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  • QUT Digital Repository: http://eprints.qut.edu.au/

    This is the accepted version of this journal article. Published as: McDonnell, John and Drennan, Judy (2010) Virtual product placement as a new approach to measure effectiveness of placements. Journal of Promotion Management, 16(1 & 2). pp. 25-38.

    Copyright 2010 Taylor & Francis Group, LLC

    This is an electronic version of an article published in Journal of Promotion Management, Volume 16, Issue 1 & 2 January 2010 , pages 25 - 38, The Journal of Promotion Management is available online at informaworldTM.

  • Virtual Product Placement 0

    Journal of Promotion Management, 16:25-38, 2010

    DOI: 10.1080/10496490903571365

    Virtual Product Placement as a New Approach to Measure

    Effectiveness of Placements

  • Virtual Product Placement 1

    Virtual Product Placement as a New Approach to Measure

    Effectiveness of Placements

    Dr. John McDonnell

    School of AMPR,

    Queensland University of Technology

    2 George St Brisbane QLD 4001

    Tel: +61 3864 4708

    Fax: +61 3864 1811

    Email: [email protected]

    and

    Dr. Judy Drennan

    School of AMPR,

    Queensland University of Technology

    2 George St Brisbane QLD 4001

    Tel: +61 3864 5308

    Fax: +61 3864 1811

    Email: [email protected]

  • Virtual Product Placement 2

    Virtual Product Placement as a New Approach to Measure Effectiveness of Placements

    Abstract

    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; assistance with the

    problem of lack of audience selectivity in traditional product placement; testing different

    audiences for brands and addressing a gap in the existing academic literature by focusing on

    the impact of product placement on recall and recognition of new brands.

    Key words: product placement, virtual product placement, brand recall, typology, fictitious

    brand

    Introduction

    Product placement is the inclusion of consumer products or services for promotional purposes

    in television (TV) programs and films (Nebenzahl and Secunda, 1993). Gupta and Gould

    (1997: 37) define it more specifically as incorporating brands in movies in return for money

    or for some promotional or other consideration. Product placement, a hybrid of advertising

    and publicity (Balasubramanian, 1994), is widely regarded as providing significant

    opportunities for movie and TV producers, as well as marketers. First, it can offset and even

    cover production costs, as demonstrated by the James Bond movie Tomorrow Never Dies,

    which grossed US$100 million even before cinema release, through product placement deals.

    Second, it has created new marketing possibilities. Prominent product placement in the Tom

    Hanks movie, Castaway, for example, created a whole new concept for volleyball marketing.

  • Virtual Product Placement 3

    The volleyball that becomes Hanks best friend, Wilson, is an advertisement for Wilson

    volleyballs. Following the success of the movie, the company created a new line of

    volleyballs displaying the characteristic bloody face of Wilson. This was clearly an

    attempt by the company to differentiate its product in the marketplace by tapping into the

    emotions of moviegoers (Hamlin, 2002).

    Product placement messages differ from other types of marketing communications

    (Grigorovici and Constantin, 2004) since they are embedded into media content (hence the

    term embedded advertising) and are dominated by the media content (Balasubramanian,

    Karrh and Patwardhan, 2006). They are also a more subtle, less coercive form of persuasion

    than advertising and less likely to raise consumer defences (Meenaghan, 2001).

    Virtual product placement, whereby the image of a branded product is digitally inserted into a

    film or TV program after the program has actually been made, is a recent development in the

    field of marketing. This technique is attractive to advertisers in view of the advantages of

    inserting the virtual product placement after the initial release of a movie or TV program.

    Based on initial audience reaction to the movie, advertisers can target a specific market

    segment and tailor the virtual product placement to it. The movie is then released to the rest

    of the market, complete with the virtual product placement.

    Purposes of the research

    This research considers a new approach to the measurement of product placement. Second,

    this study aims to address a gap in the existing academic literature by focusing on the impact

    of product placement on recall and recognition of new brands. The paper proceeds as

    follows. We begin with a discussion of the growing importance of product placement, review

    previous research on product placement and virtual product placement and then pose our key

    research questions. Next, we describe the research methodology, present key findings and

    discuss their implications. We conclude with recommendations for future research.

  • Virtual Product Placement 4

    The Rapid Rise of Product Placement

    While product placement has a long history in movies, dating from the 1920s, many consider

    the cameo of Reeses Pieces in the 1982 Spielberg film E.T The Extra-Terrestrial to be a

    turning point and the stimulus to wider adoption of the practice (see, for example, Goldsmith,

    2004a; Wasserman, 2005). The Mars Corporation was approached to permit the use of its

    M&Ms in a scene, but Mars declined the invitation. Spielberg then approached Hershey

    which was launching a competitor product, Reeses Pieces. Hershey did not pay for the

    placement. Hershey claimed that sales for Reeses Pieces rose 66% after the placement in

    E.T. (Tylee, 2005) although some say a cross promotion may be responsible for part of this.

    Since this time there has been a dramatic increase in the use of product placement in film and

    more recently in television and games.

    Galician and Bourdeau (2004) analysed the 15 top-grossing motion pictures in 1977, 1987

    and 1997 and demonstrated that on-screen placements now account for approximately one

    quarter of the length of all movies. They concluded that the number of brand appearances has

    remained fairly constant, but the length of placements has increased.

    Product placement spending across all media is projected to reach US$6.94 billion by 2009

    (PQ Media, 2005), which was a doubling from US$3.5 billion in 2004 (Friedman, 2005).

    Placements have become so ubiquitous that in 2005 they were expected to be used in 75% of

    prime time network shows (Russell and Stern, 2006). The share of paid placements and

    barter arrangements have increased (Graser, 2005), with gratis placements now accounting

    for just 7% of the markets value (PQ Media, 2005; Friedman, 2005). Practices differ widely

    and vary by producer, studio, type of film and target audience. For example, it appears that

    Sony Pictures prefer barter placements while Warners favor payments and the opportunity for

    tie-in cross promotion with toy companies and fast food outlets is an important influence

    (Interview with Warner VP, 2008). The notion of patterns in product placement by movie

  • Virtual Product Placement 5

    genre and product category was supported by dAstous and Chartier (2000) who found low-

    involvement products and comedy films to be the most popular choices for placements.

    These patterns are replicated in television according to content analyses of television

    programs.

    Ferraro and Avery (2000) and La Ferle and Edwards (2006) found a preference for TV

    product placements in situation comedies, while Ferraro and Avery (2000) discovered that

    news programs also tend to feature many brand appearances. Evidence further exists that

    soap operas and dramas are being used more for placements (Pervan and Martin, 2002).

    There are a number of reasons for the rapid rise of product placement, particularly on TV.

    First, the popularity and impact of traditional television advertising has declined in recent

    years. Increased advertising costs, competition from cable and independent networks and

    media fragmentation are forcing networks and advertisers to seek alternative forms of

    persuasion (Avery and Ferraro, 2000). Second, advertisers have become aware of changes in

    viewer behavior, for example, zapping, where viewers switch channels during commercial

    breaks or tune out formal advertisements (Lipman, 1991; Elliott, 1992). Similarly, the

    development of the Personal Video Recorder (PVR) provides users with the ability to select

    what they want to watch. Already popular in the U.S., the PVR is a digital set top box that

    automatically scans hundreds of TV channels, recording the shows that conform to the

    owners program selections. It can also be programmed to screen out advertisements. In the

    U.S. PVR penetration has risen from 8% of homes as recently as 2006 to 22% in 2008

    (Shoebridge, 2008).

    Survey evidence indicates that viewers are becoming increasingly disenchanted with

    traditional advertising techniques. In one Australian survey, for example, 81% consumers

    reported that they take less notice of advertising than previously, an increase from 76%

    reported only two years earlier. In addition, 66% of consumers found TV advertisements

  • Virtual Product Placement 6

    boring and repetitious (Burbury, 2003). This disenchantment is particularly evident in the

    case of Generation Y members, comprised of those born between 1979-1994. They represent

    an important demographic segment for many consumer goods (e.g. mobile phones, snacks,

    fast food and entertainment), but are often difficult for marketers to target because they

    respond to advertising and promotion differently from previous generations. Advertisers have

    found that product integration that demonstrates brand usage in naturalistic settings provides

    greater reach than traditional advertising (Brennan & Babin, 2004), and product placement

    appears to be more acceptable to consumers. Other research (Nebenzahl and Secunda 1993)

    reported that 70% of moviegoers believe product placement in a movie is preferable to an

    advertisement shown on the screen before the movie.

    Members of Generation Y, in particular, respond better to product integration than older

    consumers The principal implication of this is a positive one for marketers using placements

    in movies and reality tv: the largest audience (by age group) for Hollywood movies and

    reality tv is the very age group which responds more favourably to placements (i.e. age group

    18-35 years are more tolerant of placements than the group 36-49 years) (Ong, 2004:156).

    This finding, combined with the growing popularity of the PDR, has accelerated the trend

    towards product placement in TV shows, rather than using traditional advertising breaks to

    reach consumers.

    DeLorme and Reid (1999: 82) reported that informants in both their studies, regardless of age

    or moviegoing experience, felt irritated and insulted by generic product props (e.g. in the

    movie Repo Man) that were judged to interfere with movie realism and to interrupt the

    movieviewing experience. Hence audiences prefer the subtle use of brands to generic props

    onscreen. Moreover, studies on consumer attitudes towards the use of product placement

    have typically found that consumers welcome the practice. Consumers believe that it can

    enhance reality, aid in character development, enrich the plot/ theme/ characters, and provide

  • Virtual Product Placement 7

    a sense of familiarity (Babin and Carder, 1996; DeLorme and Reid, 1999; Gould, Gupta and

    Grabner-Krauter, 2000; Gupta, Balasubramanian and Klassen, 2000; Gupta and Gould, 1997;

    Hirschman and Thompson, 1997; Karrh, 1998; Nebenzahl and Secunda, 1993; Ong and Meri,

    1994; Zimmer and DeLorme, 1997). This also appears to be the case in television (Gould

    and Gupta, 2006; Stern and Russell, 2004; Tiwsakul, Hackley and Szmigin, 2005). The fact

    that some consumer groups respond better to product placement than others facilitates for

    advertisers the targeting of specified, pre-segmented audiences (McKechnie and Zhou, 2003).

    Previous Research on Product Placement

    Prior research on product placement has focused on its efficacy (Babin and Carder, 1995;

    Gupta, Balasubramanian and Klassen, 2000; Gupta and Lord, 1998; Vollmers and Mizerski

    1994) and ethical acceptability (Gupta and Gould, 1997; Nebenzahl and Secunda, 1993).

    These researchers found little evidence to support the premise that brand attitudes change as a

    result of exposure to product placement, but some evidence to support enhanced brand

    recognition and recall (Babin and Carder, 1995; Gupta and Lord, 1998).

    There is also verification that prominent placements can induce better recall than advertising

    (Gupta and Lord, 1998). Recall depends on a number of factors including duration of the

    exposure, explicit inclusion in the script, prominence of display of the product, plot

    integration and certainly actor endorsement or character usage (e.g. Balasubramanian, 1994;

    DeLorme and Reid, 1999).

    Russell and Stern (2006) examined the influence of product placements in serial TV

    comedies on consumer attitudes towards the products, especially the way that characters

    relations to placed products and consumers relations to the characters affect consumers

    attitudes to the products. They found support for the predictions that consumers align their

    attitudes toward products with the characters attitudes to products and that this process is

    driven by the consumers attachment to the characters.

  • Virtual Product Placement 8

    Evidence for the effect of product placement on purchase intention is mixed. Some studies,

    such as that reported by Baker and Crawford (1995), suggest that there may be an effect in

    that results showed purchase intention for placed brands to be higher than for brands

    previously identified as favourites. A study by Russell and Puto (1999) suggested that

    connectedness may moderate the effect of television placements on behaviour, that is,

    individuals with a strong connection to a television program are more susceptible to

    consumption images. Other studies, such as Ong and Meri (1994) and Tiwsakul, Hackley

    and Szmigins (2005) did not find a strong relationship between product placement and

    purchase intentions. A study by Van Reijmersdal, Neijens and Smit (2007) found product

    placement can influence brand image and that this depends on the frequency of exposure.

    The results suggested that the effect on brand image was not mediated by brand memory

    (recognition), or brand attitudes.

    To date, however, no research has been undertaken on the impact of product placement on

    recall and recognition of new brands, and an objective of this study is to address this gap in

    the literature.

    One of the challenges in assessing the value of product placement as a marketing tool is the

    difficulty in measuring its effectiveness. Advertisers and marketers are increasingly being

    held accountable for measurable results, yet the measurement of the effectiveness of

    placements is extremely difficult. First, the process of building a brand image is long-term,

    and the full effect of a single, isolated exposure to a brand placement can therefore be

    difficult to measure. Second, when assessing the effectiveness of a product placement, it may

    be difficult to separate its impact from that of other marketing communications. Finally, it is

    difficult to measure the potential for product placement as an advertising technique because

    of difficulties in collecting enough examples to evaluate. The cost of product placement is

    extremely expensive, which may deter advertisers from using it. Payments for a product

  • Virtual Product Placement 9

    placement are determined by the estimated size of the audience and it is notoriously difficult

    to predict the size of movie audiences. This creates a catch 22 situation where advertisers

    may be reluctant to use a form of promotion that they feel may be of dubious value, and those

    wishing to evaluate the effectiveness of product placement are unable to gain accurate

    measures because there are is not a large enough sample to evaluate.

    Measuring the effectiveness of product placement presents other difficulties for researchers.

    For example, Brennan and Babin (2004) discuss the problem of adjusting recognition scores

    for a placement exposure in their research. To test whether superior encoding of familiar

    brand placements produces a recognition advantage over less familiar brands, they used

    facilitated recognition scores to control for the effects of brand familiarity in measuring the

    effectiveness of a placement. The use of real brand placements in existing movies also creates

    problems of inter-brand comparisons. Differences emerge across treatments (i.e. placement

    execution) and conditions (Babin and Carder, 1996; Law and Braun 2000). Russell (2002)

    manipulated placements in fictitious TV programs by producing his/her own films to generate

    unconfounded tests of placement executions. Budgetary constraints, however, will prohibit

    many researchers from adopting this methodology.

    The advantages of virtual product placement

    Virtual product placement has the potential to be a sophisticated research tool for marketers

    and academics attempting to devise, market and measure the effectiveness of product

    placements. Another problem with traditional product placement is the lack of audience

    selectivity in the movie medium. Research suggests that this could be a problem with

    different demographic segments, since younger audiences like generation X respond to

    placement much better than older audiences (Ong 2004; DeLorme and Reid 1999). Virtual

    product placement makes it possible to consider different versions of releases to different

    areas, reflecting demographic differences.

  • Virtual Product Placement 10

    A more significant problem with product placement is that the major audience for American

    movies (and some TV shows) is the international market, yet the major vehicles for product

    placement are still U.S. in origin. Consideration of different consumer preferences is

    particularly relevant when domestic movies are distributed to countries around the world. .

    Many brands may mean nothing to non-U.S. audiences while others are associated with

    American cultural values and lifestyles (Foscht et al, 2008; Reardon et al, 2005; Cateora and

    Graham, 2007). Marketers and producers should consider the possibility of negative

    reactions and misinterpretations on the part of foreign moviegoers and TV viewers (DeLorme

    and Reid 1999). This is an issue in some countries today and it is relevant to this paper to the

    extent that virtual placement offers a possible solution to this dilemma for film and TV

    producers and marketers.

    Potential conflict between placement sponsors and ad break sponsors has been a constraint on

    placement in syndicated TV shows for years since such programs may be shown in many

    countries over a long period. However the new technique of virtual product placement

    enables brand items to be added digitally to the video when the series goes out on syndication

    (Reed, 2001). If a TV series is syndicated to international markets, virtual placements allow

    different products to be inserted for each market, hence allowing placements which are

    consistent or at least not conflicting with local sponsors in ad breaks, whereas with traditional

    placements there can be no change.

    Research Questions

    To investigate the potential impact and use in measurement of virtual product placement, we

    posed the following research questions:

    R.Q.1 What is the effect of virtual product placement in film clips on unaided recall of

    product type?

  • Virtual Product Placement 11

    RQ 2: What is the effect of virtual product placement in film clips on unaided recall of

    fictitious brands?

    RQ3: How does the duration of exposure of virtual product placement in film clips affect

    unaided recall of fictitious brands?

    RQ 4: How does audio and visual exposure of virtual product placement in film clips affect

    unaided recall of fictitious brands?

    RQ 5: What is the effect of virtual product placement in film clips on recognition of

    fictitious brands?

    Research Method

    For this study, we selected a series of video clips and inserted virtual product placements of

    fictitious brands to show to a group of undergraduate students. The aim was to identify scenes

    of different duration to explore the effect of varying product exposures on subject recall. The

    assistance of an experienced media technician and the use of a TV production studio were

    obtained for the purposes of this research. The software employed enabled minimal camera

    movement in the part of the scene where the fictitious product image was inserted. A realistic

    residence or location for the image within the scene was also required. For example, realistic

    and natural placement of a wine or beer bottle required the identification of a table, bar,

    mantelpiece etc. where the digital image of the bottle could be inserted. This image needed to

    be close enough to the camera that it could be read clearly, but not too conspicuously placed

    as to appear unnatural or annoying to the viewer. Copyright constraints also restricted the

    choice of a movie or TV scene, leading to an extensive search for suitable scenes. Finally, a

    series of film and TV clips was selected, totaling about 8 minutes.

  • Virtual Product Placement 12

    Once suitable video clips were identified, a number of bottles resembling the shapes of a

    wine bottle, a beer bottle, a tomato sauce or ketchup bottle were selected for product

    placement and cleaned of all identifying marks. A series of fictitious labels was then

    prepared and placed on the bottles. A digital still camera photographed these bottles against a

    blue screen and all background imagery was removed on a computer. The images of the

    bottles were scaled to match the scene where they would be placed, and then shadows were

    digitally created to match the lighting in the scene. A number of the images were placed in

    bar or tavern scenes with very subdued lighting. Considerable efforts were made to make the

    images appear completely natural. One complication that did not become apparent until the

    clips were shown to the audiences was that the ambient lighting in the scenes was so subdued

    that it was a little difficult to discern the brand names. A range of scenes was selected to

    enable different exposure duration, ranging from about 2 seconds to 8 seconds to 17 seconds

    A total of 153 undergraduate students (nearly all Generation Y i.e., over 90%) were shown

    the video clips in three exposure groups. No information was given in the introduction to alert

    them to the purpose of the experiment, i.e. product placement. A survey was distributed

    immediately after viewing. Initial questions in the survey asked for unaided or free recall of

    brands and products. Further questions asked about attitudes to product placement. These

    questions used a five point Likert scale anchored by strongly agree to strongly disagree and

    were based on a scale developed by Gupta and Gould (1997). Data on age and gender were

    also collected.

    Finally, a multiple choice question assessing recognition (as opposed to free or unaided recall

    in the survey) was presented via a Classroom Performance System using electronic handsets

    distributed to the students. The students selected their response to the recognition question

    using their handsets and the results were recorded with a CPS receiver and laptop computer.

    This use of the CPS after the survey was collected meant that the free unaided recall

  • Virtual Product Placement 13

    questions in the survey were not compromised by any exposure to the written brand names in

    the recognition question, which includes all the brand names.

    Major Results

    Results from an unaided recall test show that 36% of respondents stated that they recalled

    seeing products or brands during the viewing of the video clip. From this group of

    respondents, it was found that, in almost 5% of cases, the name of at least one of the

    unfamiliar new product brand names was correctly recalled, while familiar products were

    recalled in 23.5% of cases. It is notable that, in approximately 10% of cases, respondents

    were able to recall product or brand names that were presented with both audio and visual

    input in the film clip.

    The extent to which duration of exposure of fictitious virtual product placement impacted on

    unaided recall was also tested. No Bull wine was shown twice with durations of 10 seconds

    and 6 seconds, and was recalled by 2.1% of those respondents who stated that they recalled

    seeing products or brands. Bulla Red wine, which was exposed for 8 seconds was recalled by

    1.4% of respondents, while JJ Sauce, exposed at two intervals for 10 seconds and 6 seconds

    was not recalled by brand name at all. However, it was recalled as a product by 2.8% of

    respondents. Although Dan Jack whisky was only shown for 2-3 seconds in the film clip, it

    was still recalled by 1.4% of respondents. Despite the fact that Pats Beer was shown for 17

    seconds, it was recalled by only .7% of respondents. Gender differences were found in terms

    of unaided product or brand recall with more males (60.4%) than females (39.6%) indicating

    that they saw products or brands while viewing the video clip. As discussed previously, a

    second test was undertaken to assess recognition of the new fictitious brands. Results from

    the multiple choice questionnaire show that 13% of total respondents were able to recognize

    all of the four new fictitious product brand names. Thirty percent were able to recognize

    Bulla Red wine, No Bull wine and Pats Beer, but confused Dan Jack with the familiar Jack

  • Virtual Product Placement 14

    Daniels, which had not been shown in the film clip. (There was no evidence that subjects

    confused other fictitious names with real brands but it is conceivable.)

    Implications and conclusions

    At first glance, the recall and recognition scores found in this study appear much lower than

    in previous studies on product placement. However these studies used fictitious brands that

    subjects had not been previously exposed to, unlike previous studies. Other studies generally

    used existing film and TV stock which contain known brand names. In fact, based on the

    results of previous research, we could expect lower recall and recognition in this study for a

    number of reasons. Recall is higher for familiar than unfamiliar brands (Delorme and Reid

    1999). The placements in this study were deliberately very subtle which have lower recall

    than prominent ones (Law and Braun, 2000; Gupta and Lord, 1998). Second, the virtual

    placements used were entirely visual. Some research on placements suggests that audio

    placements are better recalled than visual only placements (Russell 2002), especially for

    subtle rather than prominent placements (Gupta & Lord, 1998).

    Our findings suggest that virtual product placement may be a method to evaluate the effect of

    a single placement and its value, as well as a component in an integrated campaign for new

    products. Unaided recall of these fictitious brands was low, but suggests that even short

    exposure duration can be effective for some viewers. More importantly, product placements

    are not typically intended to change consumer attitudes or behaviour from a single exposure;

    they are used as part of an integrated campaign. The fact that the recall scores are lower than

    previous studies should not distract from the focus of this study, i.e., to provide a point of

    comparison with previous studies, which have used familiar brand names. While further

    research is clearly needed, this study is about an approach to measure the effect of a single

    placement with no prior exposure. Recall of familiar brands was 23.5%; this is almost

    identical to the 25% result quoted by Law and Braun (2000). We have noted above that it is

  • Virtual Product Placement 15

    quite unrealistic to expect similar results for unfamiliar brands, yet 30% recognized 3

    unfamiliar brands, compared to 46% for Law and Braun (2000) and 33% recognition by over

    30% of viewers in another study (Babin and Carder 1996).

    Measuring the effectiveness of product placement presents difficulties for researchers and

    practitioners, such as measuring the effectiveness of a single placement, separating that

    impact from other communications and adjusting recognition scores for brand familiarity.

    Virtual product placement may offer new insights in dealing with these questions as well as

    greater audience selectivity and targeting.

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