonarrative—when the gameplay adds to or even tells its own story. In addition, the short, non-linear progression of collecting

Mark is a creative project to showcase the storytelling potential of video games and explore the unique narrative tools at their disposal. In particular, the mechanics are crafted to spotlight the ludonarrative—when the gameplay adds to or even tells its own story. In addition, the short, non-linear progression of collecting a different assortment of friends with each playthrough explores player agency and its role in the emergence of narrative from a series of loosely-scripted events.
ContributorsHoward, Rachel (Author) / Hill, Retha (Thesis director) / O'Flaherty, Katherine (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05