Merchandising in the context of Authentic Brands Group


Merchandising in the context of Authentic Brands Group

Merchandising Study page number 1 of 1

Play TriviaQuestions Online!

or

Skip to study material about Merchandising in the context of "Authentic Brands Group"


⭐ Core Definition: Merchandising

Merchandising is any practice which contributes to the sale of products ("merch" colloquially) to a retail consumer. At a retail in-store level, merchandising refers to displaying products that are for sale in a creative way that entices customers to purchase more items or products.

In retail commerce, visual display merchandising means merchandise sales using product design, selection, packaging, pricing, and display that stimulates consumers to spend more. This includes disciplines and discounting, physical presentation of products and displays, and the decisions about which products should be presented to which customers at what time. Often in a retail setting, creatively tying in related products or accessories is a great way to entice consumers to purchase more.

↓ Menu
HINT:

πŸ‘‰ Merchandising in the context of Authentic Brands Group

Authentic Brands Group LLC (ABG) is an American brand management company headquartered in New York City. Its holdings include various apparel, athletics, and entertainment brands, which it partners with other companies to license and merchandise. ABG owns more than 50 consumer brands, as well as the likeness rights or estates of celebrities, including Muhammad Ali, Elvis Presley, and Marilyn Monroe.

↓ Explore More Topics
In this Dossier

Merchandising 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.

View the full Wikipedia page for Product (business)
↑ Return to Menu

Merchandising in the context of Wholesale

Wholesaling or distributing is the sale of goods or merchandise to retailers; to industrial, commercial, institutional or other professional business users; or to other wholesalers (wholesale businesses) and related subordinated services. In general, it is the sale of goods in bulk to anyone, either a person or an organization, other than the end consumer of that merchandise. Wholesaling involves purchasing goods in bulk, usually directly from the manufacturer or source, at a discounted rate. Retailers then sell these goods to end consumers at a higher price, generating a profit.

Traditionally, wholesalers were closer to the markets they supplied than the source from which they got the products. However, with the advent of the internet and e-procurement there is an increasing number of wholesalers located nearer to the manufacturers in China, Taiwan, and Southeast Asia. The profit margins of wholesalers depend largely on their ability to achieve market competitive transaction costs.

View the full Wikipedia page for Wholesale
↑ Return to Menu

Merchandising in the context of Superstore

A big-box store, a hyperstore, a supercenter, a superstore, or a megastore is a physically large retail establishment, usually part of a chain of stores. The term sometimes also refers, by extension, to the company that operates the store. The term "big-box" references the typical appearance of buildings occupied by such stores.

Commercially, big-box stores can be broken down into two categories: general merchandise (examples include Walmart and Target) and specialty stores (such as Home Depot, Barnes & Noble, IKEA or Best Buy), which specialize in goods within a specific range, such as hardware, books, furniture or consumer electronics, respectively. In the late 20th and early 21st centuries, many traditional retailers and supermarket chains that typically operate in smaller buildings, such as Tesco and Praktiker (the latter which is defunct since 2014), opened stores in the big-box-store format in an effort to compete with big-box chains, which are expanding internationally as their home markets reach maturity.

View the full Wikipedia page for Superstore
↑ Return to Menu

Merchandising in the context of Advertising mail

Advertising mail, also known as direct mail (by its senders), junk mail (by its recipients), mailshot or admail (North America), letterbox drop or letterboxing (Australia), is the delivery of advertising material to recipients of postal mail. The delivery of advertising mail forms a large and growing service for many postal services, and direct-mail marketing forms a significant portion of the direct marketing industry. Some organizations attempt to help people opt out of receiving advertising mail, in many cases motivated by a concern over its negative environmental impact.

Advertising mail includes advertising circulars, plastic mailers, coupon envelopes (Money Mailer, Valpak), catalogs, CDs, "pre-approved" credit card applications, and other commercial merchandising materials delivered to homes and businesses. It may be addressed to pre-selected individuals, or unaddressed and delivered on a neighbourhood-by-neighbourhood basis.

View the full Wikipedia page for Advertising mail
↑ Return to Menu

Merchandising in the context of Record shop

A record shop or record store is a retail outlet that sells recorded music. Per the name, in the late 19th century and the early 20th century, record shops only sold gramophone records. But over the course of the 20th century, record shops sold the new formats that were developed, such as eight track tapes, compact cassettes and compact discs (CDs). Today, in the 21st century, record stores mainly sell CDs, vinyl records and, in some cases, DVDs of movies, TV shows, cartoons and concerts. Some record stores also sell music-related items such as posters of bands or singers, related clothing items and even merchandise such as bags and coffee mugs.

Even when CDs became popular during the 1990s, people in English-speaking countries still continued using the term "record shop" to describe a shop selling sound recordings. With the vinyl revival of the 21st century, often generating more income than CDs, the name is again accurate.

View the full Wikipedia page for Record shop
↑ Return to Menu

Merchandising in the context of Dilbert

Dilbert is an American comic strip written and illustrated by Scott Adams, first published on April 16, 1989. It is known for its satirical office humor about a white-collar, micromanaged office with engineer Dilbert as the title character. It has led to dozens of books, an animated television series, a video game, and hundreds of themed merchandise items. Dilbert Future and The Joy of Work are among the best-selling books in the series. In 1997, Adams received the National Cartoonists Society Reuben Award and the Newspaper Comic Strip Award for his work. Dilbert appears online and as of 2013 was published daily in 2,000 newspapers in 65 countries and 25 languages.

In 2023, Dilbert was dropped by numerous independent newspapers as well as its distributor, Andrews McMeel Syndication (which owns GoComics, from where the comic was also removed), after Adams published a video where he called Black Americans that disagreed with the slogan "It's okay to be white" a "hate group" and said White Americans should "get the hell away from" them. The video was widely described by sources such as The Economist and Reuters as containing "racist comments" and being a "racist rant". Adams stated that he disavows racism. The following month, Adams relaunched the strip as a webcomic on Locals under the name Daily Dilbert Reborn.

View the full Wikipedia page for Dilbert
↑ Return to Menu

Merchandising in the context of List of highest-grossing films

Films generate income from several revenue streams, including theatrical exhibition, home video, television broadcast rights, and merchandising. However, theatrical box-office earnings are the primary metric for trade publications in assessing the success of a film, mostly because of the availability of the data compared to sales figures for home video and broadcast rights, but also because of historical practice. Included on the list are charts of the top box-office earners (ranked by both the nominal and real value of their revenue), a chart of high-grossing films by calendar year, a timeline showing the transition of the highest-grossing film record, and a chart of the highest-grossing film franchises and series. All charts are ranked by international theatrical box-office performance where possible, excluding income derived from home video, broadcasting rights, and merchandise.

Traditionally, war films, musicals, and historical dramas have been the most popular genres, but franchise films have been among the best performers of the 21st century. There is strong interest in the superhero genre, with eleven films in the Marvel Cinematic Universe featuring among the nominal top-earners. The most successful superhero film, Avengers: Endgame, is also the second-highest-grossing film on the nominal earnings chart, and there are four films in total based on the Avengers comic books charting in the top twenty. Other Marvel Comics adaptations have also had success with the Spider-Man and X-Men properties, while films based on Batman and Superman from DC Comics have generally performed well. Star Wars is also represented in the nominal earnings chart with five films, while the Jurassic Park franchise features prominently. Although the nominal earnings chart is dominated by films adapted from pre-existing properties and sequels, it is headed by Avatar, which is an original work. Animated family films have performed consistently well, with Disney films enjoying lucrative re-releases prior to the home-video era. Disney also enjoyed later success with films such as Frozen and its sequel, and The Lion King (along with its computer-animated remake), as well as its Pixar division, of which Inside Out 2, Incredibles 2, and Toy Story 3 and 4 have been the best performers. Beyond Disney and Pixar animation, China's Ne Zha 2 (the highest-grossing animated film), and the Despicable Me and Shrek series have met with the most success.

View the full Wikipedia page for List of highest-grossing films
↑ Return to Menu

Merchandising in the context of Aniplex

Aniplex, Inc. (Japanese: ζ ͺεΌδΌšη€Ύγ‚’γƒ‹γƒ—γƒ¬γƒƒγ‚―γ‚Ή, Hepburn: Kabushiki-gaisha Anipurekkusu) is a Japanese entertainment company which is a wholly owned subsidiary of Sony Music Entertainment Japan. Founded in September 1995, the company is responsible for the plan, production, and distribution of anime series, which includes original works and those based on licensed intellectual properties (IPs). It also engages in related multimedia initiatives.

Aniplex's operations encompass the development and distribution of theatrical films, video games, and merchandise associated with its media franchises. It also releases home media, produces original soundtracks, and organizes events such as musicals, stage performances, and promotional concerts. The company manages copyrights and licensing agreements, and operates an e-commerce platform, Aniplex Online, through which it sells products directly to consumers.

View the full Wikipedia page for Aniplex
↑ Return to Menu

Merchandising in the context of Barbie

Barbie is the largest multimedia-supported fashion doll franchise created by American businesswoman Ruth Handler, manufactured by American toy and entertainment company Mattel and introduced on March 9, 1959. The toy was based on the German Bild Lilli doll which Handler had purchased while in Europe. The figurehead of an eponymous brand that includes a range of fashion dolls and accessories, Barbie has been an important part of the toy fashion doll market for over six decades. Mattel has sold over a billion Barbie dolls, making it the company's largest and most profitable line. The brand has expanded into a multimedia franchise since 1984, including video games, animated films, television/web series, and a live-action film.

Barbie and her male counterpart, Ken, have been described as the two most popular dolls in the world. Mattel generates a large portion of Barbie's revenue through related merchandise – accessories, clothes, friends, and relatives of Barbie. Writing for Journal of Popular Culture in 1977, Don Richard Cox noted that Barbie has a significant impact on social values by conveying characteristics of female independence, and with her multitude of accessories, an idealized upscale lifestyle that can be shared with affluent friends.

View the full Wikipedia page for Barbie
↑ Return to Menu