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Monopoly
A single firm dominates production and distribution of an industry. Ex: AT&T had a government-approved monopoly for 100+ years, until the 1980s
Oligopoly
A few firms dominate an industry. Ex: US film and music industries
Limited competition
Lots of producers and sellers, but a limited offering of products
Implications of oligopoly
Ability to take bigger risks; economies of scale; bigger budgets (spectacle); globalization
Economies of scale
Increasing production levels to reduce the overall cost per unit. Ex: studios, repurposed sets
Synergy
A company promotes and profits from a product across all its divisions and platforms so it can advertise everywhere. Ex: Disney's Million Dollar Arm movie
Globalization
The American film industry makes more money from international distribution (~$30 billion) than from US revenue (~$10 billion)
Concentration of ownership
Control of media being held by a small number of companies
Bundling of services
Companies like Comcast and AT&T try to corner all communications by packaging internet, phone, mobile, and satellite together
Merger
Two or more companies combine into a single company
Vertical merger
A company combines with its supplier or customer. Ex: a car company buys a tire company
Sherman Antitrust Act (1890)
First regulation to ban monopolies; makes it a felony to monopolize or conspire to monopolize trade. Used against oil companies
Clayton Antitrust Act (1914)
Strengthened merger control and clarified unfair competition; restricted price discrimination, anticompetitive mergers, and competing directors; gave businesses and consumers the right to sue
Celler-Kefauver Act (1950)
Limited corporate mergers that would hurt competition; specifically concerned with vertical mergers
FTC (Federal Trade Commission)
Created in 1914 to regulate business; oversees the Sherman, Clayton, and Celler-Kefauver Acts
FCC (Federal Communications Commission)
Regulates in the public interest; covers the TV and radio industries
Laissez-faire market
The government stays out of business and lets the market run itself. Ex: the Telecommunications Act, FCC loosening rules, 7-7-7 expanded to 12-12-12
Regulated market
The government sets rules to protect competition and consumers (antitrust laws)
Deregulation
Removing media regulations, based on the ideology that free market = democracy and corporations deserve the same rights as individuals. Began with President Jimmy Carter in the late 1970s
7-7-7 rule
Limit on how many stations one company could own; expanded to 12-12-12 in 1984, with further expansion in 1992 and 1994
1996 Telecommunications Act
Lifted limits on how many TV and radio stations one company can own; let phone companies into TV and radio; let cable raise rates (expanded basic cable up 122% from 1995 to 2008)
Rhetoric
The study of the persuader's power: claims and proofs
Inartistic proofs
Facts, data, photos, testimony that exist outside the persuader
Artistic proofs
Appeals crafted by the persuader for the audience: ethos, pathos, logos
Ethos
Credibility and trust; built on trustworthiness, attractiveness, and expertise
Pathos
Emotion and imagination
Logos
Logic, facts, and consistency
Cognitive dissonance
Unpleasant tension from holding two conflicting attitudes or beliefs. Ex: we love animals but we eat meat. Persuaders create it, then show how to resolve it
Boomerang effect
When a persuasive message backfires and the audience adopts the opposite attitude
Elaboration Likelihood Model (ELM)
Theory that people process persuasive messages by two routes, central or peripheral. Ex: Nixon vs. JFK on TV and radio
Central route
Critical thinking: fully processing the arguments; attitude change is more likely to be permanent and predict behavior
Peripheral route
Shortcut: reacting to cues like attractiveness, likability, visuals, and tone; attitude change is impermanent and does not predict behavior
Demographics
Who the audience is: age, sex, race, status, profession, location, sexuality
Psychographics
What the audience believes: attitudes, wants, preferences, hobbies
VALS
A psychographic segmentation system that sorts US adult consumers into eight groups by primary motivation and resources
Advertising
Paid, nonpersonal communication about products, services, or ideas by identified sponsors through the media
1917 advertising
US entered WWI; advertising turned to supporting the war effort
1941 War Advertising Council
Volunteer advertising professionals who helped the WWII effort (Rosie the Riveter, Loose Lips Sink Ships); still exists today as the Ad Council (drunk driving and social campaigns)
1950s advertising
Birth of TV as the major medium; advertising supported by research; leisure-time ads
Rosser Reeves
Created the unique selling proposition (USP)
Unique selling proposition (USP)
A distinct benefit that sets a product apart from competitors. Ex: Excedrin as the headache medicine
Leo Burnett
Created icons like the Marlboro Man (1955), Jolly Green Giant, and Morris the Cat
1960s advertising
Creative revolution (Ogilvy, Burnett, Bernbach); targeting of women
1970s advertising
NARB formed (1971); Surgeon General warning on cigarettes; ban on radio and TV cigarette ads (1972); shorter TV commercials; Trout & Ries positioning
NARB (National Advertising Review Board)
Formed in 1971; an industry self-regulation board that corrects false or harmful ads
Positioning (Trout & Ries)
Positioning a product in relation to its competition
1980s advertising
MTV; more visual styling and storytelling; relaxed government controls; sex appeals
1990s advertising
Infomercials; the internet; viral and guerilla ads; controversy as a creative strategy; products define lifestyle and individuality
2000-present advertising
Dialogue; consumer driven; micro-targeting; mobile consumers and mobile media
Advertising conclusions
Ads correspond with existing cultural frames; messages changed from what a product does to what a product says
Regulation of advertising
FTC (advertisers must back up claims); ban on cigarette ads in 1972; NARB self-regulation
Marketing mix
The set of tools a company uses to sell a product (the 4 Ps)
4 Ps
Product (what), Price (cost), Place (how it's distributed), Promotion (advertising)
Advertising and the marketing mix
Advertising is only one P (promotion), can't be tied directly to sales or profit, so objectives are communication goals, not sales goals
Maslow's hierarchy of needs
Self-actualization > Esteem > Love and Belonging > Safety > Physiological
Physiological need
Basic needs: food, water, sleep, shelter
Safety need
Security: insurance, health
Love and belonging need
Relationships and social acceptance. Ex: hygiene and alcohol ads
Esteem need
Being seen as a leader or respected. Ex: powerful women ads
Self-actualization
Living your best life; motivation, fitness
Hierarchy of advertising effects
Moves consumers through Learn, Feel, Do. Expanded version: Awareness > Knowledge > Understanding > Liking > Preference > Action
Taylor's 6-segment message strategy wheel
Framework for choosing an ad message strategy: Ego, Social, Sensory, Routine, Acute, Informational
Ego (ritual)
Luxury and self-image. Ex: a Lambo. Order: Feel, Learn, Do
Social (ritual)
Alcohol, restaurants, tickets, makeup. Order: Feel, Learn, Do
Sensory (ritual)
Little lifestyle treats, like name brand over store brand. Order: Do, Feel, Learn
Routine (transmission)
Hygiene and food; barely thinking. Order: Do, Learn, Feel
Acute (transmission)
Purchases that need no info: medicine, car tires, emergencies. Order: Do, Learn, Feel
Informational (transmission)
Heavily researched purchases like cars or TVs. Order: Learn, Feel, Do
Humor appeal
Culturally bound (age, education, gender) and risky, but memorable, boosts positive associations and word of mouth
Fear appeal
Develop the severity of the threat, prove its likelihood, and show the efficacy of the solution; give an easy action to resolve the fear
Sex appeal
Common in fashion, beauty, and fragrance products
Media planning
The strategic process of deciding where, when, and how often an ad should run to reach the target audience
Media buying
Negotiating and purchasing the ad space or time the media plan calls for
Product placement
Products shown in scripted entertainment; advertisers pay for the placement
Product integration
A product built into the storyline, actively acknowledged by characters
Native advertising
Paid content that matches the look of editorial content, often written with a publication's editorial staff, with subtle labeling
Public relations (PR)
The management function that establishes and maintains mutually beneficial relationships between an organization and the publics on whom its success or failure depends
POEM model
Paid, Owned, Earned media: the types of media a brand uses to reach consumers
Paid media
The brand controls the messaging. Ex: ads
Owned media
Channels the brand controls. Ex: website, internal communications, events
Earned media
Coverage others give the brand. Ex: shares, reviews, news coverage
Press agent
A person who promotes to get media attention, often using exaggeration or hype; the goal is attention
Publicity
Media coverage of an organization without it paying for placement. Ex: news covering a new bakery
Press release
A short written announcement sent to the media to share news
Video news release (VNR)
A pre-produced video segment made by an organization and designed to look like a real news story so TV stations can air it as is or edit it
Pseudo-event
An event staged mainly to get media coverage, not because it would happen naturally. Ex: a ribbon-cutting
Different Publics
The groups of people an organization's success or failure depends on
Internal public
Inside the organization: employees, stockholders
External public
Outside the organization: clients and consumers, media organizations, government agencies, community leaders, general public
Primary public
Active, loyal supporters; direct clients and vendors
Latent public
An unformed group until a triggering event, then suddenly interested
Hostile public
Antagonistic toward the speaker or message; unreceptive, even argumentative
Motivated public
Positive attitudes toward the speaker or topic; needs to be inspired and encouraged
Influencer (Lou, 2021)
A content creator who consistently creates and shares digital content within a specific knowledge domain
Nano influencer
1-10K followers
Micro influencer
10-100K followers
Macro influencer
100K-1M followers
Mega influencer
1M+ followers
True influence
Follower stickiness: how many followers follow an influencer through purchases, ideals, or something in between, not just follower count
Mommy bloggers
Parents who blog about family life; an early example of influencers