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Advertainment
Advertainment is a term used to reflect the intertwining relationships between advertising and entertainment. Typically it refers to media that combines various forms of ''entertainment'' (television, movies, songs, etc.) with elements of ''advertising'' to promote products or brands. An example would be product placement in a film. The word is a portmanteau of ''advertising'' and ''entertainment''. History Marketers' approach to using entertainment content to promote their products dates back to the use of branded products in early motion pictures. It represented a cooperative venture between a filmmaker and a company in which on-screen exposure of a product, off-screen endorsement by an actor, or a combination of those were traded for paid advertising and unpaid promotions by the company. Often products were offered for use in films in return for publicity stills for use in companies’ advertising. The first film to win an Academy Award for Best Picture, "Wings" (1927), feature ...
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Portmanteau
A portmanteau word, or portmanteau (, ) is a blend of wordsGarner's Modern American Usage
, p. 644.
in which parts of multiple words are combined into a new word, as in ''smog'', coined by blending ''smoke'' and ''fog'', or ''motel'', from ''motor'' and ''hotel''. In , a portmanteau is a single morph that is analyzed as representing two (or more) underlying s. When portmanteaus shorten es ...
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Advergame
An advergame is a form of advertising in video games, in which the video game is developed by or in close collaboration with a corporate entity for purposes of advertising a brand-name product. While other video games may use in-game advertising (such as an advertisement on a virtual billboard or branding on an in-game object), an advergame is differentiated by the Interactive Advertising Bureau as a "game specifically designed around heproduct or service being advertised". An advergame is considered a type of advertainment. Advergames are commonly targeted to minors, who tend to be more responsive to persuasive messages that can be embedded in such games. Concerns have been raised by parents and advocates for children that such advergames can influence children's habits, particularly food-based products. History Advergames (a portmanteau of "advertisement" and "video games") appeared early in the history of the video game industry. One of the first known attempts was a polo spo ...
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Colgate Comedy Hour Title Card
Colgate may refer to: Places *Colgate, North Dakota, US *Colgate, Wisconsin, US *Colgate, West Sussex, England, UK *Colgate, Saskatchewan, Canada Other *Colgate (name) *Colgate (toothpaste), a product of Colgate-Palmolive *Colgate-Palmolive, a corporation *''The Colgate Comedy Hour'', an American musical variety television show sponsored by Colgate-Palmolive *Colgate Clock (Indiana), an octagonal clock in Clarksville, Indiana *Colgate Clock (Jersey City), an octagonal clock in Jersey City, New Jersey *Colgate University, a private liberal arts college in Madison County, New York * Colgate (pony), a character in My Little Pony See also *Coalgate (other) *Colgate Clock (other) *Colegate Colegate is a surname. Notable people with the surname include: * Arthur Colegate (1884–1956), British politician * Isabel Colegate (1931–2023), English writer and literary agent See also * St George's Church, Colegate, Norwich St George' ...
{{disambiguation, ...
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Product Placement
Product placement, also known as embedded marketing, is a marketing technique where references to specific brands or products are incorporated into another work, such as a film or television program, with specific promotional intent. Much of this is done by loaning products, especially when expensive items, such as vehicles, are involved. In 2021, the agreements between brand owners and films and television programs were worth more than US$20 billion. While references to brands (real or fictional) may be voluntarily incorporated into works to maintain a feeling of realism or be a subject of commentary, product placement is the deliberate incorporation of references to a brand or product in exchange for compensation. Product placements may range from unobtrusive appearances within an environment, to prominent integration and acknowledgement of the product within the work. Common categories of products used for placements include automobiles and consumer electronics. Works produ ...
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Immersive Advertising
''Neopets'' is a virtual pet website. Users can own virtual pets ("Neopets") and buy virtual items for them using one of two virtual currencies. One currency, called Neopoints, can be earned within the site, and the other, Neocash, can either be purchased with real-world money, or won by chance in-game. The website was launched by Adam Powell and Donna Williams in late 1999. Two years later, a consortium of investors led by Doug Dohring bought a controlling interest in the company and in June 2005, Viacom (the company that owns Nickelodeon) bought Neopets Inc. for US$160 million. On 17 March 2014, Viacom and Nickelodeon sold ''Neopets'' to JumpStart Games for an undisclosed amount. On 3 July 2017, Chinese company NetDragon acquired JumpStart. Gameplay ''Neopets'' allows users to create and care for digital pets called "Neopets" and explore the virtual world of Neopia. There is no set objective for the users, but they are expected to feed and care for their Neopets when t ...
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In-game Advertising
In-game advertising (IGA) is advertising in electronic games. IGA differs from advergames, which refers to games specifically made to advertise a product.Matthew Yi (2005-07-25). "Advertisers pay for video games - Product placement tradition no longer free ride for business". San Francisco Chronicle. http://www.sfgate.com/cgi-bin/article.cgi?file=/chronicle/archive/2005/07/25/BUGVRDREUT1.DTL. Retrieved 2011-04-14. The IGA industry is large and growing. In-game advertising generated $34 million in 2004, $56 million in 2005, $80 million in 2006, and $295 million in 2007. In 2009, spending on IGA was estimated to reach $699 million USD, $1 billion by 2014Arif Durrani (2009-05-26). "Screen Digest forecasts $1bn boom for in-game advertising"Brandrepublic http://www.brandrepublic.com/News/908125/Screen-Digest-forecasts-1bn-boom-in-game-advertising/. Retrieved 2011-04-14.Enid Burns (2009-04-28). "Video Advertising Still Set for Growth in Down Ad Spend Year". http://www.clickz.com/clickz ...
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Product Placement
Product placement, also known as embedded marketing, is a marketing technique where references to specific brands or products are incorporated into another work, such as a film or television program, with specific promotional intent. Much of this is done by loaning products, especially when expensive items, such as vehicles, are involved. In 2021, the agreements between brand owners and films and television programs were worth more than US$20 billion. While references to brands (real or fictional) may be voluntarily incorporated into works to maintain a feeling of realism or be a subject of commentary, product placement is the deliberate incorporation of references to a brand or product in exchange for compensation. Product placements may range from unobtrusive appearances within an environment, to prominent integration and acknowledgement of the product within the work. Common categories of products used for placements include automobiles and consumer electronics. Works produ ...
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Ethical Dilemma
In philosophy, ethical dilemmas, also called ethical paradoxes or moral dilemmas, are situations in which an agent stands under two (or more) ''conflicting moral requirements'', none of which ''overrides'' the other. A closely related definition characterizes ethical dilemmas as situations in which every available choice is wrong. The term is also used in a ''wider sense'' in everyday language to refer to ethical conflicts that may be resolvable, to psychologically difficult choices or to other types of difficult ethical problems. This article is about ethical dilemmas in the ''strict philosophical sense'', often referred to as ''genuine ethical dilemmas''. Various examples have been proposed but there is disagreement as to whether these constitute ''genuine'' or ''merely apparent'' ethical dilemmas. The central debate around ethical dilemmas concerns the question of whether there are any. Defenders often point to apparent examples while their opponents usually aim to show their exi ...
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Federal Trade Commission
The Federal Trade Commission (FTC) is an independent agency of the United States government whose principal mission is the enforcement of civil (non-criminal) antitrust law and the promotion of consumer protection. The FTC shares jurisdiction over federal civil antitrust enforcement with the Department of Justice Antitrust Division. The agency is headquartered in the Federal Trade Commission Building in Washington, DC. The FTC was established in 1914 with the passage of the Federal Trade Commission Act, signed in response to the 19th-century monopolistic trust crisis. Since its inception, the FTC has enforced the provisions of the Clayton Act, a key antitrust statute, as well as the provisions of the FTC Act, et seq. Over time, the FTC has been delegated with the enforcement of additional business regulation statutes and has promulgated a number of regulations (codified in Title 16 of the Code of Federal Regulations). The broad statutory authority granted to the FTC provide ...
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Federal Communications Commission
The Federal Communications Commission (FCC) is an independent agency of the United States federal government that regulates communications by radio, television, wire, satellite, and cable across the United States. The FCC maintains jurisdiction over the areas of broadband access, fair competition, radio frequency use, media responsibility, public safety, and homeland security. The FCC was formed by the Communications Act of 1934 to replace the radio regulation functions of the Federal Radio Commission. The FCC took over wire communication regulation from the Interstate Commerce Commission. The FCC's mandated jurisdiction covers the 50 states, the District of Columbia, and the territories of the United States. The FCC also provides varied degrees of cooperation, oversight, and leadership for similar communications bodies in other countries of North America. The FCC is funded entirely by regulatory fees. It has an estimated fiscal-2022 budget of US $388 million. It has 1,482 ...
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Federal Radio Commission
The Federal Radio Commission (FRC) was a government agency that regulated United States radio communication from its creation in 1927 until 1934, when it was succeeded by the Federal Communications Commission (FCC). The FRC was established by the Radio Act of 1927, which replaced the Radio Act of 1912 after the earlier law was found to lack sufficient oversight provisions, especially for regulating broadcasting stations. In addition to increased regulatory powers, the FRC introduced the standard that, in order to receive a license, a radio station had to be shown to be "in the public interest, convenience, or necessity". Previous regulation Radio Act of 1912 Although radio communication (originally known as "wireless telegraphy") was developed in the late 1890s, it was largely unregulated in the United States until the passage of the Radio Act of 1912. This law set up procedures for the Department of Commerce to license radio transmitters, which initially consisted primarily of ...
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Educational Entertainment
Educational entertainment (also referred to as edutainment) is media designed to educate through entertainment. The term was used as early as 1954 by Walt Disney. Most often it includes content intended to teach but has incidental entertainment value. It has been used by academia, corporations, governments, and other entities in various countries to disseminate information in classrooms and/or via television, radio, and other media to influence viewers' opinions and behaviors. History Concept Interest in combining education with entertainment, especially in order to make learning more enjoyable, has existed for hundreds of years, with the Renaissance and Enlightenment being movements in which this combination was presented to students.. Komenský in particular is affiliated with the "school as play" concept, which proposes pedagogy with dramatic or delightful elements. ''Poor Richard's Almanack'' demonstrates early implementation of edutainment, with Benjamin Franklin co ...
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