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9780078614019

Glencoe Marketing Series: Sports and Entertainment Marketing, Student Edition

by McGraw Hill Education
  • ISBN13:

    9780078614019

  • ISBN10:

    0078614015

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2004-04-13
  • Publisher: McGraw-Hill Education
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List Price: $65.85

Summary

The newGlencoe Marketing Series: Sports and Entertainment Marketingexamines the marketing of sports and sports entertainment as well as the world of entertainment marketing. Developed to meet state standards and objectives, theGlencoe Marketing Seriesbooks have been developed for secondary students taking Marketing II courses. Designed as stand-alone, semester-length texts, books in theGlencoe Marketing Seriesalso function as supplemental texts for Marketing I courses that may useGlencoe'sMarketing Essentials.

Table of Contents

To the Studentp. x
Marketing and Sports & Entertainmentp. 2
World of Marketingp. 4
What Is Marketing?p. 6
Economics of Marketingp. 12
Case Study-Olympic Benefits
p. 5
p. 17
Profiles in Marketing-Athletic Networkingp. 9
Chapter Review and Activitiesp. 24
Sports and Entertainment: Connections and Contrastsp. 26
History of Sports and Entertainment Marketingp. 28
Similarities in Marketingp. 32
Differences in Marketingp. 39
Case Study-New Kind of Kick
p. 27
p. 35
Profiles in Marketing-Ahead of the Packp. 30
Chapter Review and Activitiesp. 46
Unit 1 BusinessWeek News Nintendo Beefs Up Its Arsenalp. 48
Unit 1 Lab The Virtuality Store: Turn on the Electric Channel-Create a Web Sitep. 49
Sports Marketingp. 50
The Sports Marketp. 52
Sports Marketing Profilep. 54
Categories of Sportsp. 58
Case Study-Cardboard Collectibles
p. 53
p. 63
Profiles in Marketing-Marketing the Teamp. 56
Chapter Review and Activitiesp. 72
Sports Productsp. 74
The Consumer and Sports productsp. 76
Economic Impact of Sports Marketingp. 85
Case Study-Arena Product Advantage
p. 75
p. 87
Profiles in Marketing-Virtual Gamesp. 81
Chapter Review and Activitiesp. 92
Unit 2 BusinessWeek News When to Run With Nike?p. 94
Unit 2 Lab The Virtuality Store: Get Creative-Design a New Productp. 95
Sports Marketing Mixp. 96
Product and Price Decisions: Sportsp. 98
Product Designp. 100
Pricing and Strategiesp. 108
Case Study-From Old to Gold
p. 99
p. 109
Profiles in Marketing-The Racer's Edgep. 105
Chapter Review and Activitiesp. 118
Sports Market Research and Outletsp. 120
The Research Processp. 122
Outlets-the Place Decisionp. 131
Case Study-A Place for Athletes
p. 121
p. 133
Profiles in Marketing-Managing the Venuep. 135
Chapter Review and Activitiesp. 140
Branding and Licensingp. 142
Brandingp. 144
Licensingp. 151
Case Study-Race for the Prize
p. 143
p. 153
Profiles in Marketing-Marketing the Real Brandp. 147
Chapter Review and Activitiesp. 162
Sports Promotionp. 164
Planning the Promotionp. 166
Advertising and Sales Promotionp. 170
Public Relations and Personal Sellingp. 177
Case Study-Calling Online Athletes
p. 165
p. 173
Profiles in Marketing-Taking It to the Boardsp. 181
Chapter Review and Activitiesp. 186
Sports Marketing Plans and Careersp. 188
The Marketing Planp. 190
Sports Marketing Careersp. 200
Case Study-No Sweat
p. 189
p. 195
Profiles in Marketing-Volleyball Rulesp. 204
Chapter Review and Activitiesp. 210
Unit 3 BusinessWeek News Will Endorsement Deals Pay Off?p. 212
Unit 3 Lab: The Virtuality Store: Develop a Plan-Write a Marketing Plan for Skatesp. 213
Entertainment Marketingp. 214
The Entertainment Marketp. 216
Entertainment and Marketingp. 218
Types of Entertainment Businessesp. 224
Case Study-A Lasting Landmark
p. 217
p. 231
Profiles in Marketing-Entertaining Businessp. 220
Chapter Review and Activitiesp. 238
Entertainment Products and Marketingp. 240
Types of Entertainment Productsp. 242
Media Product Marketingp. 250
Case Study-Master of Tickets
p. 241
p. 255
Profiles in Marketing-Keeping It Coolp. 253
Chapter Review and Activitiesp. 262
Unit 4 BusinessWeek News Lights, Camera, Web Sitep. 264
Unit 4 Lab The Virtuality Store: Begin the Search-Research Family Entertainmentp. 265
Entertainment Marketing Mixp. 266
Product and Price Decisions: Entertainmentp. 268
Branding and Entertainmentp. 270
Price Decisionsp. 278
Case Study-Music Matters
p. 269
p. 275
Profiles in Marketing-Old-Time Movie Magicp. 281
Chapter Review and Activitiesp. 288
Entertainment Market Research and Outletsp. 290
Targeting Entertainment Marketsp. 292
Research Methodsp. 297
Entertainment Outlets and Venuesp. 306
Case Study-Bands Online
p. 291
p. 295
Profiles in Marketing-Marketing Sound Qualityp. 303
Chapter Review and Activitiesp. 312
Images and Licensingp. 314
Images and Merchandisingp. 316
Licensing and Royaltiesp. 323
Case Study-The Circus Reinvented
p. 315
p. 321
Profiles in Marketing-Big Name Brandingp. 327
Chapter Review and Activitiesp. 332
Entertainment Promotionp. 334
Promotional Mixp. 336
Variety of Promotional Methodsp. 343
Case Study-Musical Promotions
p. 335
p. 345
Profiles in Marketing-Entertainment Handlerp. 340
Chapter Review and Activitiesp. 352
Entertainment Marketing Plans and Careersp. 354
Entertainment Marketing Planp. 356
Entertainment Marketing: Education and Careersp. 364
Case Study-New Adventure
p. 355
p. 361
Profiles in Marketing-Entertaining Celebrationsp. 369
Chapter Review and Activitiesp. 374
Unit 5 BusinessWeek News Hollywood Heistp. 376
Unit 5 Lab The Virtuality Store: Develop a Plan-Write a Marketing Plan for a Young Child's DVDp. 377
Glossaryp. 378
Indexp. 383
Table of Contents provided by Ingram. All Rights Reserved.

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