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AOHT HM - Lesson 13
Term | Definition |
---|---|
app | A program that runs on a mobile device like a smartphone or tablet computer (iPad, Galaxy Tab, etc.). |
connectivity | Being connected to the Internet. |
Fortune 500 | A list of the top 500 corporations in the United States, as ranked by Fortune magazine. The list is created annually, but many of the same companies appear from year to year. |
gamification | The use of game thinking and game mechanics in a nongame context in order to engage users and/or solve problems; in hospitality marketing it is frequently tied to loyalty clubs. |
interactivity | Two-way transfer of information between people or a person and a source. |
newsjacking | A marketing technique that capitalizes on current events or pop culture to promote a brand or product |
smartphone | A mobile phone that allows users to access the Internet, use apps, and accomplish various tasks (iPhone, phones that run Android software). |
social media | Forms of electronic communication (e.g., websites for social networking and microblogging) through which users create online communities to share information, ideas, personal messages, and other content. |
social networking site | An online service, platform, or site that focuses on facilitating the building of networks or relationships among people who, for example, share interests, activities, backgrounds, or real-life connection. |
streaming | A technique for transferring data so that it can be processed as a steady and continuous flow (for example, watching a live video without stopping to load it onto a device). |
touch screen | A screen that allows users to control the device by using a finger or fingers; many smartphones and tablets use touch screens. |