P1 M1
https://www.slideshare.net/ssuera372f81/dongxu-lin-unit-20-advertisingpptx power point
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P1 - Aims and objectives of advertisement
Company - MiHoYo
MiHoYo is a video game company founded on February 13, 2012 and headquartered in Shanghai. MiHoYo is known for making action games "Honkai" series and "Genshin Impact
The company is objectives is to make impact in RPG and development words, and the products the company has created for this purpose are genshin . The aims of the company is to capture the gap in the mobile market for two-dimensional premium mobile games and promote its own culture.
target audience - teenager 12+ ; Customers who are interested in 2D or animation, as well as customers who oftn use mobile phone clients to play.
key messages - open word, A high degree of freedom to explore, high-definition(The genshin is the highest visual standard for mobile games with its breathtaking battle scenes and far-reaching natural scenery its a step up. motion blur, shadow quality, and frame rate change instantly on demand.)
Approach - products : <The legend of zelda : breath of the wind> company : Nintendo
products : <Punishing : Gray Raven> company : Kurogame
representation - Won the visual image award at the 2021 apple design Awards ,On December 3 2021 he won the play station partner awards 2021 GRAND AWARD. On December 10 2021 it won the TGA 2021 Mobile Game of the year Award.
campaign - In some areas, it is linked with KFC. when customers buy KFC set meals and shout the slogan of linkage, KFC will give away the surrounding of the genshin.
On March 4 2021, MiHoYo partnered with shanghai ruijin hospital to support ruijin Hospital's research on brain-computer in medical clinical research and information technology to jointly build the MiHoYo joint Laboratory of Ruijin Hospital Encephalopathy Center.
Logistics - The project was approved at the end of January 2017, the initial test was launched on June 21, 2019, the interim test was launched on March 19, 2020, the departure test was launched on June 11, 2020, the TECHNICAL open test of PC version was launched on September 15, and the public test was launched on September 28, 2020
Choice of media - Before the release of Genshin, the company was still a very small company in the gaming industry, so they first promoted their products on several well-known video apps, such as YouTube and Bilibil.
Call to action - Tech otakus Save the Word
Relevant legal and ethical issues - limited company
Regulatory bodies - Administrative unit including the Ministry of Industry and Information Technology industry, the state general administration of press and publication, the ministry of culture, the National Copyright Administration departments, related departments within the scope of their respective responsibilities in accordance with the law related to specific areas or content of the Internet information service for the supervision and administration, the agencies will be responsible for ensuring the legal, moral and representative problems will not cause offence to the audiences.
horror & thriller themed media products
This is an variety of Horror poster that I really like
M1 Evaluate different cross media advertising campaigns
P3 Create a pre-production plan for the media components in the planned advertising campaign
These are some of the picture that I took during the day and at night, and I took some of the pictures of the fog in the town, because the foggy feeling fits my definition of my work <Cthulhu> , which is an indescribadle mystery, and these morning fogs fit.
Then i took some pictures about sunrise and sunny weather, because I wanted my work not only to be gloomy, but also to have different elements against it.
M3 Codes and conventions
codes and conventions of horror films:
Low key scene.
Flashback.
Fast the lens
dark color palette
Giant fear
The horrible truth
The figantice inversion gleason
My horror films will contain stressful lighting and distortion of hunmanity, and i will create people who are truly scarier than demons. because i thank that the impact of a single visual generation is not as great as the horror of self-discovery.
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