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D Placement

This document discusses new trends in product placement across different media. It begins by defining product placement and providing examples of how it is used in television, films, and video games. It then analyzes different advertising models for these media and how product placement fits within them. Finally, it discusses future trends like reverse product placement, dynamic updating of ads, and monetization of mobile and online games through targeted ads.

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Aniket Bhosale
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0% found this document useful (0 votes)
95 views26 pages

D Placement

This document discusses new trends in product placement across different media. It begins by defining product placement and providing examples of how it is used in television, films, and video games. It then analyzes different advertising models for these media and how product placement fits within them. Finally, it discusses future trends like reverse product placement, dynamic updating of ads, and monetization of mobile and online games through targeted ads.

Uploaded by

Aniket Bhosale
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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NEW TRENDS IN

PRODUCT PLACEMENT
Lilia Gutnik, Tom Huang, Jill Blue Lin, Ted Schmidt
Strategic Computing and Communications Technology, Spring 2007
Agenda
 Introduction
 Product Placement in TV
 Product Placement in Films
 Product Placement in Video Games
 Analysis: Advertising Models
 Future:
 Reverse Product Placement
 Plinking

 Q&A
Introduction
 Product Placement: a promotional tactic where a
real commercial product is used in fictional or non-
fictional media in order to increase consumer
interest in the product
 Media: TV shows,
films, games, virtual
world (Second Life),
books, music videos,
etc.
The 30 Second TV Ad
 Long-standing king of advertising
 Losing significant efficacy
 DVRs allow skipping of commercials, 90% regularly
skip ads
 Prominent demographics are moving to more
interactive forms of entertainment (video games,
internet)
TV and Film
 Never a significant ad strategy until surprise turning points
in TV and film in late 20th century
 Increased demand in the wake of DVR threat
 $4.24 billion market in 2005 and rapidly growing
 Benefits:
 Provides funding to the studio
 Enhances realism of the story and characters
 Gives advertisers a way of reaching out to TiVo audience
who skip commercials
 Complementor websites
Reality TV
 Products as prizes
 Survivor 2000 saw surges in sales for Doritos and

Mountain Dew
 30% increase in 2006 of product placement on

network prime-time TV reality shows: 106,808


occurrences
 New reality TV models
 NBC’s The Restaurant funded solely on product

placement, brings in a new wave of television


product placement: “advertainment”
Scripted Television
 Placement in scripted shows
started as props in the
background of story
 ABC, CBS, NBC, FOX, UPN, WB
displayed 100,000 product
placements in 2004-2005 season
 Script Integration
 Seinfeld broke the barrier with
products as part of the plot, not
just props
 Barter, gratis deals instead of
formal contracts
 Sopranos, Porsche Cayenne Turbo
 CSI: Miami, Hummer
Television : Technology
 Virtual product placement
 Editing technology allows
advertisers to insert products
in scenes after episodes have
been shot, United Virtualities
 Expanded into regional editing
that can insert different brands
for the same show in different
geographic locations
 Complementors
 SeenOn.com leads to real-time Jimmy Choo
product linking in the future Desperate Housewives Mar 11, 2007
Tags:jimmy choo, desperate
housewives, shoes, bree van de kamp
Film : Success Stories
 Effectiveness of product placement
 Reese’s Pieces, E.T.
 $1 million marketing contract agreement in exchange for
product placement
 80% increase in candy sales as a result
 Overall value of the global product placement film
market, including the barter/exposure value of non-
paid placements $1.57 billion for 2005
Product Placement Backlash
 Ad Resentment
 Negative criticism from movie
reviewers, bloggers for blatant
or superfluous product
placement, Fantastic Four
 Detract from plot or story
realism if the product seems
inappropriate
 Tacky Ad Placement
 Negative brand image
reflected on product itself for
poor placement
 I, Robot, Minority Report,
James Bond franchise
Video Game Product Placement
 Historically, billboards placed
in-game to enhance realism
 Push to monetize by big
publishers (EA, Ubisoft,
Activision)
 $300m spent on in-game
advertising this year
 Expected to reach $1bn by
2010
 Placements can range from
$20k to $1m depending on
prominence
Interactive opportunities
 CSI: 3 Dimensions of
Murder by Ubisoft
 Visa Fraud Protection
provides murder-
mystery clue
 Visa billboards
prominently displaced
 Minimum of 10
minutes interaction with
Visa during the game
Other Examples
 Tony Hawk’s
Underground 2
 Product placement by
Jeep, purely decorative
 Jeeps send messages to
Nielsen for market
research purposes
 And1 Streetball:
 Billboard advertising for
several products
 billboards rotate content to
prevent ad-blindness
Industry Motivation
 Game prices are fixed
 $50 for new releases
 Development costs and
time are skyrocketing
 Halo 2 cost $40m to
produce over 3 years
 Publishers looking for
new income streams
Video Game Market Size

 148m+ current
gamers, predicted to
increase 26% this year
 Gamer households
generally above-
average in income
 Average gamer
spends 7.6 hours per
week playing video
games
Effectiveness
 70% of gamers polled said product placement
added to the gaming experience
 Makes settings more realistic
 Compliments realism found in next-gen titles
 Study indicates short-term recall rates of 40+%
 Sports titles are most effective: 54%
 Compared to 10-20% recall of TV ads
Future Trends
 Dynamic Updating
 Leverage internet connectivity
 Allow for time-based advertising (Movie premieres)
 Mobile Games
 Rapidly growing market (61% last year)
 2/3rds of mobile games bought by females
Video Game Ad Resentment
 Hard to develop ad-
blindness due to
interactivity
 Video games are not
network television
 $50 initial investment
 Connected, vocal fan base
 Product placements must
remain subtle, and relevant
to the storyline
Advertising Model - 30 sec. TV Ad

Show Ad Spot

Production Studio Broadcaster Advertiser

Show + Ad
Product or
Service

 Broadcaster-centric
Consumer
 Production Studio’s only
revenue source is licensing fee
Advertising Model –
Product Placement
Placement Spot

Show w/ placement
Ad Spot
Production Studio Broadcaster Advertiser

Show w/ placement
Product or
+
Service
Ad

 Studio controls and sells


placement spot Consumer
 Studio gets additional revenue
(a portion of the ad $$)
 Broadcaster lost power
Advertising Model –
Virtual Product Placement (VPP)
Ad Spot
&
Show Virtual Placement Spot

Broadcaster
Production Studio + Advertiser
VPP

Show w/
Targeted
Placement Product or
+ Service
Ad
 Broadcaster sells “virtual”
placement spot to advertiser
AFTER the show is completed Consumer

 Broadcaster gains back ad $$


 Experiments: virtual billboards
in sports games
Advertising Model – Video Game

Placement Spot

Production Studio Advertiser

Product or
Game w/ Service
Placements

 No broadcaster Consumer

 Ad effectiveness can be
measured (online games)
 Pay-per-click model?
Future: Reverse product placement
 Creating a fictional brand/product in a fictional
environment and then releasing it into the real world
 Initially opportunistic in film/TV/novel
 Bubba Gump Shrimp Co. (Forrest Gump)
 Every Flavor Beans (Harry Potter)
 Extremely difficult to plan ahead
 New media: Second Life
 Interactivity (test market)
 Low to zero risk
 PR / Word-of-mouth (speed of information dissemination)
 FREE!
Reverse product placement
 Example (Second Life):

 American Apparel’s Virtual Store


 Selling clothing at $1 each for avatars

 Launched (Test-marketed) their first line of jeans in Second Life two

months before they hit physical stores


Future: Product-linking
 Product-linking (Plinking): The process of adding a
product or service link to a visible object in a video.
 Example:
 EMW plans to enable
plinking in consumer-
generated media.
 Monetization model
for YouTube?
http://www.unitedvirtualities.com/demo/shoshmosis_friends/expandable_banner/
Questions?

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