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Abstract

My thesis aims to uncover the ultimate strategy behind short form visual stories, otherwise known as the digital advertisment. In this thesis, I analyze traditional storytelling, visual storytelling, and short-form visual storytelling in order to uncover the best practices advertisers should use when crafting a digital advertisement. 

Storytelling “reveals elements and

Abstract

My thesis aims to uncover the ultimate strategy behind short form visual stories, otherwise known as the digital advertisment. In this thesis, I analyze traditional storytelling, visual storytelling, and short-form visual storytelling in order to uncover the best practices advertisers should use when crafting a digital advertisement. 

Storytelling “reveals elements and images of a story while also catalyzing the imagination of the listener” (National Storytelling Network, 2017).  This tradition has two purposes for society: a neurological structure, and a social mechanism (for historic preservation, human interaction, and a vehicle for connecting with others) (Gottshcall, 2012; Scott, 2012; Paul, 2012; Woodside, 2008). 

Visual Storytelling is “using photography, illustration, video, (usually with a musical enhancement) to guide” the human brain along a plotline, and has an unlimited timeframe (Ron, 2017). There are seven key elements to effective visual storytelling: A listener/audience, an element of realism coupled with escapism, a focus on the dread of life, an element of the unknown, emotion, simplicity, and a three-part plot structure (Andrews, 2010; ProQuest, 2012; Zak, 2014; Stanton, 2014; Reagan, 2016; Jarvis, 2014; Petrick, 2014)

In the words of Sholmi Ron, from a marketing perspective, “Visual [short hand] Storytelling is a marketing strategy that communicates powerful ideas through a compelling story arc, with your customer at the heart of the story, and delivered through interactive and immersive visual media – in order to create profitable customer engagements" (Ron, 2017). This advertising strategy has four best practices: non-obvious logo placement, a comedic emotion, multiple emotional arcs, and a relevant message (Golan, 2017; Teixeira, 2015; Graves, 2017, Teixeira, 2017). These are important to understand because, in 2017, online consumers can be described as skeptical, conscious of content, individualistic, and drawn to authenticity (Teixeira, 2014). 

To supplement my findings, I conducted primary research by analyzing the 2017 Super Bowl videos against a criteria created using the best practices previously identified (in Part 1 and Part 2). Through the data collection of the 66 videos, I uncovered the most popular plotline is "fall than rise," the most popular emotions are humor, inspiration, and empathy and people tend to have a preference towards videos that are more realistic and simplistic in nature. 

In the end, I recommend that advertisers identify an authentic yet relevant message, while employing a comedic, inspirational, or empathic tone, and that they place their ads exclusively for their target market. Additionally, producers should use a fall then rise plotline (with multiple mini plot peaks and valleys), a "logo-pulsing" strategy, and a minimal amount of characters and settings to keep the audience's focus on the ad’s message.
ContributorsBosmeny, Mackenzie Lauren (Author) / Ostrom, Amy (Thesis director) / Montoya, Detra (Committee member) / Department of Marketing (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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The ongoing Global Coronavirus Pandemic has been upheaving social norms for over a<br/>year at this point. For countless people, our lives look very different at this point in time<br/>then they did before the pandemic began. Quarantine, Shelter in Place, Work from<br/>Home, and Online classes have led global populations to become

The ongoing Global Coronavirus Pandemic has been upheaving social norms for over a<br/>year at this point. For countless people, our lives look very different at this point in time<br/>then they did before the pandemic began. Quarantine, Shelter in Place, Work from<br/>Home, and Online classes have led global populations to become less active leading to<br/>an increase in sedentary lifestyles. The final impact of this consequence is unknown,<br/>but emerging studies have led to concrete evidence of decreased physical and mental<br/>wellbeing, particularly in children. VirusFreeSports was the brainchild of three ASU<br/>Honors students who sought to remedy these devastating consequences by creating<br/>environments where children can participate in sports and exercise safely, free of the<br/>threat COVID-19 or other transmissible illnesses. The ultimate goal for the project team<br/>was to build traction for their idea, which culminated in a video pitch sent to potential<br/>investors. Although largely created as an exercise and we did not create a full<br/>certification course, merely a prototype through a website with sample questions to<br/>gauge interest, the project was a success as a large target market for this product was<br/>identified that showed great promise. Our team believes that early entrance to the<br/>market, as well as the lack of any other competitors would give the team a tremendous<br/>advantage in creating an impactful and influential service.

ContributorsIsrael, Natasha Nicole (Co-author) / Tanveer, Samad (Co-author) / Vrbanac, Matthew (Co-author) / Bryne, Jared (Thesis director) / Lee, Chris (Committee member) / Kunowski, Jeff (Committee member) / Department of Finance (Contributor) / Dean, W.P. Carey School of Business (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147804-Thumbnail Image.png
Description

The ongoing Global Coronavirus Pandemic has been upheaving social norms for over a<br/>year at this point. For countless people, our lives look very different at this point in time<br/>then they did before the pandemic began. Quarantine, Shelter in Place, Work from<br/>Home, and Online classes have led global populations to become

The ongoing Global Coronavirus Pandemic has been upheaving social norms for over a<br/>year at this point. For countless people, our lives look very different at this point in time<br/>then they did before the pandemic began. Quarantine, Shelter in Place, Work from<br/>Home, and Online classes have led global populations to become less active leading to<br/>an increase in sedentary lifestyles. The final impact of this consequence is unknown,<br/>but emerging studies have led to concrete evidence of decreased physical and mental<br/>wellbeing, particularly in children. VirusFreeSports was the brainchild of three ASU<br/>Honors students who sought to remedy these devastating consequences by creating<br/>environments where children can participate in sports and exercise safely, free of the<br/>threat COVID-19 or other transmissible illnesses. The ultimate goal for the project team<br/>was to build traction for their idea, which culminated in a video pitch sent to potential<br/>investors. Although largely created as an exercise and we did not create a full<br/>certification course, merely a prototype through a website with sample questions to<br/>gauge interest, the project was a success as a large target market for this product was<br/>identified that showed great promise. Our team believes that early entrance to the<br/>market, as well as the lack of any other competitors would give the team a tremendous<br/>advantage in creating an impactful and influential service.

ContributorsTanveer, Samad (Co-author) / Israel, Natasha (Co-author) / Vrbanac, Matthew (Co-author) / Byrne, Jared (Thesis director) / Lee, Chris (Committee member) / Kunowski, Jeff (Committee member) / School of Mathematical and Natural Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were being affected by COVID-19, it was obvious that their group was not immune to the issues the world was facing. Being stuck at home with little to do took a mental and physical toll on many kids. That is when EVOLVE Academy became an idea; our team wanted to create a fully online platform for children to help them practice and evolve their athletics skills, or simply spend part of their day performing a physical and health activity. Our team designed a solution that would benefit children, as well as parents that were struggling to find engaging activities for their kids while out of school. We quickly encountered issues that made it difficult for us to reach our target audience and make them believe and trust our platform. However, we persisted and tried to solve and answer the questions and problems that came along the way. Sadly, the same pandemic that opened the widow for EVOLVE Academy to exist, is now the reason people are walking away from it. Children want real interaction. They want to connect with other kids through more than just a screen. Although the priority of parents remains the safety and security of their kids, parents are also searching and opting for more “human” interactions, leaving EVOLVE Academy with little room to grow and succeed.

ContributorsParmenter, Taylor (Co-author) / Hernandez, Melany (Co-author) / Whitelocke, Kailas (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeff (Committee member) / Dean, W.P. Carey School of Business (Contributor, Contributor, Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147986-Thumbnail Image.png
Description

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were being affected by COVID-19, it was obvious that their group was not immune to the issues the world was facing. Being stuck at home with little to do took a mental and physical toll on many kids. That is when EVOLVE Academy became an idea; our team wanted to create a fully online platform for children to help them practice and evolve their athletics skills, or simply spend part of their day performing a physical and health activity. Our team designed a solution that would benefit children, as well as parents that were struggling to find engaging activities for their kids while out of school. We quickly encountered issues that made it difficult for us to reach our target audience and make them believe and trust our platform. However, we persisted and tried to solve and answer the questions and problems that came along the way. Sadly, the same pandemic that opened the widow for EVOLVE Academy to exist, is now the reason people are walking away from it. Children want real interaction. They want to connect with other kids through more than just a screen. Although the priority of parents remains the safety and security of their kids, parents are also searching and opting for more “human” interactions, leaving EVOLVE Academy with little room to grow and succeed.

ContributorsWhitelocke, Kailas N (Co-author) / Hernandez, Melany (Co-author) / Parmenter, Taylor (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Kunowski, Jeff (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05