7 research outputs found

    Positioning a Place: Developing a Compelling Destination Brand

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    The process of building a brand begins with a clear understanding of what consumers desire from a particular product or service. This understanding is then translated into a promise, which is the basis of the brand and tells consumers what they will receive. This report details a methodical six-step process for brand building, the “Process Framework for Strategic Brand Development,” using the case of Zambia. That nation’s tourism officials engaged a team of graduate students from the Cornell University School of Hotel Administration to develop a new destination brand. Using data from potential visitors to the country, the team first identified the motivational factors for Zambia tourism. They next evaluated the nation’s value proposition and assessed its competitive brand position, as compared to the nearby African nations that constitute its competitive set. The next step was to develop core brand elements, based on the traveler motivations. With the brand elements in place, the group created possible brand promises and tested them with key suppliers and sponsors in Zambia. A refined set of potential brand concepts was tested with potential customers. Finally, a set of symbolic brand touch points was developed to become part of brand messages and images. The method used by the Cornell “Brand Zambia” team is applicable to any tourism destination—and to hospitality products that aim to create an emotion-inducing, memorable guest experience

    Foods advertised in US weekly supermarket sales circulars over one year: a content analysis

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    BACKGROUND: The nutritional content of Americans’ shopping carts is suboptimal despite federal dietary guidance, in this case, the MyPlate consumer icon which displays desired proportions of vegetables, fruits, dairy, grains and protein foods for consumption. Consumers mention print advertising—such as weekly sales circulars—frequently as influencing their grocery shopping decisions. METHODS: To examine and describe the relative proportions of advertised foods aggregated into the MyPlate food grouping system, a content analysis of 9 209 foods advertised in 52 weekly supermarket newspaper sales inserts in 2009 from a local grocery chain was conducted in a Midwestern community. RESULTS: Overall, the protein foods group was most often represented in sales circulars (25% of total items), followed by grains (18%); dairy (10%); vegetables (8%) and fruits (7%). Less than 3% of sales advertisements were for dark green and red & orange vegetables. Over twice as much whole fruit versus 100% fruit juice was advertised (70% vs. 30%, respectively; P < 0.001). Significantly fewer protein foods and more grains than expected were advertised in the fall, and slightly more dark green vegetables were advertised in winter and spring than in summer and fall (P = 0.05). CONCLUSIONS: The average American diet, including underconsumption of fruits and vegetables but overconsumption of protein foods, was reflected in the relative frequency of food groups advertised in weekly sales circulars. Modifying sales circulars to represent healthier food groups may preserve retail profits (considering these groups’ higher profit margin) while promoting adherence to federal dietary guidance

    Connecting with the Culture: A Case Study in Sustainable Tourism

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    In a destination dominated by all-inclusive resorts, a different tourism venture seeks to offer guests a genuine connection to the community. “VillageLife Tourism” and its associated “Okra Inn” demonstrate how tourism can be sustainable and can benefit both tourists and local purveyors. This message has so far gone largely unheard in a market that celebrates sand, sun, and service—in resorts that operate in fenced-off compounds. This case study analyzes VillageLife’s challenges and prospects, the most promising of which is partnering with the all-inclusive properties.Kwortnik11_Connecting_with_the_Culture.pdf: 1269 downloads, before Aug. 1, 2020

    Not Dead Enough

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    Not Dead Enough brings an entertaining zombie game experience to players and showcases procedural content generation and a variety of artificial intelligence behaviors. Built entirely in the Unity engine and programmed in C#, the game puts the player in the shoes of the first zombie in the zombie apocalypse. By using outsourced art, three programmers, one of whom took the role of lead producer, created a visually interesting game with polished technical and artistic elements
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