Definitive Guide to Entertainment Marketing, The
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Definitive Guide to Entertainment Marketing, The: Bringing the Moguls, the Media, and the Magic to the World

Definitive Guide to Entertainment Marketing, The: Bringing the Moguls, the Media, and the Magic to the World


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About the Book

Entertainment Marketing NOW: Every Platform, Technology, and Opportunity   Covers film, cable, broadcast, music, sports, publishing, social media, gaming, and more Reflects powerful trends ranging from smartphones to globalization Demonstrates breakthrough strategies integrating advertising, promotion, PR, and online content distribution By industry insiders with decades of experience as leaders and consultants   Entertainment spending is soaring worldwide, driven by new technologies, new platforms, new business models, and unrelenting demand amongst seven billion consumers. That means entertainment marketing opportunities are soaring, too. But this business is more complex and competitive than ever–and it’s changing at breakneck speed. Now, two leading practitioners show how to transform content into profits today and tomorrow…any content, on any platform, in any market, worldwide.   You’ll master innovative new ways to grab consumers’ attention and wallets fast…make your experiences wannasee, haftasee, mustsee…drive more value through social platforms, mobile technologies, and integrated marketing strategies…overcome challenges ranging from bad buzz to piracy…fully leverage licensing, merchandising, and sponsorships…and successfully market all forms of entertainment.

Table of Contents:
Introduction Let Us Entertain You     1 The Market for Marketing—and Marketing Professionals     2 What Sets Entertainment Marketing Apart?     5 New Channels, New Challenges     6 Marketing to the Mass     6 The Digital Disruption     7 A Marketer’s Manifesto     9 Chapter 1 Begin with the Basics: The What and Where of Entertainment Marketing     11 The Four Cs     11 The First C: Content     13 The Second C: Conduit     16 The Third C: Consumption     16 The Fourth C: Convergence     17 Summary     22 Chapter 2 Getting the Product to Market: Who and How     23 Molding the Message     23 In the Good Old Days     24 Vive La Revolution!     25 Super-Size Me     26 Decisions, Decisions     29 Summary     43 Chapter 3 Marketing Movies: Building Wannasee, Haftasee, and Mustsee     45 Big Numbers for the Big Screen     45 A Bit of Background     47 Reducing Risk: High Concept Films     48 Dum-Dum....Dum-Dum     48 Reducing Risk: Hollywood Meets Madison Avenue     50 Behind the Scenes: The P     53 Out the Door and Onto the Streets: Distribution      55 Theaters: Still Big Box Office     57 Movie Marketing: Who Are the Targets?     58 Marketing Methods     61 Ticket Presale Conduits     65 The Oscars—A Powerful Mrketing Tool     65 Techno Tools     66 Planes, Trains, Automobiles—and More     67 Independent Films     67 Summary     72 Further Reading     73 Magazines to Devour     73 Chapter 4 The Business of Broadcasting: Network TV, Syndication, and Radio     75 Broadcast Basics     75 Local Television Stations     80 The Basics of TV Ratings     82 Promotion and Marketing     89 Syndication     93 What’s Mine Is Not Yours: The Impact of Technology     98 Noncommercially Driven Broadcasting     99 Summary: Network TV and Syndication     101 Radio     101 Summary: Radio     111 For Further Reading     111 Magazines to Devour     111 Chapter 5 The Rising Tide of Technology: Television Content Delivery in a Digital Age     113 The Multichannel Video Universe    113 Beyond Basic     125 Media, Marketing, and Money     127 The Search for Subscribers     130 Cable Television: A Marketing Powerhouse     132 Summary     133 For Further Reading     133 Chapter 6 Digital Disruption     135 Cable Levels Off: The Era of New Challenges     135 Over the Top     139 Disruptive Conduits     141 Summary     146 For Further Reading     146 Chapter 7 Publishing: The Printed Word Goes Digital     147 In the Beginning     147 Books     148 Marketing Books     157 Discoverability     162 Branding     164 The Changing Publishing Environment     166 Summary: Books     169 Newspapers and Magazines     169 Summary: Newspapers and Magazines     173 Summary: Publishing     173 For Further Reading     173 Chapter 8 A Handful of Content: Games, Mobile Applications, and Mobile Marketing     175 The Game’s Afoot     175 Going Mobile     179 Mobile Marketing     183 Summary: Games, Mobile Applications, and Mobile Marketing     185 For Further Reading     186 Chapter 9 The Universal Language: Music      187 They’re Playing Our Song     187 The Three Forms of Property     188 Major Players     189 The Music Development Process     191 The Changing Face of Distribution     193 Reaching the Masses     195 Marketing the Music     199 Market Segments     200 Musical Theater     204 Billboard: The Bible of the Business     208 Summary     208 For Further Reading     208 Chapter 10 Major Leagues, Major Money: Sports     211 This Sporting Life     211 Major League Sports     214 The Rest of the Story     224 The Business of Brands: Licensing and Sponsorship     227 Technology Trends     231 Marketing Challenges     234 Summary     236 For Further Reading     236 Chapter 11 On the Road: Travel and Tourism     237 Travelin’ On     237 Building the Plan     239 Advertising, Publicity, and Promotion     243 Creating an Identity     243 The Dynamics of Travel and Tourism Marketing     247 Relationship Marketing     251 Other Destination Entertainment     254 Summary     263 For Further Reading     263 Chapter 12 What’s Next: A Global Snapshot    265 Global Regions: North America    267 Global Regions: Latin America     268 Global Regions: EMEA     271 Global Regions: Asia Pacific     274 Summary     276 Conclusion Where Do We Go from Here?     277 Who: The Consumer     277 What: Technology and Trends     278 Why: The More Things Change     278 Where: Where Do You Want It?     279 When: Get Onboard     279 Index     281

About the Author :
Al Lieberman is a Clinical Professor of Marketing and the Executive Director of the Entertainment, Media, and Technology (EMT) Program at the Stern School of Business, New York University, where he was awarded the first Albert Gallatin endowed Chair as Professor of Business. He has created a unique specialization curriculum with courses covering the marketing, professional management, finance, accounting, globalization, new media, and strategic development of the entertainment, media, and telecommunication sectors. Professor Lieberman has extensive experience in the world of entertainment marketing. He served for over 12 years as President and founder of Grey Entertainment and Media, a wholly owned subsidiary of Grey Advertising. Under his leadership, Grey Entertainment grew to become a leading specialized marketing and communications agency, servicing clients such as Warner Bros. Studios, Warner Home Video, ABC Entertainment, Harper Collins Publishers, Viking/Penguin, Murdoch Magazines, People Magazine, Universal Music, Radio City Music Hall, Madison Square Garden Network, Metro Cable Coop (1.800.OK.Cable), Celebrity Cruises, and Barbados Board of Tourism, among others. Professor Lieberman also served as Executive Vice President of Simon & Schuster. As General Manager of the Silhouette book division, he played a significant role in launching the Silhouette paperback brand, which grew to over $250 million dollars in retail sales worldwide, with distribution in 90 countries and 16 languages. His research involves film festivals, technology and its disruptive impact on media and entertainment, and global entertainment and media. He has worked and taught in Italy, France, Germany, India, Argentina, China, and Brazil. Patricia Esgate specializes in strategic business development for market platforms that utilize dynamic experiences to build brand loyalty, drive repeat visitation, and increase revenue. Through the consulting practice of Esgate & Associates, Ms. Esgate’s clients have included the Walt Disney Company, Sony, Universal Studios, Jim Henson Productions, and the McDonald’s Corporation, along with an extensive list of individual projects both domestic and international. Ms. Esgate has had the pleasure of organizing several conferences focusing on the destination entertainment industry, including her own event, the Summit for Experience Creators, and enjoyed five years as the editor of EM magazine, a groundbreaking publication that focused on all facets of the experiential marketplace. Ms. Esgate has appeared at industry events as both a featured speaker and provocateur; she has also served as a faculty member for Harvard University’s Experience Architecture Forum and Pine & Gilmore’s popular Strategic Horizons thinkAbouts.


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Product Details
  • ISBN-13: 9780133092400
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison Wesley
  • Language: English
  • Sub Title: Bringing the Moguls, the Media, and the Magic to the World
  • ISBN-10: 0133092402
  • Publisher Date: 17 Jun 2013
  • Binding: Digital download
  • No of Pages: 305


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Definitive Guide to Entertainment Marketing, The: Bringing the Moguls, the Media, and the Magic to the World
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