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電大廣告心理學(xué)期末重點復(fù)習(xí)必備小抄【精心整理-文庫吧資料

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【正文】 ed, including the Women39。s basketball league in the United States was the National Basketball League (NBL), which debuted in 1898. Players were paid on a pergame basis, and this league and others were hurt by the poor quality of games and the everchanging players on a team. After the Great Depression, a new NBL was anized in 1937, and the Basketball Association of America was anized in 1946. The two leagues came to agree that players had to be assigned to teams on a contract basis and that high standards had to govern the game。s game. Television interest followed the women as well with broadcast of NCAA championship tourneys beginning in the early 1980s and the formation of the WNBA in 1997. Internationally, Italy has probably bee the leading basketball nation outside of the United States, with national, corporate, and professional teams. The Olympics boosts basketball internationally and has also spurred the women39。s basketball. Until World War II, basketball became increasingly popular in the United States especially at the high school and college levels. After World War II, its popularity grew around the world. In the 1980s, interest in the game truly exploded because of television exposure. Broadcast of the NCAA Championship Games began in 1963, and, by the 1980s, cable television was carrying regular season college games and even high school championships in some states. Players like Bill Russell, Wilt Chamberlain, and Lew Alcindor (Kareem AbdulJabbar) became nationally famous at the college level and carried their fans along in their professional basketball careers. The women39。 and Japan in 1900. From 1891 through 1893, a soccer ball was used to play basketball. The first basketball was manufactured in 1894. It was 32 in (81 cm) in circumference, or about 4 in (10 cm) larger than a soccer ball. The dedicated basketball was made of laced leather and weighed less than 20 oz (567 g). The first molded ball that eliminated the need for laces was introduced in 1948。 England in 1894。 smaller gyms used five players on a side, and the larger gyms allowed seven to nine. The team size became generally established as five in 1895, and, in 1897, this was made formal in the rules. The YMCA lost interest in supporting the game because 1020 basketball players monopolized a gymnasium previously used by many more in a variety of activities. YMCA membership dropped, and basketball enthusiasts played in local halls. This led to the building of basketball gymnasiums at schools and colleges and also to the formation of professional leagues. Although basketball was born in the United States, five of Naismith39。s five basic principles center on the ball, which was described as large, light, and handled with the hands. Players could not move the ball by running alone, and none of the players was restricted against handling the ball. The playing area was also open to all players, but there was to be no physical contact between players。s bounce. Inside the covering or casing, a rubber bladder holds air. The ball must be inflated to a pressure sufficient to make it rebound to a height (measured to the top of the ball) of 4954 in ( m) when it is dropped on a solid wooden floor from a starting height of 6 ft ( m) measured from the bottom of the ball. The factory must test the balls, and the air pressure that makes the ball legal in keeping with the bounce test is stamped on the ball. During the intensity of high school and college tourneys and the professional playoffs, this inflated sphere mands considerable attention. Basketball is one of few sports with a known date of birth. On December 1, 1891, in Springfield, Massachusetts, James Naismith hung two halfbushel peach baskets at the opposite ends of a gymnasium and outlined 13 rules based on five principles to his students at the International Training School of the Young Men39。s games measures in (7576 cm) in circumference, and a women39。 ? 武士 —— 刀;戰(zhàn)士 —— 槍;婚戒 ? 例如,青春期的男孩子,會使用諸如汽車、喝酒、香煙之類的“成人用品”來顯示他們正在形成的男子漢氣質(zhì) 必須引人注意、易于識別、易于理解、容易記憶 廣告效果測量的范疇 文案、傳播效果、銷售效果 請您刪除一下內(nèi)容, O(∩ _∩ )O 謝謝?。。?2021 年中央電大期 末復(fù)習(xí)考試小抄大全,電大期末考試必備小抄,電大考試必過小抄 Basketball can make a true claim to being the only major sport that is an American invention. From high school to the professional level, basketball attracts a large following for live games as well as television coverage of events like the National Collegiate Athletic Association (NCAA) annual tournament and the National Basketball Association (NBA) and Women39。 ? 我們就是我們所擁有的。如果兩者之間有差異,那么個體會去努力實現(xiàn)理想自我。 消費(fèi)者自我概念理論的基本觀點: 自我概念對消費(fèi)者行為的影響來源于兩種動機(jī): 自我提升動機(jī)( SelfEsteem)指的是一個人會傾向于那些可以提升自我概念或者自我形象的行為; 自我一致性動機(jī)( SelfConsistency) -指的是一個人會傾向于那些與自我概念相一致的行為,也稱為自我維持動機(jī)。 特征展露策略,是將商品的特色突出出來。 鑲嵌策略,是將品牌名稱鑲嵌到該商品中,或者把該商品鑲嵌到文字里。 對比策略,通過比較使用和沒有使用特定商品或勞務(wù),突出改善后的效果。 ( 2)視覺策略 視覺策略, 旨在加強(qiáng)對廣告認(rèn)知的微觀策略。 類比策略,是從某個客體的特性,形象地說明另一個客體的特性。 “高級統(tǒng)領(lǐng)者 ”,指的是突出重點,統(tǒng)領(lǐng)各部,構(gòu)成一個完整創(chuàng)意。前者包括系列廣告、 “懸念 ”廣告;后者的具體 表現(xiàn)形式就更多了,諸如, “組塊 ”、 “高級統(tǒng)領(lǐng)者 ”、 “類比 ”和 “境聯(lián) ”等策略。 ( 1)組織策略 組織策略可以看作是統(tǒng)領(lǐng)的策略。 消費(fèi)者購買決策的各個階段的廣告影響策略 : 一、認(rèn)知問題過程中的廣告策略 ,目的在于使消費(fèi)者清晰地了解理想狀態(tài)與現(xiàn)實狀態(tài)之間的差異 1)影響消費(fèi)者的理想狀態(tài) 2)影響消費(fèi)者對現(xiàn)實狀態(tài)的認(rèn)知 . 二、信息搜尋過程中的廣告策略 .目的給消費(fèi)者提供有用的信息根據(jù)消費(fèi)者的決策類型和商品信息的激活水平確定廣告營銷戰(zhàn)略 保持戰(zhàn)略 瓦解戰(zhàn)略 捕獲戰(zhàn)略 攔截戰(zhàn)略 偏好戰(zhàn)略 接受戰(zhàn)略 三 信息評價與決策過程中的廣告策略 .目的在于影響消費(fèi)者的評價標(biāo)準(zhǔn)和決策規(guī)則,進(jìn)而影響其決策 1)影響消費(fèi)者的評價標(biāo)準(zhǔn)(新標(biāo)準(zhǔn)) 2)影響消費(fèi)者的決策規(guī)則 四、購買過程中的廣告策略 .目的在于強(qiáng)化消費(fèi)者對目標(biāo)商品的選擇,防止臨 時變卦 1)POP廣告 2)價格促銷 五、購買后的廣告策略 .目的在于幫消費(fèi)者證實選擇的明智性,增加滿意度,減少不滿意 1)加大廣告力度 2)加深消費(fèi)者對商品的認(rèn)知 廣告宣傳應(yīng)該采用什么策略影響消費(fèi)者的購買決策: : 廣告創(chuàng)意是思維主體運(yùn)用已有的思維形式去組合新的思維方式;是以促成購買為目的,從整體營銷戰(zhàn)略出發(fā)進(jìn)行的一種可行的、合乎財政預(yù)算的、靈活的思維方式。這一原則可大大縮小消費(fèi)者的抉擇范圍,迅速、準(zhǔn)確地發(fā)現(xiàn)擬選方案,加快決策進(jìn)程。 消費(fèi)者在進(jìn)行購買決策之前,就對商品 價格 、質(zhì)量、款式等方面形成一定的心理預(yù)期。此時,消費(fèi)者通常要估計各種方案可能產(chǎn)生的不良后果,比較其嚴(yán)重程度,從中選擇情形最輕微的 作為最終方案,減少風(fēng)險損失,緩解消費(fèi)者因不滿意而造成的心理失衡。 關(guān)鍵是以較小的代價取得較大的效用 遺憾最小原則。 消費(fèi)者面對多種多樣的商品和瞬息萬變的市場信息,不可能花費(fèi)大量時間、金錢和精力去搜集制定最佳決策所需的全部信息,
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