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The 2005 Entertainment, Media and Advertising Market Research Handbook
Richard K. Miller & Associates, Jan 2005, Pages: 500
The 2005 Entertainment, Media & Advertising Market Research Handbook, now in its 7th edition, is expanded to 61 chapters, and will provide you with the most recent statistics and data available ... updated as of January 2005. It is designed to be a “strategic business planning resource” for executives in all segments of the Advertising and media business. This is the best selling publication of its kind available from any source. With thorough and in-depth assessment of the media and Advertising markets, this handbook covers such key topics as:
- Television - Media Advertising - Radio - Direct Marketing - Newspapers - Outdoor Advertising - Consumer Magazines - Branding - Recorded Music - Sponsorships - Video Games - Licensing - Filmed Entertainment - Entertainment Marketing - Cable AND Dbs - Online Advertising - Sports Marketing - Consumer Demographics - Major Sports Events - Hispanic-American Marketing
The handbook was developed to be the ultimate resource for strategic planning and business development throughout the various media and Advertising sectors.
This 500-page user-friendly resource also provides: - comprehensive expenditure data and forecasts - profiles of leading media companies - over 200 Website links to additional resources
The 2005 Entertainment, Media & Advertising Market Research Handbook is an indispensable tool designed to help you expand your market understanding.
The Entertainment, Media and Advertising Market Research Handbook is designed to guide the identification of new business opportunities, forecast market potentials, and assess competitive positions in established entertainment and media markets. The handbook assesses each sector of the entertainment industry. The analysis for each sector includes a market assessment, forecast, demographics, discussion of trends, identification of key players, and outlook.
The handbook also includes discussions and demographics related to generational trends in entertainment activities, including baby boomers, Generation X, seniors, teens, and children. The previous editions of this handbook were used by most of the major U.S. entertainment companies. The sixth edition presents all-new current market statistics, identification of new trends, and revised forecasts. In addition, the new edition includes identification of trends in leisure activities, current developments in online entertainment.
Entertainment-related businesses have been the Growth Industry of the 1990s, according to the U.S. Department of Commerce, surpassing health care, which was the growth business of the 1980s. The entertainment business has yet to begin to peak. Newsweek says if you had fun in the 20th century, or even if you didn't, you will find it almost impossible to avoid it in the 21st. Working ever harder to keep your place in the world economy, you will seek out fun in compensatory doses. Fun in the next century will be of a much higher quality.
An important part of the handbook is the discussions of the expected future impact of emerging technologies. A few of the discussion topics include: the future of television cable vs. satellite technology trends in leisure time and activities evolution of theme parks impact of the Internet future of filmed entertainment and the impact of virtual reality. The handbook includes forecasts of leading futurists as well as RKM&A analysts. The handbook draws on these resources to provide insight into emerging technologies expected to impact the entertainment business in the near future.
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