Question: Scenario 1 4 - 1 When the social networking / gaming website PlayWithMe, was launched, it was only accessible to residents in the U .

Scenario 14-1
When the social networking/gaming website PlayWithMe, was launched, it was only accessible to residents in the U.S. One year later, an updated version of the service allowed check-ins from locations all over the world, and now the site has over sixty million users internationally. The site, which allows registered users to connect with friends and update their location receives over fifty million check-ins per month. When users visit a particular store their profile is automatically updated, and they can share their feelings about their experiences. The site now holds partnerships with over 800 establishments worldwide, and high-profile partnerships with a popular cable and streaming television network has greatly increased the site's popularity.
(Scenario 14-1) As the number of PlayWithMe users increases, so will the marketing efforts to appeal to the visitors of the site. Many of the site's users access the site via their cell phone, and companies are forced to create advertisements to fit these media channels. These advertisements are examples of:
b. mobile marketing.
c. splash marketing.
d. intrusive marketing.
 Scenario 14-1 When the social networking/gaming website PlayWithMe, was launched, it

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