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Summary Digital Marketing Full Resume (KULeuven - Larivière) [D0Q05a]

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Complete Course Notes 2025–2026 – Prof. Bart Larivière (KU Leuven). Personal notes for the “Digital Marketing [D0Q05a]” course, covering all theory from lectures and online modules, explained in a clear, structured way with examples and answers to the learning objectives. Ideal if you want a full written version of the course to revise efficiently and prepare for the exam without rewatching everything.

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1) Introduction to Digital Marketing




1

,1. Definitions
Marketing = activity, set of institutions, and processes for creating, communicating,
delivering, and exchanging offerings that have value for customers and other stakeholders.

Digital marketing = activities, institutions, and processes facilitated by digital technologies,
for creating, communicating, and delivering value for customers and other stakeholders.

Value =
 Customer experience
 Brand image
 Convenience
 Comfort
 Safety
 Visual appeal
 Efficiency
 …


Digital Marketing

Business
Technology Value
Data

Marketing is made of:
 Business = offers, channels, pricing, processes,…
 Data = what you measure and learn.
 Together they create value !

! Tech by itself does nothing !
 Value appears when marketing turns tech into business capabilities, powered by data.


Digital Marketing

Changes in
Changes in business Changes in
Technology value
Changes in
data

When technology changes, everything shifts ! :
Tech change  adjust business & data  value goes up or down.
2

,Why is it important to be responsive, and adjust to technological changes?
 Advantage decays fast.
 Customer expectations reset.
 The more data you collect, the faster you improve.
 Technology reshapes how service works.
 Customers have different technology readiness;


2. Examples of digital marketing
1° General technology examples
 Robots in Hilton Hotel (contactless room deliveries, guest guidance,…)
 Chatbots
 Robot waiters
 Telesurgery
 Microchips
 Internet of Things
 Connected cars
 Drone deliveries
 Virtual queue
 Intelligent classroom behaviour management system
 Digital touchpoints in governmental activities
 Recommendation systems
 NBT data analytics
 AR smart-glasses in healthcare
 ABBA hologram concert
 …


2° Customer-experience dimensions
Positive Negative
 Usefulness  Complexity
 Speed  Errors
 Reliability  Risk
 Aesthetics  Eeriness
 Personalization  Inaccessibility
 …  …




3
3° Service Robot Intelligence

,1. Mechanical AI = automates simple, routine tasks  standardization (ex. robot delivering
plates)
2. Thinking AI = learns from data to adapt accordingly  personalization (ex. suggesting
dishes to a guest)
3. Feeling AI = detects emotions / tones to adjust its behaviour  relationalization (ex.
calming voice if a customer sounds upset)


4° Metaverse
Metaverse = new computer-mediated environment of virtual “worlds” in which people act and
communicate with each other in real-time via digital representatives referred to as avatars.
 Components:
o Interface = making use of a device (ex. VR, mobile phone, computer,…)
o Environment = to enter a virtual “world” (realistic, unrealistic, or mixed,…)
o Interaction = meet and interact with others in various settings (ex. friends at a bar,
clients in a bank,…)
o Avatar (looks and behaves less versus more as a real human)

Examples:
 Ifland (metaverse platform)
 Banking metaverse ‘Kiyaverse’
 Virtual influencers
 Online conferences

1) Study by Henning-Thurau et al.
Do social interactions in VR metaverse generate more value than the 2D internet on
performance, evaluations, and emotions?

 3 mediators:
 Social presence: often better outcomes in VR (“feeling of togetherness)
 Exhaustion: higher in VR, can hurt outcomes and especially emotions (cybersickness,
cognitive load,…).
 Physical mobility: higher in VR (move, gestures,…)  BUT more mobility does not
necessarily lead to more positive outcomes.

 VR does not consistently outperform or underperform 2D !

VR wins: tasks needing togetherness, rich cues, and immersion.
2D wins: short, transactional, or comfort-sensitive interactions (ex. sales pitch, quick service
calls,…)
Management takeaways: 4

,  Choose channel by task and segment.
 Design VR sessions to minimize fatigue.
 Measure presence, exhaustion, and mobility as early signals to know whether it’s working.


5° Social influencers
Social influencer = creator with a loyal online audience (in a specific industry) whose content
can shape followers’ opinions and purchases.
 Brand collaborations:
 Establish credibility in a market.
 Generate social conversations.
 Give targeted reach to niche communities.
 Create authentic content.


6° Digital marketing for small businesses
Digital marketing perfect for small businesses!

Why?
 Cheap
 Hyper-targeted (local + niche)
 Fast to test & quick adjustment
 Creates social proof through real customers.

Examples:
 Before / after posts & testimonials
 Online giveaways
 Gift vouchers & promo codes
 Ads with product photos
 …


3. Digital in Marketing (Service Encounter 2.0)
1° Industrial revolutions
First industrial revolution = Mechanization : people started using water and steam power to
mechanize production.

Second industrial revolution = Electrification : started the use of electric power that enabled
mass production, faster output, and big industrial scale.

Third industrial revolution = Digital / automation : people started using electronics,
computers, and information technology to automate production and boost precision and
efficiency.
5

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