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1.
ABSTRACT

Product placement research tends to show how product placements impact consumer behaviour but less research examines the nature of product placement execution. This is the first study to examine product placement execution in Asia focusing on Hong Kong prime-time television programmes. Specifically it explores the prevalence of brand appearances, characteristics of programmes linked to brand appearances, features of placed brands and products, modality of brand appearances, character interaction with placed products and the placement context. It was found that integrating brands in television programmes in Hong Kong seems to be well supported by advertisers, with one brand appearing in every 11 minutes of programming. Less than half of brand appearances were disclosed at the end of the programmes, while none were disclosed prior to the programme which raises questions about regulation of the practice. Results of the analysis provide useful insights into the practice of product placement in this fast growth context and its (dis)connection with existing product placement literature.  相似文献   

2.
《国际广告杂志》2012,31(8):1264-1285
Abstract

Brand placements have been a popular advertising strategy for several decades, yet the effects of technological factors have been largely neglected in brand placement research. Consequently, this study analyzes the impact of a popular media technology, namely stereoscopy, on brand placement effectiveness, using the limited capacity model of mediated message processing and the persuasion knowledge model to predict and explain the effects. The main study (N?=?120) confirmed that compared with 3D movies, in 2D movies the participants were more likely to remember the brands placed and to critically reflect the persuasive intentions behind the placements. The additional structural elements in stereoscopic movies appear to require more cognitive resources. The consequent lack of cognitive capacity diminishes persuasion knowledge, which, in turn, positively affects brand evaluations and behavioral intentions. A post-hoc study (N?=?54) validated the assumption that media users watching 3D movies experience a higher cognitive load than those watching 2D movies.  相似文献   

3.
《Business Horizons》2022,65(2):149-157
Expenditure on product placement has grown faster (170%) than on advertising (15%) over the past 10 years, but some evidence suggests that the return on investment has been declining. For the well-known, fast-moving consumer goods/consumer-packaged goods (FMCG/CPG) food brands typically placed in local TV programming—the context of this article—the management problem of overfocusing on brand exposure hinders gaining brand choice, the ultimate strategic goal of marketing. Managers’ preconditioning, ease of measuring, and assumptions about the value of exposure contribute to their subtle placements becoming blatant or in other problems, as when other promotional devices, like a television commercial or program sponsorships billboard, get bundled into the same TV episode as the company’s own product placement. The higher brand exposure gained can evoke negative mental outcomes in consumers, weakening influences on brand choice. An experiment with a large sample of grocery shoppers supports such an outcome. More strategic value can also be gained from product placements in general by their use longitudinally, in-between campaigns of TV commercials, as an instructive tool and through normalizing a brand’s role in a consumer’s life. We provide eight checkpoints for marketers to consider when planning to use product placement to gain value for their brands.  相似文献   

4.
This study investigates viewer recognition of brands placed in films, according to film genre, gender, and previous viewing experience. A sample of 137 moviegoers watched 12 film clips representing three popular genres (action, comedy, and drama) and reported their recognition of brand placements. Results suggest that brand recognition is more common in drama films. Previous viewing experience and gender did not make significant differences in brand recognition. It is suggested that brand placements require more public relations research.  相似文献   

5.
Although brand placements are commonplace in promotion strategies, the extant literature lacks a quantitative empirical synthesis of the effect of placements on cognitive, attitudinal, and conative outcomes. The authors report a meta-analysis addressing the extent to which brand placements affect consumers’ brand placement memory, brand salience, consumer attitude toward the placed brand, and purchase intentions or choice. Four hierarchical meta-regression models explore contexts and executional characteristics that contribute to relatively stronger or weaker brand placement effects. Overall, findings suggest strong, positive placement effects on brand placement memory and small or modest, positive placement effects on brand salience, attitude, and conation. Among the factors potentially moderating these effects, brand-plot connection emerges as a key executional characteristic associated with stronger (more positive) cognitive, attitudinal, and conative effects for plot-connected relative to unconnected placements. Moreover, prominent placements enhance brand placement memory effects while not evidencing any significant backlash on persuasive effects. The same pattern emerges for placement disclosure. The findings have significant implications for marketing managers and public policy makers and provide important directions for further research.  相似文献   

6.
《国际广告杂志》2013,32(5):827-851
An online experiment was conducted to study the effects of brand placements in computer games on brand attitude as well as game attitude (N = 521; between subject design: familiar vs unfamiliar brands vs no brand). Results show that particularly unfamiliar brands can achieve a better attitude, while the attitude towards the familiar brand worsens as a result of ad placements. In any case, the game will suffer as a result of the integration of advertising: attitude towards the game worsens as a result of ad placement. However, these effects were not moderated by ad scepticism. In terms of the process of attitude formation, attitude towards the game has a direct impact on attitude towards the advertised brand.  相似文献   

7.
Product placement is a fast growing multi-billion dollar industry, yet measures of its effectiveness, which influence the critical area of pricing, have been problematic. Past attempts to measure the effect of a placement and, therefore, provide a basis for pricing of placements, have been confounded by the effect on consumers of multiple prior exposures of a brand name in all marketing communications. Virtual product placement offers certain advantages: as a tool to measure the effectiveness of product placements; as assistance with the problem in the lack of audience selectivity in traditional product placement; as a testing of different audiences for brands; and in addressing a gap in the existing academic literature by focusing on the impact of product placement on recall and recognition of new brands.  相似文献   

8.
The study investigated different visual and audio factors of product placement in American and Chinese movies by analyzing top-grossing movies of the past decade. Forty movies were selected and analyzed. The results indicated major differences of brand appearances in Chinese and American movies. First, with respect to visual-only product placements, brands in Chinese movies were more saliently placed than those in American movies. Second, in relation to audio-only product placements, product attributes were more likely to be mentioned in Chinese movies than in American movies. Third, both leading and supporting characters were more likely to interact with brands in Chinese movies than in American movies. However, leading characters were less likely to mention a brand in Chinese movies than in American movies. Finally, no difference was found regarding supporting characters' mentioning of a brand in Chinese and American movies. Theoretical and practical implications were offered for the varying patterns observed.  相似文献   

9.
Based on a theoretical framework of product placement characteristics, we present the most comprehensive content analysis of children's movies to date. We analyzed the integration of brands in 250 movies from 1991 to 2015. We found that 64.4% of all movies contained at least one brand placement. Comedies and movies produced in the US contained a higher number of brand placements compared to other genres and non-US movies. Animated movies and movies presenting a nature-, or fantasy-scenery contained a comparatively low number of placements. Brands were inserted mostly visually, and placed in the centre of the screen without explicit evaluation. Placements frequently presented a physical or verbal interaction with a main character. This practice was found to increase over time even though the sole number of brand placements remained stable over the past 25 years. Implications for parents, consumer–advocacy-groups, and advertising researchers are discussed.  相似文献   

10.
ABSTRACT

This exploratory study investigates the persuasive effects of reverse product placement (RPP)—subsequent commercialization of fictional brands from entertainment media into real world products—comparing it with product placement (PP). Persuasion Knowledge Model and Attribution theory were applied to frame hypotheses of effects on brand attitudes along with the constraining effect of skepticism. A mixed test design revealed presence of persuasion knowledge, recognition of persuasive intent, and negative effect of skepticism for PP, but not for RPP. RPP also had a stronger, positive effect on consumer attitudes. Potential application of RPP in new product development and adoption is discussed.  相似文献   

11.
In today's environment of fragmented mass media and popular technologies, such as DVR and TiVo, it is increasingly challenging for marketers to obtain quality face time with audiences. As more customers try to avoid advertisements, there has been growth in brand placement: the practice of integrating brands into entertainment media, particularly television and film. Brand placement engages the audience, limits viewers’ ability to ignore commercial messages, and even impacts purchase behavior—as evidenced by the surge in Blackstone pinot noir wine sales after the brand's placement in the movie Sideways. Despite the prevalence of this practice, however, the industry often operates in a somewhat unfocused manner. In this article, we draw from academic literature and industry publications, offer insight regarding the growing popularity of brand placements, and suggest a specific set of guidelines to enhance the efficacy of placements in accomplishing a brand's marketing objectives.  相似文献   

12.
13.
ABSTRACT

This article examines the nature and role of the product placement in film as an alternative strategy for better brand recall. For this study, four films, two successful and another two un-successful based on box office reports, are selected. Clippings of the films are shown to 119 respondents. The article concludes by arguing product placement in film can be an alternative to advertisements for better brand recall, purchase intentions and changes in perceptions toward the brands as well as improving attitudes toward the brand. It also gives direction on developing the consumer as a brand spokesperson for global brands.  相似文献   

14.
Brand placements are omnipresent in video games, but their overall effect on brand attitudes is small and varies substantially between studies. The present research takes an evaluative conditioning perspective to explain when and how brand placements in video games influence brand attitudes. In two experiments with a 3D first-person video game, we show that only brands encountered during positive in-game experiences benefit from the placement, but not those encountered during negative in-game experiences. Building on the cognitive processes underlying evaluative conditioning, we also show that brand attitudes largely depend on the memory for the pairing of a brand with positive/negative in-game experiences. Pairing memory and thus also evaluative conditioning effects increase when players attend to the pairing of brands and positive/negative experiences, for example, when such pairings are a central part of the game's storyline. Overall, our findings show that evaluative conditioning and its cognitive mechanisms can be utilized to explain and predict advertising effects in applied settings, such as brand placements in video games.  相似文献   

15.
ABSTRACT

The current study examines the prevalence and characteristics of brand appearances in the top grossing films broadcast in the United Kingdom (U.K.) and Hong Kong (H.K.). An average of 13 brand appearances per film was recorded and similarities and differences in brand execution features were revealed in the two cultural markets. Most of the films registered on the U.K. and H.K. top grossing lists are US production, which demonstrates that product placements are increasingly exported to other cultures. It suggests the importance of examining product placement effectiveness across cultures and provides valuable insights for brand practitioners.  相似文献   

16.
The proliferation of brands in television programming has abounded in recent times. Especially in rap videos, actors frequently depict brands and products. One mechanism by which placements can affect consumers' attitudes is evaluative conditioning. Given that in rap videos brands are paired with liked as well as disliked actors, there is a high potential for positive and negative conditioning effects. In an experiment with an authentic rap video, the appearance of placements and the image of the rap actors were varied. The results indicate that the pairing of a brand with positively evaluated artists produces positive attitudes toward the brand. In contrast, a negative conditioning procedure results in negative attitudes toward the brand. Further analyses demonstrate that conditioning effects are even stronger when preference for rap music is high and recognition of the brand rather low. © 2008 Wiley Periodicals, Inc.  相似文献   

17.
This research tests a model of the effects of personalized product placements on consumer preference, both for the embedded brand and the digital entertainment product in which that brand is embedded. The latter has yet to be examined in the traditional product placements literature. The results of two studies conducted in the domain of eBooks are presented. Evidence suggests that when pre-existing rankings of brands were systematically collected and used to design personalized product embeds, participants were willing to pay more for the eBook when it contained a favourably (vs. unfavourably) ranked brand, but only when the brand embed was subtle (as opposed to obvious). Study 2 also finds that personalized product placements enhanced consumers’ recall of, and probability of choosing the embedded brand. Results suggest that both the digital entertainment product and the embedded brand can benefit from the strategic use of personalized product placements.  相似文献   

18.
Hip-hop is a multi-billion-dollar industry influencing everything from fashion to advertising. The current study documents the overwhelming presence of brands in hip-hop music videos. Through the use of content analysis, we capture not only the branded products and their associated categories, but also the execution and connotation of those placements. Findings indicate that over 93% of all hip-hop videos contained some reference to branded products varying in prominence, prestige and consumption. Further, brand managers have many opportunities available with respect to brand placement in hip-hop – several of those opportunities are highlighted herein.  相似文献   

19.
This paper contrasts the effects of competitive clutter on the recall and recognition of information from ads for familiar brands. An experiment was conducted utilizing ads for the type of relatively familiar brands typically advertised on network television; the dependent variables were recall and recognition of brand names and ad claims. Results showed that brand name recall scores were substantially reduced by competitive clutter. However, exposure to competitors' ads had little effect on ad claim recall. These data are consistent with the view that information about familiar brands will tend to be compartmentalized in memory, reducing interference effects in attribute recall. Exposure to competitive clutter had relatively little effect on recognition task performance. Suggestions for future advertising research considering competitive interference and brand familiarity issues are provided.The authors thank the editor and two anonymous reviewers for their guidance. Ray Burke. Frank Kardes, James Kellaris, Karen Machleit, Joe Mandese, and Don Schumsky provided helpful comments on various aspects of this research.  相似文献   

20.
ABSTRACT

Type of placement integration has been shown to influence placement effects in adults. However, no studies have explored the role of character product interaction (CPI) for product placement effects on children. We also lack knowledge about the moderating role of age in this context. We therefore exposed N = 363 children aged 6–15 years to a movie containing no placement, a static placement, or a CPI placement. The presence of placements affected cognitive and conative brand outcomes. However, children's product memory and consumption were higher for CPI placements compared to static placements. As a relevant implication for product placement research, we found that brand outcomes were independent of the children's ages and prior movie familiarity. This suggests that children's developmental stage concerning age does not mitigate product placement effects. Implications for educators and consumer advocates are discussed.  相似文献   

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