Marketing in the context of Software developer


Marketing in the context of Software developer

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Marketing in the context of Product (business)

In marketing, a product is an object, or system, or service made available for consumer use as of the consumer demand; it is anything that can be offered to a domestic or an international market to satisfy the desire or need of a customer. In retailing, products are often referred to as merchandise, and in manufacturing, products are bought as raw materials and then sold as finished goods. A service is also regarded as a type of product.

In project management, products are the formal definition of the project deliverables that make up or contribute to delivering the objectives of the project.

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Marketing in the context of Generation

A generation is all of the people born and living at about the same time, regarded collectively. It also is "the average period, generally considered to be about 20–30 years, during which children are born and grow up, become adults, and begin to have children." In kinship, generation is a structural term, designating the parent–child relationship. In biology, generation also means biogenesis, reproduction, and procreation.

Generation is also a synonym for birth/age cohort in demographics, marketing, and social science, where it means "people within a delineated population who experience the same significant events within a given period of time." The term generation in this sense, also known as social generations, is widely used in popular culture and is a basis of sociological analysis. Serious analysis of generations began in the nineteenth century, emerging from an increasing awareness of the possibility of permanent social change and the idea of youthful rebellion against the established social order. Some analysts believe that a generation is one of the fundamental social categories in a society; others consider generation less important than class, gender, race, and education.

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Marketing in the context of Publicity

In marketing, publicity is the public visibility or awareness for any product, service, person or organization. It may also refer to the movement of information from its source to the general public, often (but not always) via the media. The subjects of publicity include people of public recognition, goods and services, organizations, and works of art or entertainment.

A publicist is someone that carries out publicity, while public relations (PR) is the strategic management function that helps an organization establish and maintain communication with the public. This can be done internally, without the use of popular media. From a marketing perspective, publicity is one component of promotion and marketing. The other elements of the promotional mix are advertising, sales promotion, direct marketing and personal selling.

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Marketing in the context of Automotive industry

The automotive industry comprises a wide range of companies and organizations involved in the design, development, manufacturing, marketing, selling, repairing, and modification of motor vehicles. It is one of the world's largest industries by revenue (from 16% such as in France up to 40% in countries such as Slovakia).

The word automotive comes from the Greek autos (self), and Latin motivus (of motion), referring to any form of self-powered vehicle. This term, as proposed by Elmer Sperry (1860–1930), first came into use to describe automobiles in 1898.

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Marketing in the context of Public

In public relations and communication science, publics are groups of individual people, and the public (a.k.a. the general public) is the totality of such groupings. This is a different concept to the sociological concept of the Öffentlichkeit or public sphere.

The concept of a public has also been defined in political science, psychology, marketing, and advertising. In public relations and communication science, it is one of the more ambiguous concepts in the field.

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Marketing in the context of Fish marketing

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Marketing in the context of Positioning (marketing)

In marketing, positioning is the mental perception of a product or brand by customers. Brand and product positioning methods include product differentiation, advertising, market segmentation, and business models such as the marketing mix.

The origins of the concept of positioning concept are unclear. Scholars suggest that it may have emerged from the burgeoning advertising industry in the period following World War I. The concept was popularised by advertising executives Al Ries and Jack Trout and further developed by academics Schaefer and Kuehlwein, who extended the concept to include the meaning carried by a brand. Positioning is now a regular marketing activity and forms part of overarching marketing strategy theory.

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Marketing in the context of Target audience

The target audience is the intended audience or readership of a publication, advertisement, or other message catered specifically to the previously intended audience. In marketing and advertising, the target audience is a particular group of consumer within the predetermined target market, identified as the targets or recipients for a particular advertisement or message.

Businesses that have a wide target market will focus on a specific target audience for certain messages to send, such as The Body Shop Mother's Day advertisements, which were advertising to children as well as spouses of women, rather than the whole market which would have included the women themselves. Another example is the USDA's food guide, which was intended to appeal to young people between the ages of 2 and 18.

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Marketing in the context of Mass media

Mass media refers to the forms of media that reach large audiences via mass communication. It includes broadcast media, digital media, print media, social media, streaming media, advertising, and events.

Mass media encompasses news, advocacy, entertainment, and public service announcements, and intersects with the study of marketing, propaganda, public relations, political communication, journalism, art, drama, computing, and technology. The influence of mass media on individuals and groups has also been analysed from the standpoint of anthropology, economics, history, law, philosophy, psychology, and sociology.

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Marketing in the context of Consumption (economics)

Consumption refers to the use of resources to fulfill present needs and desires. It is seen in contrast to investing, which is spending for acquisition of future income. Consumption is a major concept in economics and is also studied in many other social sciences.

Different schools of economists define consumption differently. According to mainstream economists, only the final purchase of newly produced goods and services by individuals for immediate use constitutes consumption, while other types of expenditure — in particular, fixed investment, intermediate consumption, and government spending — are placed in separate categories (see consumer choice). Other economists define consumption much more broadly, as the aggregate of all economic activity that does not entail the design, production and marketing of goods and services (e.g., the selection, adoption, use, disposal and recycling of goods and services).

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Marketing in the context of Action figure

An action figure is a poseable character model figure made most commonly of plastic, and often based upon characters from a film, comic book, military, video game, television program, or sport; fictional or historical. These figures are usually marketed toward boys and adult collectors. The term was coined by Hasbro in 1964 to market G.I. Joe to boys (while competitors called similar offerings boy's dolls).

According to a 2005 study in Sweden, action figures which display traditional masculine traits primarily target boys. While most commonly marketed as a child's toy, the action figure has gained widespread acceptance as collector item for adults. In such a case, the item may be produced and designed on the assumption it will be bought solely for display as a collectible and not played with like a child's toy.

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Marketing in the context of Television advertisement

A television advertisement (also called a commercial, spot, break, advert, or ad) is a span of television programming produced and paid for by an organization. It conveys a message promoting, and aiming to market, a product, service or idea. Advertisers and marketers may refer to television commercials as TVCs.

Advertising revenue provides a significant portion of the funding for most privately owned television networks. During the 2010s, the number of commercials has grown steadily, though the length of each commercial has diminished. Advertisements of this type have promoted a wide variety of goods, services, and ideas ever since the early days of the history of television.The viewership of television programming, as measured by companies such as Nielsen Media Research in the United States, or BARB in the UK, is often used as a metric for television advertisement placement, and consequently, for the rates which broadcasters charge to advertisers to air within a given network, television program, or time of day (called a "day-part").

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Marketing in the context of Video game industry

The video game industry is a significant segment of the leisure sector, straddling the tertiary sector, which provides services to people, and the quaternary sector, which focuses on knowledge-intensive activities such as research and technological development. This industry includes the development, marketing, distribution, monetization, and consumer feedback processes related to video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The professions involved range from game designers and software engineers to sound designers, testers, marketers, and customer support staff. Video games have gradually gained increasing relevance as a widespread cultural phenomenon, exerting significant influence on many areas of contemporary society: from the economy and the labor market to education, from consumption patterns and daily habits to architecture and urban planning, passing through sectors such as healthcare, the automotive industry, cinema and television, fashion, and sports.

The video game industry has grown from niche to mainstream. As of July 2018, video games generated US$134.9 billion annually in global sales. In the US, the industry earned about $9.5 billion in 2007, $11.7 billion in 2008, and US$25.1 billion in 2010, as per the ESA annual report. Research from Ampere Analysis indicated three points: the sector has consistently grown since at least 2015 and expanded 26% from 2019 to 2021, to a record $191 billion; the global games and services market is forecast to shrink 1.2% annually to $188 billion in 2022. Video games now compete with movies, music, and television in terms of both popularity and revenue.

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Marketing in the context of Real estate development

Real estate development, or property development, is a business process, encompassing activities that range from the renovation and re-lease of existing buildings to the purchase of raw land and the sale of developed land or parcels to others. Real estate developers are the people and companies who coordinate all of these activities, converting ideas from paper to real property. Real estate development is different from construction or housebuilding, although many developers also manage the construction process or engage in housebuilding.

Developers buy land, finance real estate deals, build or have builders build projects, develop projects in joint ventures, and create, imagine, control, and orchestrate the process of development from beginning to end. Developers usually take the greatest risk in the creation or renovation of real estate and receive the greatest rewards. Typically, developers purchase a tract of land, determine the marketing of the property, develop the building program and design, obtain the necessary public approval and financing, build the structures, and rent out, manage, and ultimately sell it.

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Marketing in the context of Social influence

Social influence comprises the ways in which individuals adjust their behavior to meet the demands of a social environment. It takes many forms and can be seen in conformity, socialization, peer pressure, obedience, leadership, persuasion, sales, and marketing. Typically social influence results from a specific action, command, or request, but people also alter their attitudes and behaviors in response to what they perceive others might do or think. In 1958, Harvard psychologist Herbert Kelman identified three broad varieties of social influence.

  1. Compliance is when people appear to agree with others but actually keep their dissenting opinions private.
  2. Identification is when people are influenced by someone who is liked and respected, such as a famous celebrity.
  3. Internalization is when people accept a belief or behavior and agree both publicly and privately.

Morton Deutsch and Harold Gerard described two psychological needs that lead humans to conform to the expectations of others. These include our need to be right (informational social influence) and our need to be liked (normative social influence). Informational influence (or social proof) is an influence to accept information from another as evidence about reality. Informational influence comes into play when people are uncertain, either from stimuli being intrinsically ambiguous or because of social disagreement. Normative influence is an influence to conform to the positive expectations of others. In terms of Kelman's typology, normative influence leads to public compliance and identification, whereas informational influence leads to private acceptance and internalization.

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Marketing in the context of Imprint (trade name)

An imprint of a publisher is a trade name under which it publishes a work. A single publishing company may have multiple imprints, often using the different names as brands to market works to various demographic consumer segments.

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Marketing in the context of Software development

Software development is the process of designing, creating, testing, and maintaining software applications to meet specific user needs or business objectives. The process is more encompassing than programming, writing code, in that it includes conceiving the goal, evaluating feasibility, analyzing requirements, design, testing and release. The process is part of software engineering which also includes organizational management, project management, configuration management and other aspects.

Software development involves many skills and job specializations including programming, testing, documentation, graphic design, user support, marketing, and fundraising.

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Marketing in the context of Art director

Art director is a title for a variety of similar job functions in advertising, marketing, publishing, the performing arts (including theater, film, television, and animation), fashion, the Internet, and video games.

Art director's role is to supervise the visual style and images of an artistic production. In particular, they are in charge of its overall visual appearance and how it communicates visually, stimulates moods, contrasts features, and psychologically appeals to a target audience. The art director makes decisions about visual elements, what artistic style(s) to use, and when to use motion. One of the biggest challenges art directors face is translating desired moods, messages, concepts, and underdeveloped ideas into imagery. In the brainstorming process, art directors, colleagues and clients explore ways the finished piece or scene could look. At times, the art director is responsible for solidifying the vision of the collective imagination while resolving conflicting agendas and inconsistencies between contributors' ideas.

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Marketing in the context of Brochure

A brochure is a promotional document primarily used to introduce a company, organization, products, or services and inform prospective customers or members of the public of the benefits. Although, initially, a paper document that can be folded into a template, pamphlet, or leaflet, a brochure can also be a set of related unfolded papers put into a pocket folder or packet or can be in digital format.

A brochure is a corporate marketing instrument to promote a product or service. It is a tool used to circulate information about the product or service. A brochure is like a magazine but with pictures of the product or the service which the brand is promoting. Depending on various aspects there are different types of brochures: Gate Fold Brochures, Trifold Brochures, and Z-Fold Brochures.

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