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      <title>Digital Business &amp; Marketing 9am Seminar B by </title>
      <link>https://padlet.com/n_siddiqui/dbmgroupB</link>
      <description>Group B</description>
      <language>en-us</language>
      <pubDate>2017-02-07 17:19:53 UTC</pubDate>
      <lastBuildDate>2017-02-19 19:43:48 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Social Media </title>
         <author></author>
         <link>https://padlet.com/n_siddiqui/dbmgroupB/wish/154252846</link>
         <description><![CDATA[<div> Social Mwebsites and other online means of communication  are used by large groups of people to share information and to develop social andprofessional contacts:<br><em>Many businesses are utilizing social media to generate sales.<br><br> </em>In the field of marketing they could be used to advertise clothes and subconsciously become part of the evoked set oft he consumer. <br><br>Supreme Brand advertise itself only through social media and it does not even have  an online store .They do it to raise Brand awarness.(Advertise themselfs mostly by using instagram)<br>There are many other clothing rands that promote their product through facebook pages  by engaging with the followers(answering to their questions, giving styling advises), for example H&amp;M, Pull &amp; Bear)<br><br> Benefits:<br>-Cost effective way of advertisement<br>-Better understanding of customer needs<br>-Direct communication with customers<br>-An alternitive way to increase sales<br><br>Limitations:<br>-Diffficult to maintain and control mass advertising<br><br><br><br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2017-02-16 09:48:07 UTC</pubDate>
         <guid>https://padlet.com/n_siddiqui/dbmgroupB/wish/154252846</guid>
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         <title>Virtual Reality - Dalton Little</title>
         <author></author>
         <link>https://padlet.com/n_siddiqui/dbmgroupB/wish/154253245</link>
         <description><![CDATA[<div><br><strong><em>What is it</em></strong>: “the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.”<br><br><strong><em>How can it be used</em></strong>: Product experiences. Tangiable experiences. Educational experiences. Event experiences. Recruitment. Market research and relationship building. <br><br><strong><em>Reasons why VR is successful: </em></strong><br><br>- <strong>Immersive</strong> – users wearing a headset are completely immersed in the content meaning fewer distractions and more attention on the message.<br><br> - <strong>Impactful</strong> – the intensity of a VR experience is greater than traditional media generating strong emotions in its users which are linked to real behaviour change.<br><br> - <strong>Memorable</strong> – our brains are built to remember events linked to locations, this means that VR experiences have a longer trace in the audience’s memory.<br><br>- <strong>Novel</strong> – with high media and public interest in VR early adopters can benefit from favourable media exposure.</div>]]></description>
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         <pubDate>2017-02-16 09:50:37 UTC</pubDate>
         <guid>https://padlet.com/n_siddiqui/dbmgroupB/wish/154253245</guid>
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         <title>Mobile Apps - Sam MacGregor</title>
         <author></author>
         <link>https://padlet.com/n_siddiqui/dbmgroupB/wish/154263827</link>
         <description><![CDATA[<div><br></div><div>1. Mobile technologies are becoming more and more prevalent and useful with a variety of applications including push notifications and online sales.</div><div> </div><div>2. sending push notifications and keeping consumers pulled in with offers and deals to maintain engagement with the brand. Being in a consumer’s pocket is a huge advantage in this regard.</div><div> </div><div>3. Examples include online retail giants such as Amazon and H&amp;M along with an ever increasing number of smaller companies who use these new technologies to always be in the consumers’ minds.</div><div> </div><div>4. </div><div>Benefits:</div><div>- Free marketing efforts</div><div>- Super directed, they are by default your consumers</div><div>- Great way to stay engaged with your consumers</div><div> </div><div>Limitations:</div><div>- Prohibitive costs to starting</div><div>- Many consumers may not want to download the app (Clogging up their phone)</div><div>- Can be difficult to create an efficient user experience</div><div> </div>]]></description>
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         <pubDate>2017-02-16 11:02:51 UTC</pubDate>
         <guid>https://padlet.com/n_siddiqui/dbmgroupB/wish/154263827</guid>
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         <title>Virtual Reality- Benefits and Limitations- Stephanie H</title>
         <author></author>
         <link>https://padlet.com/n_siddiqui/dbmgroupB/wish/154583711</link>
         <description><![CDATA[<div><br>Benefits:<br><br>The main benefits of using Virtual Reality in retail is being able to bring the personalised experience of physical stores increasingly into the digital world. It is also keeping up with consumer wants, as Forbes (2015) states that 64% of millennials in the UK they would appreciate a brand or retailer using&nbsp;</div><h1>Artificial Intelligence technology/Virtual Reality to show more interesting products.&nbsp;<br><br>It is also stated on Forbes (2015) that “The speed of innovation is so fast today that even companies which embrace trans formative innovation are finding that the pace of change, rather than being incremental, is far more rapid than they could ever have imagined,” - therefore it opens up the opportunity to keep ahead of other competitors within the digital environment and appear innovative to consumers. &nbsp;<br><br>It allows the consumer to 'be there' without 'being there' and can allow customers to have a better experience. With virtual reality, businesses particularly those in retail and tech industries will have endless of possibilities when it comes to better interacting and communicating with their customers. This also applies to the companies staff. By “being there”, without physically having the need to, companies could save up millions of dollars in operations and processes that may usually require a lot of manpower.<br><br>Limitations:<br><br>It may make the experience feel less personal- particularly if virtual reality is substituted for staff members.&nbsp;<br><br>It can be very expensive and is open to technological errors occurring-&nbsp; which will also lead to the costs of getting this fixed.&nbsp;</h1><div><br>It may be less appealing to customers who are not considered 'tech-savvy'.&nbsp;<br><br>It fails so allow a two-way communication which could limit the opportunity for personal selling/ad on sales. </div><h1><br><br><br><br></h1>]]></description>
         <enclosure url="" />
         <pubDate>2017-02-17 14:05:55 UTC</pubDate>
         <guid>https://padlet.com/n_siddiqui/dbmgroupB/wish/154583711</guid>
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         <title>Mobile Applications – Mhairi-Therese Fowler</title>
         <author></author>
         <link>https://padlet.com/n_siddiqui/dbmgroupB/wish/154767753</link>
         <description><![CDATA[<div>Mobile applications is an ever expanding route for entrepreneurs and digital marketers online. many start up companies are beginning to exist only on a mobile format through an app and their website will automatically redirect any users to a phone specific app store to purchase and download the application.&nbsp;<br><br></div><div>Larger Digital companies such as Google are encouraging people to begin digital marketing applications and other mobile applications through their free coding school online. Many companies are beginning initiatives to also do this with children so that it becomes a part of early learning in computer skills as mobile applications seems to be the way forward. Initiatives such as Girlswhocode is encouraging young girls to make mini games applications with awards for kids who do make them.&nbsp;<br><br></div><div>The process for this seems to be rapid as companies can have people begin and complete the process of developing a very basic mobile application within a day or a week. However most companies put months of work into an application so that it is easily accessible and customer friendly.&nbsp;<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2017-02-19 00:53:31 UTC</pubDate>
         <guid>https://padlet.com/n_siddiqui/dbmgroupB/wish/154767753</guid>
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