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Purpose: The luxury segment plays a significant role in the tourism industry in general and in the hotel business in particular. The paper is devoted to the review of the trends determining the development of the top hotel segment in aspects of place marketing. Design/methodology/approach is a combination of interviews to elicit responses from the selected luxury hotels. A typology of different hotel brands’ approaches to place branding was prepared on the basis of the survey data. Findings: The main findings are that the luxury hotel brands are on the cutting edge of taking into account place marketing items in the brand strategy framework; luxury segment remains the most stable part of hospitality industry; qualitative increase of tourist flow could contribute to GDP more than quantitative growth. Social implications: The article shows the evolution from separate promotion of the hotels’ and place brands to their natural win-win co-branding; traces effects of such long-life cross-promotion. Originality/value: The paper shows different points of coincidence of business (hotels’ brands) and non-profit/state (place brands) strategies at the area of destination promotion.
The aim of the paper is to analyse different perspectives of place brand attachment derived from marketing, psychology, and brand equity in order to fully understand the meaning and role attachment plays in place branding. The author conducts a systematic review of the possible perspectives of place attachment together with the methodological approaches and findings of respective researches. The presented research results suggest that place attachment should be understood from several angles as each adds important insight into the subject. In addition, attachment best reflects destination brand equity and it is its most important source. Therefore, destination managers should devote more attention to brand attachment, applying to this end relevant strategies and tools.
The importance of the brand is high, due to the need to differentiate the company’s own products from the products of its competitors. Currently, the significance of brand awareness is widespread and this is the reason why many products are accompanied by a sign and this allows to distinguish products from competitive products and services. The brand is an important element of the product, because it protects the unique features of the products against copying and imitation, even when the competing products have similar functional properties. A strong, recognizable brand is useful for gaining a group of loyal customers and thus achieving a sustainable position in the market. When building the brand, it is important to know the mechanisms for the creation of brand names and logos and the brand management strategies.
Branded beef products are more and more sought in Europe. There have been attempts to spread and introduce branded meat in Hungary primarily on swine market. According to market forecasts, beef consumption is going to rise and its share in food consumption is going to have more significance. Beef is more prockly product than swine or poultry, EU requirements are also more strict, the registration system is well-organized and controlled.
The Polish confectionary market is estimated to be worth 13 billion zlotys. Over 90 percent of Poles admit to buying sweets. For most consumers, they are a constant element of their diet. The confectionary market in Poland is characterised by fragmentation. In the face of such strong competition and the number of consumers, the owners of confectionary brands are forced to seek clients. At the same time, consumers are growing bored with traditional forms of marketing communication. This is counteracted with innovative forms of communication, which engage the consumer in a covert way, such as gamification and competitions. The aim of the article is to present various forms of using games and consumer contests in marketing communication with consumers of confectionery brands. The theoretical considerations were based on the subject literature. The empirical part presents examples of practical implementations of the discussed tools. The main part is a case study describing a gamification project implemented for the purposes of promoting the Milka brand.
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