i EFFECTIVENESS OF PRODUCT PLACEMENT APPLICATIONS ON TURKISH TV MEDIA A dissertation submitted in partial fullfilment of the requirements for the degree of Doctor of Philosophy in Management by Vildan KARIŞIK Supervisor Prof. Dr. Mustafa DİLBER
i
EFFECTIVENESS OF PRODUCT PLACEMENT
APPLICATIONS ON TURKISH TV MEDIA
A dissertation submitted in partial fullfilment of the requirements for the
degree of
Doctor of Philosophy
in
Management
by
Vildan KARIŞIK
Supervisor
Prof. Dr. Mustafa DİLBER
ii
APPROVAL
Student : Vildan KARIŞIK
Institute : The Institute of Social Sciences
Department : Management
Dissertation Subject : Effectivenessof Product
Placement Applications on Turkish
Television Media
Dissertation Date : June, 2014
I certify that this dissertation satisfies all the requirements as a dissertation for
the degree of Doctor of Philosophy.
Assoc. Prof. Nizamettin BAYYURT
Head of Program
This is to certify that I have read this dissertation and that in my opinion it is fully
adequate, in scope and quality, as a dissertation for the degree of Doctor of Philosophy.
Prof. Dr. Mustafa DİLBER
Supervisor
Examining Committee Members
Prof. Dr. Mustafa DİLBER …………….……………
Assoc. Prof. Nizamettin BAYYURT …………….……………
Prof. Dr.Zehra Vildan SERİN …………….……………
Prof. Dr. Selim ZAİM …………….……………
Assist. Prof. Dr. Hilal ASİL …………….……………
It is approved that this dissertation has been written in compliance with the
formatting rules laid down by the Graduate Institute of Social Sciences.
Assoc. Prof. Mehmet KARAKUYU
Director
iii
ACKNOWLEDGEMENT
I would like to thank my Edim, Damir, mother and rest of myfamily, as well
as, my supervisor Prof. Dr. Mustafa Dilber for their consistent and full support while
working on this thesis study.
Vildan Karışık
June, 2014
iv
ABSTRACT
Vildan KARIŞIK June, 2014
EFFECTIVENESS OF PRODUCT PLACEMENT APPLICATIONS ON
TURKISH TELEVISION MEDIA
The popularity of product placement on television (TV) media as a viable alternative
to traditional commercials has been increasing rapidly. Latest PQ Media report
(2012) noted that global spending of product placements on TV medium has already
reached $5.37 billion. However, despite its popularity, extant academic research
investigating evidences of product placement effectiveness yielded inconclusive
results as yet. In addition, with regard to its practice in Turkey, product placements
on Turkish TV media, which is allowed as of April 2011, can be said to be on its
infancy period. Therefore, the aim of this thesis study is to take an initiative to shed a
light on the effectiveness of product placements, in particular for those on Turkish
TV media, by employing a research methodology involving both experimental and
traditional research methods: neuromarketing and questionnaires. 91 study
participants were subjected to neuromarketing measurement process while viewing
video clips from different Turkish TV series that involved various product
placements. In addition, they were required to complete questionnaires prior to, as
well as, after the neuromarketing measurement process. Based on the data obtained
from both methods, effectiveness of product placements was explored bilaterally.
First, main outputs of neuromarketing measurement process, namely Emotional
Attachment (EA), Attention (AT) and Stress (STRS) neuroscores, were tested in
relation to respective neuromarketing effectiveness benchmark scores. Second,
assessing effectiveness in relation to product placement execution related factors was
performed. Results revealed that executing traditional ad of the placed product prior
to the placement boosts its effectiveness, in particular in terms of attention attraction.
Additionally, virtual product placementwas evidenced to be an ineffective placement
strategy.
Keywords: Product Placement, Neuromarketing, TV Product Placements, Turkey
v
ÖZ
Vildan KARIŞIK Haziran, 2014
TÜRK TELEVİZYON MEDYASINDA ÜRÜN YERLEŞTİRME
UYGULAMALARININ ETKİLİLİĞİ Televizyon medyasında (TV) ürün yerleştirmelerin popülaritesi reklamlara geçerli
bir alternatif olarak her geçen gün artmaktadır. PQ medya raporuna göre (2012) TV
medyasında küresel ürün yerleştirme harcamaları 5.37 milyar dolara ulaşmış
bulunmaktadır. Ancak, popülaritesine rağmen, ürün yerleştirme etkililiğini araştıran
kapsamlı akademik çalışmaların sonuçları henüz bu bağlamda kesin bulgular
sunamamıştır. Bununla birlikte, ürün yerleştirmelerinin Türkiye’deki uygulamasına
bakılacak olunursa, Türk TV medyasındaki söz konusu uygulama Nisan 2011’den
itibaren serbest bırakılmıştır, diğer bir deyişle Türk TV medyasında ürün yerleştirme
uygulamalarının henüz emekleme evresinde olduğu söylenebilir. Buna bağlı olarak,
bu tez çalışmasının amacı ürün yerleştirme etkililiği, özellikle Türk TV
medyasındaki ürün yerleştirme uygulamalarının etkililiği, konusunu kapsamlıca
araştırıp incelemektir. Bu çalışmada, bir deneysel araştırma metodu olan,
nöromarketing, ile birlikte geleneksel araştırma metodu olan anket 91 katılımcıya
uygulanmıştır. Katılımcıların farklı Türk TV dizilerinden elde edilmiş değişik ürün
yerleştirmelerinin bulunduğu video klipleri izlerken nöromarketing ölçüm sürecine
tabi tutulmuşlardır. Ayrıca, katılımcılardan nöromarketing ölçüm öncesi ve
sonrasındaanket tamamlamaları istenmiştir. Her iki metoddan elde edilen bulgular ile
ürün yerleştirmenin etkililiği çift yönlü bir şekilde keşfedilmiştir. İlk olarak, ürün
yerleştirmelerinin etkililikleri Duygusal Bağlılık (EA), Dikkat (AT) ve Stres (STRS)
nöroskorları nöromarketing referans (benchmark) etkililik skorlarına nispeten test
edilmiştir. İkinci olarak, ürün yerleştirme etkililiği ürün yerleştirme uygulaması ile
ilgili olan faktörlere nispeten değerlendirilmiştir. Sonuçlar ürün yerleştirmeden önce
uygulanan reklamın yerleştirmenin etkililiğinin, özellikle dikkat çekme bağlamında,
anlamlı olarak arttırdığını göstermiştir. Ayrıca, sanal ürün yerleştirmelerin aslında
etkililiği olmayan bir yerleştirme stratejisi olduğu ortaya çıkmıştır.
Anahtar kelimeler: Ürün Yerleştirme, Nöromarketing, TV Ürün Yerleştirmeleri
vi
LIST OF CONTENTS
Title Page i
Approval ii
Acknowledgement iii
Abstract iv
Öz v
List of Contents vi
List of Tables viii
List of Figures x
List of Abbreviations xii
1. Introduction 1
2. Literature Review 4
2.1. Product Placement Defined 4
2.2. History of Product Placement 9
2.2.1. Product Placement in Cinema Films 9
2.2.2. Product Placement on Television 16
2.2.3. Product Placement in Video Games 19
2.3. Product Placement Strategies 23
2.3.1. Movie and Television Product Placement Strategies 24
2.3.2. Video Game Product Placement Strategies 28
2.3.3. Miscellaneous Product Placement Strategies 29
2.4. Resarch on Movie, Television and Video Game Product Placement 32
2.4.1. Resarch on Movie Product Placements 33
2.4.1.1. Movie Placement Effectiveness 33
2.4.1.2. Ethics, acceptability of Product Placement
and their cross-national comparison 36
2.4.1.3. Practitioners’ views 39
2.4.2. Research on Television Product Placements 40
2.4.2.1. Television Product Placement Effectiveness 41
2.4.2.2. Prevalence, nature and characteristics of
Television Product Placements 43
2.4.3. Research on Video Game Product Placements 46
2.4.3.1. Effectiveness of Video Game Product Placements 47
2.5. Overview of Research on Product Placement Effectiveness on Cinema,
Television and Video Game Media 49
2.6. Product Placement Practice and Research in Turkey 53
3. Hypotheses Development and the Research Model 61
3.1. Hypotheses for Testing Effectivenes of Product Placements in relation to
Neuromarketing Effectiveness Benchmark Scores 61
3.2. Hypotheses for Testing Effectivenes of Product Placements in relation to
Effectiveness Factors that were revealed in the Literature Review 63
3.2.1. Prominence 63
3.2.2. Priming 64
3.2.3. Tone/Type of the TV Programme 65
3.2.4. Strategy/Type of the Product Placement 66
vii
3.3. The Research Model 68
4. Research Design, Sampling, Measurement Process and
Preparation of Data for Analyses 69
4.1. Experimental Research Design: Neuromarketing 69
4.2. Sampling and the Research Measurement Process 73
4.2.1. Step 1: Pre-Test 74
4.2.2. Step 2: Viewing of TV Excerpts 74
4.2.2.1. Group A Videos 76
4.2.2.2. Group B Videos 79
4.2.2.3. Group C Videos 81
4.2.3. Step 3: Post-Test 82
4.3. Preparation of Data for Analyses 83
4.4. Validity and Reliability 85
4.5. Descriptives 88
5. Hypotheses Testing 90
5.1. Testing Effectivenes of Product Placements in relation to
Neuromarketing Effectiveness Benchmark Scores 90
5.2. Testing Effectivenes of Product Placements in relation to
Effectiveness Factors that were revealed in the Literature Review 93
5.2.1. Prominence 93
5.2.2. Priming 94
5.2.3. Tone/Type of the TV Programme 95
5.2.4. Strategy/Type of the Product Placement 96
6. Discussion of Results 99
7. Conclusion, Implications and Limitations 106
7.1. Conclusion 106
7.2. Managerial Implications 107
7.3. Limitations and Future Research 108
References 110
Appendices 118
viii
LIST OF TABLES
Table 1. Product Placement definitions from previous literature 6
Table 2. Operationalisations of prominence in previous literature 25
Table 3. Factors Influencing Effectiveness of Movie Product Placements 50
Table 4: Factors Influencing Effectiveness of TV Product Placements 51
Table 5: Factors Influencing Effectiveness of Video Game Product Placements 52
Table 6: Details for the Group A videos 76
Table 7: Details for the Group B videos 80
Table 8. Details for the Group C videos 81
Table 9: Participants whose data were not evaluated as valid 86
Table 10: Excerpt from independent samples t-test output for reliability 87
Table 11: Excerpt from independent samples t-test output for reliability 87
Table 12: Descriptives for Groups of the Study 88
Table 13: Descriptives for Gender of Study Participants 88
Table 14: Descriptives for Marital Status of Study Participants 88
Table 15: Descriptives for Age of Study Participants 89
Table 16: Extract from one sample t-test for testing Emotional Attachment
neuroscores in relation to respective effectiveness benchmark neuroscore 90
Table 17: Extract from one sample t-test for testing Attention neuroscores in
relation to respective effectiveness benchmark neuroscores 91
Table 18: Extract from one sample t-test for testing Stress neuroscores in
relation to respective effectiveness benchmark neuroscores 92
Table 19: Extract from independent samples t-test for testing influence
of prominence on product placement effectiveness 93
Table 20: Extract from independent samples t-test for testing influence
of priming on product placement effectiveness 95
Table 21: Extract from independent samples t-test for testing influence
of tone/type of the TV programme on product placement effectiveness 96
Table 22: Extract from independent samples t-test for testing influence
of placement strategy on product placement effectiveness 97
ix
Table 23: Extract from paired samples t-test for testing effectiveness of
virtual product placement 98
Table 24: Results for Test Product Placements in relation to Benchmark Scores 100
Table 25: Results of the study 103
x
LIST OF FIGURES
Figure 1. A scene from movie E.T.: Reese’s Pieces in E.T. (1982) 9
Figure 2. A Poster of movie E.T. with Reese’s Pieces candies (1982) 13
Figure 3. Tom Cruise wearing Ray Ban Wayfarer sunglasses in film
Risky Business (1983) 14
Figure 4. A scene from Italian Job (2003), starring Mark Wahlberg and
Charlize Theron in front of a Mini Cooper 15
Figure 5. Coke's prominent placement in front of the judges
in popular "American Idol" television program 16
Figure 6. Umbro socks and Adidas crampons in the latest release of
PES game (2013) 21
Figure 7. Diesel placement, example of a billboarding, in the game
“Need for Speed” (2013) 29
Figure 8. Example of a Virtual Product Placement 31
Figure 9. Example of a Virtual Product Placement of Oreo cookies
in the Friends named serie 31
Figure 10. A shot from G.O.R.A. (2003), in which J&B branded
whiskey placed on the table 54
Figure 11. A scene from Vizontele Tuba (2000), in which Philips
branded TV is placed prominently 54
Figure 12. A scene from “Yalan Dünya”, in which DenizBank, Turkcell
and KFC brands as store signboards are placed 57
Figure 13. A shot from “Med Cezir”, in which one of the main characters
is shown with hands-on use Samsung mobile phone 57
Figure 14: The Research Model 68
Figure 15. Group A Product Placements from the TV serie named Med Cezir 77
Figure 16. Group A Product Placement from the TV serie named İntikam 77
Figure 17. Group A Product Placements form the TV serie named
Umutsuz Ev Kadınları 78
Figure 18. Group A Product Placements form the TV serie named
xi
Umutsuz Ev Kadınları 78
Figure 19. Group B Casper Laptop Scenario Product Placement from
the TV serie named Yalan Dünya 80
Figure 20. Group C Casper Laptop Scenario Product Placement from
the TV serie named Kayıp 82
Figure 21 : A snap shot from Eye Tracking results of Respondent 3
from Group A for Samsung placement 84
Figure 22: A snap shot from Eye Tracking results of Respondent 1
from Group A for Omo placement 84
Figure 23: Eye Tracking result (Respondent 1) of Group B for Casper placement102
Figure 24: Eye Tracking result (Respondent 3) of Group C for Casper placement 102
xii
LIST OF ABBREVIATIONS
EA: Average Emotional Attachment neuroscoreduring the test product placement
AT: Average Attention neuroscoreduring the test product placement
STRS: Average Stress neuroscoreduring the test product placement
EAbenchmark:Benchmark effectiveness neuroscore for Emotional Attachment
ATbenchmark:Benchmark effectiveness neuroscore for Attention
STRSbenchmark:Benchmark effectiveness neuroscore for Stress
EAbefore: Average Emotional Attachment neuroscore from beginning of the video
cilp till the test product placement
ATbefore: Average Attention neuroscore from beginning of the video cilp till the test
product placement
STRSbefore: Average Stress neuroscore from beginning of the video cilp till the test
product placement
EAafter: Average Emotional Attachment neuroscore after test product placement till
the end of the video clip
ATafter: Average Attention neuroscore after test product placement till the end of the
video clip
STRSafter: Average Stress neuroscore after test product placement till the end of the
video clip
EA_CAS, AT_CAS, STRS_CAS: Average neuroscores for Casper placement
EA_FIAT, AT_FIAT, STRS_FIAT: Average neuroscores for Fiat placement
EA_SAM, AT_SAM, STRS_SAM: Average neuroscores for Samsung placement
EA_OMO, AT_OMO, STRS_OMO: Average neuroscores for Omo placement
EA_CIF, AT_CIF, STRS_CIF: Average neuroscores for Cif placement
EA_WOUTCIF, AT_WOUTCIF, STRS_WOUTCIF: Average neuroscores for
video clips without Cif placement
EA_WOUTOMO, AT_WOUTOMO, STRS_WOUTOMO: Average neuroscores
for video clips without Omo placement
TV:Television
xiii
PKM: Persuasion Knowledge Model
DVR: Digital Video Recorder
DVD: Digital Versatile Disc
PR:Public Relations
HPL:High Programme Liking
LPL:Low Programme Liking
RTUK: Radio and Television Supreme Council
fMRI:Functional Magnetic Resonance Imaging
EEG: Electroencephalography
GSR: Galvanic skin response
POPP:Plain Old Product Placement
1
1. INTRODUCTION
Product placement can be defined briefly as the inclusion of brand and/or brand
identifying items within mass media programing such as cinema and TV (Karrh,
1998). The practice was first seen in the mid-1890s1. Product placement became a
subject of interest for academia during the 1980s following the release of Spielberg‘s
blockbuster film E.T. (1982). It was suggested that Hershey experienced a 66%
increase in sales of their Reese‘s Pieces candy as a result of product placement in the
film (Gupta and Lord, 1998;Gupta and Gould, 1997). Practitioner and scholarly
interest in product placement has skyrocketed since then and product placement on
the silver screen has spread to other mass media vehicles, particularly, TV.
Product placement on TV was rapidly adopted. The introduction of the digital
video recorders, DVRs2, which are blamed for decreasing the effectiveness of
traditional commercials, have encouraged advertisers to constantly search for viable
alternatives. Product placement offers an alternative with several advantages over the
venerable 30-second commercial.
First, product placement ensures that the advertiser‘s message is integrated
within the program content. Thus, the TV audience, who mostly opt to zap to other
channels when commercials begin (AltaĢ and Öztunç, 2013), cannot easily avoid
product placements. Second, product placement is less intrusive. Placed products are
perceived as more natural and credible by the audience, generating favorable
consumer associations and goodwill. Traditional commercials are liable to activate
the Persuasion Knowledge Model3(PKM) that is referenced in the marketing
literature (Reijmersdal et al., 2007; d‘Astous and Chartier, 1998). Third, placements
1The first practice of product placement and its history is explained in section 2.2 History of Product
Placement 2DVRs, also known as time-shifting devices, include a hard drive that enables the audience to record
their favorite programs for playback at any time. The devices can also fast forward through traditional
commercials. 3According to this widely cited model by Friested and Wright (1995), if consumers perceive that
advertising messages have the intent to affect their judgement, then they may generate negative
attitudes towards those commercials.
2
are often more economical than traditional commercials. A season-length placement
within a prime-time TV program costs, on average, $200,000 in the United States;
whereas a single 30-second commercial within the same type of prime-time
programing costs approximately $475,000 (Wells, 1996, in Law and Braun, 2000).
On the other hand, the practice of product placement on Turkish TV media was
not allowed until recently. The practice was allowed and its execution was regulated
with Law on Foundation and Broadcasting Services of Radio and Television
Institutions numbered 6112that was enacted in April, 2011. Since then product
placements have begun appearing on Turkish TV programmes at an increasing rate,
but, their effectiveness has remained as a question mark for both practitioner and
scholars interested in the field.
This thesis study aims at exploring effectiveness of product placements on
Turkish TV media. As its research method, the neuromarketing research method, that
is the application of neuroscience techniques to marketing stimuli and exploring
consumers‘ minds through the use of brain imaging technology, combined with
survey was employed. Just as its subject, the research method of this thesis study is
also a novel one for Turkish marketing literature. Although the brain‘s response to a
marketing stimuli has been explored since 1969 throughout the world, in Turkish
marketing literature there is not a single study investigating this subject through use
of this research method.
Among various neuromarketing research techniques, Eye tracking with
Electroencephalography (EEG) wasadministered for fulfilling purposes of this thesis
study. While EEG involves recordingelectrical activities of the brain synapses, the
brainwaves, the Eye tracking tracks eye movements of consumers while they are
subjected to a marketing stimulusto produce quantitative results.
EEG and Eye tracking techniques were administered to 91 participants aged 18
to 35 while they were viewing video clips from several different Turkish TV series
that involved various product placements, the test product placements, whose
effectiveness were to be assessed. After each EEG analysis, an Attention score (AT),
3
an Emotional Arousal score (EA) and a Stress score (STRS) for each decisecondwere
generated for each participant and for each video clip they had viewed. Also, the Eye
tracking analysis of each participant provided where he/she had been looking at
throughout the entire video clips.
On the other hand, questionnaires applied to each participant before and after
their viewing experience aimed primarily at gaining more insights on his/hermemory
of placed products.
The neuroscores were subjected to statistical analyses to assess effectiveness of
test product placements initially in relation to neuromarketing effectiveness
benchmark scores that were developed through years of experience and expertise of
the neuromarketing research company, Thinkneuro. Next, the testproduct placements
were assessed in relation to execution related effectiveness factors that were revealed
during the literature review process of this thesis study.
The thesis study is further organized in six main sections. The next section
presents the exhaustive review of product placement literature, while the third one
presents the hypotheses being developedand the proposed research model of the
study. The fourth section provides information regarding the research design,
sampling and measurement process of the study, as well as, the preparation of raw
data for the statistical analyses. The fifth sction involves testing of the hypotheses,
while the sixth discusses the results. Finally, in the seventh section ,the conclusion,
implications, as well as, limitation of the study along with suggestions for future
research are provided.
4
2. LITERATURE REVIEW
2.1. Product Placement Defined
―the exact definition of a product placement is still uncertain today, however,
and continues to evolve…”
(Lehu, 2007, p.5)
Although its first practice dates back to mid 1890s, the term “product
placement” was not coined until 1980s (Newell et al., 2006). The first definition of
product placement in the literature was put forth by Steortz (1987). He defined the
practice as the inclusion of branded product/signage in a motion picture. This
premier, therefore, rather primitive definition although highlights its important
characteristics, restricts the domain of product placement to visual placements only.
A subsequent definiton was suggested by Nebenzahl and Secunda (1993), who
added a feature that was neglected by Steortz (1987). They asserted that the
placement of the product should be executed in return of a fee or a reciprocal
promotional support.
Balasubramanian (1994), on the other hand, rather classified the practice as
being one type of an emerging marketing genre called “hybrid messages” that
involve combination of two marketing communication devices, advertising and
publicity. Product placement, as a type of hybrid messages, was defined as ―a paid
product message aimed at influencing movie (or television) audiences through
planned but discreet inclusion of a branded product into a movie (or television
programme)” (Balasubramanian, 1994, p.31).
Nevertheless the definition proposed by Karrh (1998), which was the first to
broaden its domain to mass media programming, is the one that is most widely cited
in product placement literature (see Schmoll et al, 2006; Lee and Faber, 2007;
5
Brennan and Babin, 2004 ;d‘astous and Chartier, 2000; van Reijmersdal, 2009). His
definition is as in the following:
“Product placement is the paid inclusion of branded products or brand
identifiers, through audio and/or visual means, within mass media programming”
(Karrh, 1998, p. 33)
Moreover, Karrh (1998) along with a few number of scholars prefer to name
the practice as brand placement instead of product placement in his studies. Since
Karrh argues that it is most of the time the brand -not the product type- that is
inserted to mass media programmes and thus the term brand placement reflects the
nature of the practice better. But in the literature product placement and brand
placement terms are used interchangeably most of the time. And on the contrary
Karrh‘s (1998) stance there is a prevailing tendency towards the use of product
placement term among majority of scholars (see Balasubramanian, 1994; Kureshi
and Sood, 2010; Chan 2012; Russell, 2005, 2002, 1998; Newell et al., 2006; Law and
Braun, 2000; Lehu and Bressoud, 2009; Lehu, 2007; Gupta and Gould, 1997;
D‘astous and Chartier, 2000). In this study although both terms are used
interchangeably the term product placement is more commonplace just as it is in the
literature.
Furthermore, Table 1 presents various product placement definitions that was
put forth by several different scholars. It can be noted that while some scholars
highligted its subtlety dimension (see Balasubramanian, 1994; Ferraro and Avery,
2000; Cowley and Barron, 2008), some of them emphasized its reciprocity
dimension (see Gupta and Gould, 1997; Homer, 2009) when defining the product
placement. Nevertheless majority of early definitions either omitted to reflect some
of its features (see Steortz, 1987; Balasubramanian, 1994) or restricted its domain
(see d‘Astous and Seguin, 1999; d‘Astous and Chartier, 2000; Gupta and Gould,
1997; Bressoud and Lehu, 2007) to movie and television industry most often.
However, as the popularity of product placement increased rapidly and spurged
to other industries in the last decade, some scholars acknowledged this evolution in
6
their updated definitions. Majority of recent product placement definitions widens its
scope to media other than movie and TV, such as video games (see Winkler and
Buckner, 2006; Glass, 2007; Wise et al., 2008), songs, even books4 (Nelson, 2004).
Table 1: Product Placement definitions from previous literature
Author Definitions
Steortz (1987) inclusion of branded product/signage in a motion picture
Balasubramanian
(1994,p.31)
paid product message aimed at influencing movie (or tv) audiences via
planned and unobtrusive entry of a branded product into a movie (or
television program).
Gupta&Gould
(1997,p.37)
incorporating brands in movies in return for money or for some
promotional or other consideration.
Homer (2009, p.21)
the practice in which firms pay to place branded products (e.g., brand
name/logo, package, signage, other trademarks) in the content of mass
media programming,
Karrh (1998,p.33) paid inclusion of branded products or brand identifiers, through audio
and/or visual means, with mass media programming.
d‘Astous&Seguin
(2000,p.31)
placement of a brand or a firm in a movie or in a television program by
different means and for promotional purposes.
d‘Astous and Chartier
(2000,p.31)
the inclusion of a product, a brand name or the name of a firm in a movie
or in a television program for promotional purposes.
Russell (2002, p.306) the practice of placing branded products in the content of mass media
programming.
Hackley and Tiwsakul
(2006, p. 63) the placement of brand references within mainstream entertainment
Russell and Belch
(2005, p.74) the purposeful incorporation of a brand into an entertainment vehicle
van Reijmersdal,
Neijens and Smit
(2009, p.761)
the commercially inspired inclusion of products and/or brands in
editorial content
Cowley and Barron
(2008, p.89)
a combination of advertising and publicity designed to influence the
audience by unobtrusively inserting branded products in entertainment
programs such that the viewer is unlikely be aware of the persuasive
intent.
d‘Astous&Seguin
(1998,p.897)
the inclusion of consumer products or services in motion pictures for
promotional purposes
Lehu and Bressoud
(2009, p.8)
the presence in a movie of a brand name or a product easily identified as
belonging to a given brand.
4 British writer Fay Weldon accepted financing from Italian Jewellery company, Bulgari, in return to
prominantly mention the firm and its products in his novel. Weldon, rather than merely mentioning,
integrated Bulgari not only to the plot but also to the title of her 2001 book ―The Bulgari Connection‖.
This novel is acknowledged as the first novel containing paid product placement.
7
Bressoud and Lehu
(2007, p.2)
consists in putting a product and/or a brand into a movie scene where it
can be seen and/or its name heard
McKehnie and Zhou
(2003, p.349)
the planned entries of products into movies or television shows that may
influence viewers‘ product beliefs and/or behaviours favourably
Jin and Villegas
(2007, p. 244)
the promotional tactic used by marketers and advertisers in which real
commercial products appear in a fictional play, film or television show
Ferraro and Avery
(2000, p.1)
more subtle and intrusive way of displaying products through the
inclusion of brands in movies and television scripts
DeLorme and Reid
(1999, p.72) the practice of using branded props in movies
Gregorio and Sung
(2010, p. 83)
the practice of placing branded products within films for commercial
purposes
Nelson and McLeod
(2005, p. 515)
are brands placed in media content to add realism to the media
environment, provide brand exposure and persuade the consumer
In addition, even new terms were coined to describe the evolution in
contemporary use of product placements (see Hudson and Hudson, 2006; Hackley
and Tiwsakul, 2006; Lehu, 2007; Kretchmer, 2008). To illustrate, Hudson and
Hudson (2006), as well as, Lehu (2007) made use of the term “branded
entertainment” to describe contemporary use of product placement. Lehu (2007) in
his book named as ―Branded Entertainment‖ defines the term as being the ―banner‖
for the group of product placement in the entertainment world including film, TV
series or other cultural vehicles, such as songs or novels.
On the other hand, while Hackley and Tiwsakul (2006) name the practice as
“entertainment marketing” and define it as any means of inserting brands and brand
references into entertainment vehicles, Kretchmer (2008) rather opts to use the term
“advertainment”. Advertainment connates the convergence as well as the
intersection of advertising and entertainment industries to describe the contemporary
practice of product placement. Unlike basic product placement, the advertainment
involves creation of an entertainment content, that is solely for promotion of (a)
specific advertiser(s).
In a recent study, Newell et al. (2006), in addition to their definition,
exemplifies the so far misidentified product placement applications in the movie
industry. They define product placement as “the insertion of branded products or
8
services into mass media content with the intent of influencing consumer attitude or
behavior”. Then, they assert that based on this definition, two tests must be
administered for the appearance of an item to be credited as product placement. First,
visual appearance or audio mention and second the intent of influencing consumer.
Although the said two qualification tests seemed straightforward, authors
revealed that even the most widely cited placement examples in the product
placement literature were actually misidentified product placement instances.
First was the identification of Jack Daniels whiskey in the Hollywood film
Mildred Pierce (1945), which is widely cited in the literature as being one of the
earliest product placement example and even as being one of the classics of cinema
product placements (see Galician and Bourdeau, 2004; Brennan and Babin, 2004;
Delorme and Reid, 1999; Wenner, 2008). However, Newell et al. (2006) assert based
on a later inspection of the Mildred Pierce VHS (Video Home System) tape released
in 1990 and the DVD (Digital Versatile Disc) released in 2003 that the film did not
have any placement of the Jack Daniels whiskey; only rather generic prop bottles
were displayed. Lehu (2007) is also among those rare scholars identifiying this case
and mentioning of it as being a typical case of ―unsubstantiated information‖.
Second, spacemen drinking Coca Cola and wearing Lee overalls in the movie
Destination Moon is another example that is widely reported in product placement
journal articles and theses (see DeLorme and Reid, 1999). However, in a similar
manner, the inspection of DVD of the said film revealed that the spacemen were not
drinking Coca Cola but coffee and they were wearing overalls but their brand was
never mentioned or displayed.
So, going along with Lehu‘s stance (2007, p. 5) regarding product placement
definition, it can be said that …
‖the exact definition of a product placement is still uncertain today, however,
and continues to evolve. In its least elaborate form, it merely allows for the
appearance of a brand or product onscreen. In its most effective form, it is so
integrated into the storyline that its presence seems logical, even indispensable”.
9
2.2. History of Product Placement
2.2.1. Product Placements in Cinema Films
“…the father of modern product placement was a wrinkled alien… tempted out
of hiding with a pack of little-known american sweets called Reese‟s Pieces. The
confictionery brand‟s sales skyrocketed by an alleged %66 after the release of the
picture”
(Mortimer, 2002, p.22 in Schmoll et al., 2006)
Indeed it is widely acknowledged in the product placement literature that it was
this skyrocketed sales figure of Reese‟s Pieces, candies of US confectionery brand
Hershey‘s, following its successful placement in Spielberg‘s blockbuster film ―E.T.
Extra Terrestrial‖ in 1982, what made this practice come into prominence (Galician
and Bourdeau, 2004; Karrh, 1998; Cholinski, 2012; Newell et al., 2006; Karrh,
Mckee and Pardun, 2003; Balasubramanian, Karrh and Patwardhan, 2006; Wolfe,
2010; Chan, 2012; Segrave, 2004; Schmoll et al, 2006; Hudson and Hudson, 2006;
Dens et. al, 2013; Gregorio and Sung, 2010; Eisend, 2009; Glass, 2007).
Figure 1: A scene from movie E.T.: Reese‟s Pieces in E.T. (1982)
Since then product placement started to attract heightened interest not only by
scholars but also by practitioners and thus today evolved into a multi million dolar
business with its estimated $8.25 billion expenditure worldwide in 2012 (PQ Media,
10
2012). However, the practice of integrating products into motion pictures began long
before E.T.. Actually, it can be said that the first practice of product placement in
motion pictures is as old as the birth of the motion picture itself since both events
were generated by the Lumière brothers consecutively during mid 1890s (Karrh,
1998; Newell et al., 2006; Galician and Bourdeau, 2004; Balasubramanian et. al,
2006; Avery and Ferraro, 2000; Hudson and Hudson, 2006; Dens et al, 2013).
Initially, Lumiere brothers exhibited their first projected motion pictures to the first
paying audience ever in the basement lounge of the Grand Café in Paris on
December 28, 1895. This event is credited as the world's first public film
screening and at the same time as the birth of film industry (Pearson, 1996).
Then, just a few months later in the spring of 1896, Lumière brothers
conducted an arrangement with the Swiss representative, Francois Henri Lavanchy-
Clarke, of U.K. soap producer Lever Brothers (today‘s giant multinational company
Unilever) that would found the first protoype of product placement practice. This
arrangement involved displaying Lever Brothers‘ leading product, ―sunlight soap‖, in
films by Lumière brothers. On the other hand, the Swiss businessman Lavanchy-
Clarke was held liable for exhibition of Lumière brothers‘ films in Switzerland as
well as production of Swiss-located motion pictures for distribution in Europe and
the United States. It was this arrangement between Lever Brothers and the Lumières
that introduced the first practice of product placement to the silver screen. Lumière
brothers ended up with decreased production costs for their films, whereas, Lever
Brothers had the oppurtunity to promote their products on the silver screen. Soon
both the film industry and manufacturers understood these advantages and began
associating products with films (Newell et al., 2006; Lehu, 2007).
To illustrate, starting from the beginnings of the 1910s, Model T Fords, which
were recently invented at that time, were often present in Mack Sennett comedies
(Lehu, 2007). Also in 1916, the Universal studio produced a silent film named ―She
Wanted a Ford‖ and recieved a Ford as a prop thanks to this explicit film title (L-KO
Company, 1916). On the other hand, Alfred Hitchcock in his film named Blackmail
(1929) opted for a rather subtle use of a product, displaying only a sign of Gordon‘s
11
gin. Nevertheless, the practice actually began to intensify on the silver screen during
1930s. Signs of Squibb, Coca-Cola, Chevrolet were clearly indentifiable in scenes
from the film Manhattan Melodrama by Van Dyke (1934). Similarly, in Week-End
in Havana (Walter Lang, 1941), it was explicitly stated that the film character Nan
Spencer worked at Macy‘s, a chain of department stores in USA. Moreover in The
Big Sleep (Howard Hawks, 1946), the car brands Packard and Plymouth were both
explicitly displayed and integrated into the film plot (Lehu, 2007).
However, the film industry at that time used other terms such as exploitation,
tie-ups, tie-ins to name these premier examples of the practice on the silver screen
(Newell et al., 2006). Since the term product placement, which does not restrict the
application to the cinema screen alone, was coined only after the practice began
evolving and surging rapidly into other media (such as TV, video games) during
1980s (Marich, 2009; Newell et al., 2006).
In the first years of filmmaking, exploitation referred to any type of promotion
that might generate audience for films and encompassed the use of products by
characters within the film being denoted by several different terms such as ―publicity
by motion picture‖, ―moving picture advertising‖, ―co-operative advertising‖,
―plugs‖, ―tie-in advertising‖, and ―trade outs‖ or simply ―exploitation‖ (Newell et al.,
2006). The exploitation agreements were conducted mainly on a barter basis in
which the aim for the film producer was lowering film production costs and adding
realism to movie scenes thanks to products provided by the sponsor
(manufacturer/owner of the product being placed), whereas, for the sponsor the aim
was having promoted his products on the cinema screen (Karrh, 1998; Brennan and
Babin, 2004).
Later on, during 1920s film producers realized that besides film production
costs product placement agreements can actually reduce promotional costs of their
films as well. So, another term, tie-ups or more widely known as tie-ins (both are
used interchangeably in the literature), which denoted the product placement practice
from 1920s onward through the 1970s, in the industry emerged (Newell et al., 2006).
Tie-ins were cooperative promotional agreements in which the sponsor, who had the
12
oppurtunity to display his products in the cinema film, had to undertake a role in
meeting advertising and promotion expenses of the movie together with the film
producer. Thus with this arrangement, the film producer ends up with decreasing
both his production and promotion costs. In addition, the promotional efforts, which
were financed by the product manufacturers, resulted in increased ticket sales and
thus amplified revenue for movie producers.
Therefore, the practice of tie-ins, which were started to be acknowledged as a
source of revenue then, became a regular component of motion pictures by the 1950s
and 1960s. However, it could not still be noted as a promising marketing effort up
until to the hit movie E.T. that made a star of product placement in 1982.
The scenario of the said movie initially involved E.T., the little alien, to follow
a trail of the M&M candies of Mars Company, which was the leader of US
confectionery industry. However, Mars refused this offer (Newell et al., 2006). In
addition, although not cited anywhere in the literature, Marich (2009) reveals in his
book that this offer was actually turned down by one more confectionery brand, the
Milk Duds, as well. The marketer of Milk Duds when refusing the offer stated that he
thought that the scene in which E. T. character gets sick could be attributed to their
candies (Marich, 2009).
Then Hershey, another US confectionery company, was contacted for the use
of its ―Reese‘s Pieces‖ candy in the above described scene. This time, the marketing
executive of Hershey, Jack Dowd, accepted the offer and in return agreed to spend 1
million dollars for promoting both Reese‘s Pieces and the film. (Segrave, 2004)
Consequently, when the film was released in 1982 the sales of ―Reese‘s
Pieces‖, which were introduced to the market just three months earlier, increased by
66% (Gupta and Lord, 1998; Gupta and Gould, 1997). The marketing executive
Dowd stated this success as,
―we got immediate recognition for our product, the kind of recognition we
would normally have to pay 15 or 20 million bucks for it” (Brenner, 1999 in Newell
et al., 2006).
13
Consequently, when the film was released in 1982 the sales of ―Reese‘s
Pieces‖, which were introduced to the market just three months earlier, increased by
66% (Gupta and Lord, 1998; Gupta and Gould, 1997). The marketing executive
Dowd stated this success as ―we got immediate recognition for our product, the kind
of recognition we would normally have to pay 15 or 20 million bucks for‖ (Brenner,
1999 in Newell et al., 2006).
Figure 2: A poster of movie E.T. (1982) with Reese‟s Pieces candies
After the success attributed to the film E.T., the popularity of product
placement was inevitable. Since then, the number of movie product placements,
which was assumed to raise the sales of placed products, proliferated rapidly. To
illustrate, Ray-Ban claimed to have experienced a surge in its Wayfarer model after
being worn by Tom Cruise in Risky Business (Paul Brickman, 1983). Also Omega
declared to having experienced a 40 % increase in its watch sales after having
appeared on Pierce Brosnan‘s wrist in a James Bond film, named Golden Eye
(Martin Campbell, 1995).
At the same time, the industry began to be regulated and professionalized
rapidly (Karrh, McKee, & Pardun, 2003; Avery and Ferraro, 2000). Product
14
placement agencies, which operate as intermediaries between marketers of products
and film producers, were established. These agencies examine film scripts and search
for the most appropriate movie scenes where their clients‘ products can be placed
and then make suggestions to the film producers. (Gupta and Lord, 1998; Avery and
Ferraro, 2000; Gupta, Balasubramanian & Klassen, 2000). While Lehu (2007) notes
that the worth of these contracts between the agencies and product sponsors varies
between €30,000–100,000, the agreement contracts between the product sponsor and
the movie producer most often have been a cash free one since its earliest dates.
Figure 3: Tom Cruise wearing Ray Ban Wayfarer sunglasses in the film Risky
Business (1983)
.
To illustrate, in 2004 Mini cars in US were out of stock after the starring role,
which was described as ―an absolute triumph of product placement‖ (Donaton,
2004), within the remake of 1960‘s classic film ―Italian Job‖ (F. Gary Gray, 2003).
However, BMW, the producer of Minis, did not pay for this thriving placement, but
instead provided 32 custom-built cars for the film producer.
Nevertheless, recently there has been a shift towards conducting payment
based placement deals from barter based ones. Since although a recent data notes that
still 56% of the worldwide product placements are conducted in cash-free
15
arrangements (Chang et al., 2009), the same figure used to be 85% in 1998 (Karrh,
1998) and 75% in 2007 (Powell, 2007).
On the other hand, the global spending on product placement in 2012 was
reported to reach $8.25 billion (PQ Media, 2012). The US, whose spending accounts
for more than half of the global spending on product placements, is the world‘s
largest product placement market, with its $4.75 billion expenditure in 2012.
Figure 4: A scene from Italian Job (2003), starring Mark Wahlberg and Charlize
Theron in front of a Mini Cooper
Then, what was described as a ―turkish rug market‖ (Steortz, 1987, p.3) almost
three decades ago, today has evolved into a multi million worth, well organized
industry with being handled by professionals. In a similar way, its domain in film
industry expanded and spread out rapidly to other media such as television, video
games, computer games, even novels, driven by hopes of success, that is analogous
to Reese‘s Pieces‘ (Balasubramanian et al., 2006; Glass, 2007).
16
2.2.2. Product Placements on Television
“So each Wednesday I set my DVR to record NBC‟s White House drama The West
Wing, which begins at 9 p.m. After the kids are asleep, I begin watching the show off
the hard drive. By skipping commercials (why in the world wouldn‟t you?), I make
up most of the time and finish watching the programme just a few minutes later than
those people who have been watching it “live””.
(Donaton, 2004, p.53)
Product placements on TV screens have been welcomed more than on any
other medium vehicle even including those on the silver screen. Evidencing this, the
global spending of product placements on TV has reached to $ 5.37 billion more than
tripling those on movies, which was reported as $1.66 billion, and all other media
(PQ Media, 2012). Only in US, spending on TV placements was reported to increase
to $2.83 billion in 2011, when the reality talent show ―American Idol,‖ with 577
occurrences was recorded to be the TV programme with the greatest number of
product placement occurences.
In Figure 5, there is a shot from the reality talent show ―American Idol,‖,
where it‘s hard to miss product placements. The judges will sip from large cups
emblazoned with Coca-Cola logos, contestants will wait in the ―Coca-Cola‖ lounge,
viewers are encouraged to text/call from their AT&T wireless phones, and Ford
showcases weekly ―music videos‖ that feature contestants driving their vehicles.
Figure 5: Coca Cola‟s prominent placement in front of the judges (and cameras/and
audience) in popular "American Idol" TV programme
17
According to Variety magazine, product placement in the show has become
increasingly expensive over the years. The official sponsors, Coca-Cola, AT&T, and
Ford, currently pay up to $50 million to $60 million a year, compared with $25
million to $35 million that was spent in the show‘s earlier years.
There are several reasons justifying this prevailing preference for TV
programmes as product placement media. First, several scholars asserted that
product placements on TV programmes have higher commercial impact in relation to
those in movies (Avery and Ferraro, 2000; Karrh 1998; Russell, Norman and Heckler
2004; Cowley and Barron 2008; Russell, 1998). Since TV programmes have larger
audience and are less easily avoided than movies, which are rather selected by its
audience. In addition, TV watchers follow their favourite programs over extended
time periods and get involved more with the programmes, its characters, and
storylines (Karrh 1998; Russell, Norman, & Heckler 2004; Cowley and Barron
2008). On the other hand, in the case of movies the character‘s story ends with the
movie itself (Russell, 1998). Therefore, TV programmes are assumed to have more
persuasive impact on consumer lifestyles and that is one of the reasons why TV
placements attract the highest portion of product placement investments.
The decline of the effectiveness of traditional commercials is a second reason
for TV medium attracting the largest product placement investment. Technology
advancements in digital communications and media sectors have changed the rules of
the advertising industry. According to Donaton (2004), the advertising industry
which had been operating for more than a century on a ―push‖ based model evolved
into a ―pull‖ based model. Since in the past the consumer audience was rather
passive sitting in front of a TV, being exposed to commercials ―pushed‖ by
advertisers while watching one of the few programmes ―pushed‖ by one of the few
major TV networks on a predetermined time. However, the advanced technology
first provided audiences with hundreds of different TV programmes and channel
choices over cable, internet and satellite transmission. This extended channel offers
18
resulted in a widely dispersed audience and this in turn disrupted the traditional
segmentation and targeting processes (Lehu, 2007).
In addition, the advanced technology empowered consumer audience with
means to easily avoid or receive commercial messages whenever and wherever they
want. Especially, the invent of DVRs was blamed for being the most significant
factor decreasing the effectiveness of traditional commercials. DVRs, also known as
the time-shifting devices, include a hard drive that enables the audience not only to
record their favourite shows for playback at any time, but also to fast forward the
traditional commercials within most of the time.
Indeed both latest Nielsen (2012) and PQ reports (2012) evidence that
although TV remains as the most consumed medium worldwide, in 2012 compared
to a year ago fewer people watched traditional TV, while more people watched the
time-shifted TV, that is made possibly by DVRs. Those who watch time-shifted TV
were observed to skip commercials 72,3 % of the time, compared to 45 % who watch
conventional TV channels according to the results by CNW Marketing Research
(Donaton, 2004). In addition, certain categories, such as fast food, credit cards, and
TV network promotions, were found to be bypassed 90 % of the time by DVR users.
Thenas Bill Lamar Jr., head of U.S. marketing for McDonald‘s, during his
speech at American Association of Advertising Agencies conference in 2003,
asserted that “…the days of spending hundreds of millions of dollars on TV
advertising are over” (Donaton, 2004, p.58). Therefore, since the invent of DVRs
advertisers are in constant search of viable alternatives to traditional TV commercials
and it can be said that they found the remedy in product placements. Product
placements on TV programmes offer several advantages over traditional 30-second
spots. First, the advertiser‘s message is integrated within the programme content in
case of product placements and thus the TV audience cannot easily ignore and/or fast
forward them as they can in case of commercials. Additionally, placements are more
economical than traditional advertisements most of the time. To illustrate, on the
average 200,000$ is paid for a season length placements within a prime-time TV
19
programme, whereas it amounts up to approximately $475,000 for a single 30s
commercial within the same type of prime-time programming in US (Wells, 1996 in
Law and Braun, 2000).
Moreover, brands in placements are perceived as more natural and credible
such that they can even generate favorable consumer associations and goodwill
unlike traditional commercials, which rather activate what is known as the
persuasion knowledge model in the literature (van Reijmersdal et al., 2007; d‘Astous
and Chartier, 1998). According to this widely cited model put forth by Friested and
Wright (1995), if consumers perceive that admessages have the intent to affect their
judgements, then they may counter argue and generate negative attitudes towards
those commercials5.
Then, advertisers having realized the said advantages began to incorporate
product placements more heavily into their marketing communication plans and as it
was evidenced by results of survey conducted with Association of National
Advertisers (ANA) in US. The survey revealed that 63% of companies integrated
product placements within their communication plan. Moreover, 52% of budget that
was allocated for TV commercials was shifted to product placement expenditures
(Consoli, 2004).
2.2.3. Product Placements in Video Games
“I think the billboards don‟t intrude on the game in any way. I certainly notice them,
which is what they‟re going for, but I don‟t think they‟re bad as long as they stay in
the background of the game and don‟t impede on or control the entire level‟s look
and feel”
(posting on Slashdot.org 2004, from Nelson et al., 2004)
5However, Russel (2002) evidenced that the same scenario may occur for TV placements in cases
when the brand takes a major role in the story of a TV programme or its presence in the show looks
suspect. Then, audiences may realize that it was placed there to affect their judgements and they may
counter argue them just as they do traditional advertising messages.
20
A video game is defined as an electronic game in which players control
images through a game console system on a television screen (Merriam Webster,
2013). The same electronic game is called a computer game, when players control
images on a computer screen. On the other hand, a game is called an online one,
when players play the game over an internet connection and an online game becomes
a multiplayer one when it is played by many people simultaneously. Although both
video and computer games can possess the online and as well as multiplayer features,
video games played through three major game consoles, namely Sony Playstation,
Microsoft XBoX, Nintendo are prevailing ones, accounting for 80% of the industry
revenue (Taub, 2004 as cited in Kuhn et al., 2007).
Product placements within video games, so called in-game placements,
involve most of the time mere appearance of the product ad naturally within the
game environment and that is what Glass (2007) calls as billboarding. In addition,
often video game placements involve use of a branded product naturally by the game
character and that is what Glass (2007) names as utilization. Nevertheless the aim of
both in-game placement strategies is the same; to enhance realism and add
verisimilitude to the virtual game environments.
The premier example of product placement in video games appeared in 1987
in a Nintendo Entertainment game named ―Town and Country Surf Designs: Wood
and Water Rage‖ (Glass, 2007). The game, which shared its name with the famous
surfboard manufacturer, Town & Country Surf Designs, was based around the
company's mascot characters, known as "Da Boys", and involved gamers to shop
from the said surf store.However, this application, which was cited as the earliest in-
game placement example along with Avoid the Noid (1989) and Sneak King (2006)
that were produced to promote Dominos Pizza and Burger King, respectively, should
have been rather cited as examples of another branded entertainment form,
advergames. Advergame is also a video game, but it is designed exclusively for
promotion of a brand. In contrast to video game placements, where placements rather
take place as parts of the game, to enhance its realism, in advergaming the game is
21
part of the advergaming execution, presenting the brand message (Chen and Ringel
2001; Wise et al., 2008). Despite this, advergaming is regarded as a form of video
game placements, which was even named as monopolization by Glass (2007) and
several other scholars in the literature (Nelson, 2002; Glass, 2007; Winkler and
Buckner, 2006).
Nonetheless, later on, many video games with product placements such as
Dole bananas in Super Monkey Ball (2001), Sony Ericsson phones in Splinter Cell
(2002), Nike, Adidas, Umbro uniforms, crampons in Pro Evolution Soccer (PES) and
FIFA games (2008) were released.
Figure 6: Umbro socks and Adidas crampons in the latest release of PES game (2013)
Integrating brands within video games have several advantages over TV and
movie placements. First, video games, unlike TV programmes and movies, provide
active involvement of the player consumer with the game. This engagement enables
the player to feel and control not only the game but also brands and products placed
within (Nelson et al., 2004). To illustrate, players of Splinter Cell (2002) game use
Sony Ericsson phone for accomplishing their task of catching terrorists. In addition,
unlike TV programmes and movies, a video game offers different experiences for the
player each time he plays it. These differing experiences, in turn, lead to different
exposures of placed brands each time he plays it. Also a video game with its longer
22
shelf life (on average played for 30 hours) than TV programmes and movies provides
more visibility for placed products (Nelson et al., 2004; Nelson, 2002; Hudson and
Hudson, 2006). On the other hand, video games for product sponsors provide the
best opportunity to create the most accurate simulations of products together with
their surrounding (Sharma et al, 2007). For instance, the game Porsche Challenge
(Sony Computer Entertainment, 1997) was released at the same time with the
Porsche Boxster in 1997 in order to provide gamers to drive digital representations of
the car (Mackay et al., 2009) .
However, despite its advantages, in-game placements could not attract
significant interest among advertisers up until the first years of the new century. Its
real surge rather took place when the revenue generated through sale of video games
in USA ($10.5 billion) and world ($ 40 billion) exceeded the revenue of Box Office
revenues for USA ($8.9 billion) and global movie industry ($ 25.85 billion) in 2005
and 2006, respectively (Motion Picture Association of America, 20076; NPD group,
2006; 20077). Subsequently video games among young US citizens were reported to
become the most preferred entertainment source, outperforming TV programmes and
movies (Ho and Yang, 2008). Since then, practitioners noticed this great shift in
consumer preference for entertainment sources and started to make use of video
game placements more as means of reaching their target markets.
So, marketing departments of giant companies such as Coca Cola declared to
withdraw some of their advertising budget from TV commercials and allocate it to
video game placements (Grover et al., 2004 in Mackay et al., 2009). Moreover,
Chrysler, which was among car companies most heavily implementing video game
placements, attributed 14 % sales of Wrangler Rubicon model to the brand's online
game (Ferrazzi, Chen, and Li, 2003 in Chaney et al., 2004).
In addition, unlike in the past years, the profile of a gamer is not restricted to
young males at their 30s anymore. Games are now played by both genders and by
6http://www.mpaa.org/
7https://www.npd.com/wps/portal/npd/
23
any age group. In USA, %45 of females reported to play video games recently (ESA,
2012)8. Additionally, only in USA, the revenue of video game industry reached $21
billion, with more than half of US citizens declaring to play video games (%58) and
owning a video game console (%51). So, video games are fast growing and
promising media for integrating brands and products. Nonetheless, inspecting
effectiveness of product placements in video games as well as those on TV and
movie screen is fundamental for both scholars and practitioners interested in the
subject.
Therefore, in the following section, first a review of different scholarly
perspectives regarding product placement strategies will be provided and secondly
review of studies that attempted to shed light on product placements in the said
media, including their effectiveness, will be provided.
2.3.Product Placement Strategies
“…the best case scenario is that the brand is „seen‟ without being „noticed‟ –
which is the most important criterion for success.” (Lehu in an interview by Powell, 2007)
In the following pages, a review of the literature on various product placement
strategies that had been proposed so far will presented. It should be noted that since
movie and TV product placements, which are both based on presentation of the
placement, are extremely alike video games, which are rather mission oriented (Yang
and Wang, 2008). Therefore, product placement strategies for movie and TV
programme media were regarded as being common, whereas, strategies for video
game placements were handled seperately in the literature. Then, in accordance with
the literature, first product placement strategies for movies and TV programmes that
are regarded as common are presented. Then, strategies for video game placements
8http://www.theesa.com/
24
are reviewed seperately. Finally, studies proposing miscellaneous product placement
strategies are presented.
2.3.1. Movie and TV Product Placement Strategies
There is a discrepancy in the literature regarding the terminology of product
placement strategies. One stream of scholars prefers to use the term ―product
placement strategy‖ (see Gupta and Lord, 1998; Tiwsakul et al., 2005), while another
stream opts for using other terms such as ―product placement categories/classes‖ (see
Shapiro, 1993; Panda, 2004), ―product placement types‖ (see Russell, 1998; Oliver
1986 in Johnstone and Dodd, 2000; Lehu, 2007), ―product placement techniques‖
(see McDonnell and Drennan, 2010) , ―product placement modality‖ (see Bressoud
and Lehu, 2008). Yet although scholars have been using the above mentioned
various terms to distinguish among different placement strategies, their proposed
product placement strategies generally resembled each other most of the time. Most
of the proposed product placement categorizations were based either on the one
proposed by Russell (1998) or those by Gupta and Lord (1998), or ones by d‘Astous
and Seguin (1998).
First, Russell (1998), in his Tripartite Typology of Product Placement,
distinguishes placements among three dimensions; namely, visual, auditory, and plot
connection. Visual placement involves basically the appearance of the brand on the
screen and it is also known as ―screen‖ placement. This placement dimension can
have several different levels based on the number of appearances on the screen, the
style of camera shot for the product, and so forth. The second one, which involves
auditory or verbal stimuli, is known also as ―script‖ placements. Similarly, this
placement type can have different levels, depending on the context in which the
brand is mentioned, the frequency with which it is mentioned, and the emphasis
placed on the brand name, tone of the voice, place in the dialogue, character speaking
25
at the time, etc.. Finally, the plot placements refer to the degree to which the brand is
integrated into the plot of the story (Russell, 1998).
The second seminal study was conducted by Gupta and Lord (1998). They
rather put forth two dimensional approach for distinguishing product placement
types. The first dimension is the mode of presentation of the placement, whereas the
second is its prominence.
Table 2: Operationalisations of prominence in previous literature
Previous studies Definitions/operationalisations
Gupta & Lord
(1998, p. 49)
Prominent placements are those in which the product (or other brand
identifier) is made highly visible by virtue of size, position on the screen
or its centrality to the action in the scene.
Subtle placements are those in which the brand is not shown prominently
(e.g., small in size, a background prop outside of the main field of visual
focus, lost in an array of multiple products or objects, low time of
exposure).
Avery & Ferraro
(2000, p. 228)
Prominence being those that were highly visible by virtue of position on
the screen (foreground/close-up shot), central to the action in the scene
(essential to the scene/dialogue), displayed for a longer time (having
greater than two seconds of camera time or being mentioned more than
once in the dialogue), and endorsed by a character (a character interacted
with the branded product and portrayed it in a positive way).
Subtle placements were those in which the brand was not shown
prominently because it was in background shots, not essential to the
scene/dialogue, and given a short length of display (shown for less than
two seconds or mentioned only once), and no positive character
involvement.
d‘Astous & Chartier
(2000, p. 32)
It was judged on six dimensions: visibility of the product or brand in the
scene (placement in front/in background), mention of the brand by one or
more actors (yes/no), length (short = 1-3 seconds, medium =4-6 seconds,
long=7-10 seconds), placement subtlety (subtle/manifest), principal actor
uses the product (yes/no), and principal actor is present (yes/no).
Subtlety/manifestness was judged in a subjective manner and reflected the
extent to which it was clear that the brand was included in the movie
scene for promotion purpose.
Cowley & Barron
(2008, p. 92)
The prominent placements were chosen because they (1) were connected
to the plot, (2) were mentioned more than once or were on the screen for
more than five seconds, and (3) were either audio or audio-visual.
The subtle placements were props only. They were (1) visual, (2) not
related to the plot, and (3) seen only briefly.
26
Homer
(2009, p. 23)
The subtle placements include only visual images of the placed products
(i.e., McDonald‘s & Dell) with no direct verbal conversation in the script.
In contrast, the prominent/obvious placements include similar visual
images along with direct verbal references to McDonald‘s (or Dell
Computers) in the script dialogue.
Lehu & Bressoud
(2009, p. 9)
Prominence is linked to, among other elements, the size and duration of
the placement on the screen, the number of times the brand appears in a
scene, as well as its location on the screen.
Source: Fanny Fong Yee Chan, 2012, in “Product placement and its effectiveness: A
systematic review and propositions for future research”
First, based on their modes of presentation product placements are categorized
as being visual only, audio only or their combination, audio-visual. Visual only mode
involves display of the brand, logo, billboard or any other visual stimuli that
identifies the brand without being mentioned, whereas the audio only mode involves
the mention of the brand name without being displayed on the screen. The audio-
visual mode involves as its name implies both mentioning and displaying of the
brand at the same time. Next dimension, which is prominence, distinguishes
placements as either being prominent or subtle. In prominent placements the product
is made conspicuous either through its size, position on the screen or centrality to the
plot, integration to the plot, number of mentions, and/or duration on the screen. On
the other hand, in subtle placements the brand is not shown prominently (Gupta and
Lord, 1998). However, there is not a clearcut line between prominence and subtlety
of a placement in the product placement literature. This dimension is interpreted
rather subjectively by several scholars. Table 2 depicts scholars and their
interpretations of prominence versus subtlety of a placement.
Another highly cited placement categorization was put forth by d‘Astous and
Seguin (1998). In their study they distinguish among three placement strategies;
namely, implicit, integrated explicit and non-integrated explicit product placements
(PPL). First, an implicit PPL is one that is analogous to what Russell (1998) and
Gupta and Lord (1998) call visual placement. Since in the same manner implicit
PPL involves product and/or product related items (such as its brand, logo, firm etc)
being present within the program without being formally expressed. On the other
27
hand, in the integrated explicit PPL the product and/or product related items are
formally expressed within the program. This placement type involves explicit
demonstration of product attributes and benefits. The non-integrated explicit PPL
refers to the formal presentation of the product and/or product related items but
without being integrated within the program contents. The sponsor's name may be
presented at the beginning, during or at the end of the program just as in the case of
sponsorship. Therefore, there are critics that this placement type should be regarded
as a sponsorship rather than a placement type (d‘Astous and Seguin, 1998; Sarıyer,
2005).
Moreover, Shapiro (1993) proposes four categories of product placements. His
first proposed placement category involves barely display of brand or product name,
whereas the second one involves the use of the brand/product without being
mentioned. Next, in his third placement category the product or brand is being
mentioned only, while, in fourth the product is used by the main character, as well as,
being mentioned.
However, Panda (2004) in his study opts to modify Shapiro‘s classification and
to scale it down to three placement types; brand is shown only, used in scene and
integrated explicit PPL (product/brand mentioned with hands-on use).
Lehu (2008) together with Bressoud name “prominence, audiovisual and plot
insertion” as placement modalities, while, they offer“classic, corporate, evocative,
stealth” as product placement types (Lehu, 2007). Classic placement makes only the
product/brand appear on the screen, whereas, corporate placement, involves
emphasis of the brand over the product. Evocative placement, on the other hand,
involves neither the display of brand nor its explicit mention, but from product
chracteristics the product can be implied and identified (e.g. the Apple company is
cited as fruit company together with its logo being displayed in the film Forrest
Gump). Lastly, stealth placement is the most discreet form of product placement, in
which the brand is neither placed nor mentioned in the film and in addition product
characteristics are not easily identified. While its discreet presence gives it a natural
aspect, this discreetness can also lead it to be undetected by the viewer. To illustrate,
28
seldom a wiever can detect that in the film Great Expectations (Alfonso Cuaron,
1998) Gwyneth Paltrow‘s costumes were sponsored by Donna Karan (Lehu, 2007).
So, it is obvious that just as it was the case with its definition, there is not also a
certain product placement categorization that is widely accepted by scholars.
2.3.2. Video Game Product Placement Strategies
Yang and Wang (2008) assert that product placement classification for video
games should differ completely from those for TV and movie media since the latter
are based on presentation of the placement. However, games are mission oriented in
which players are assigned to complete missions. Thus, authors argue that game
playing should be considered as a problem solving process with its three key
components for completing missions; namely, goal, feedback and operator. The goal
component is the milestone that the player is assigned to achieve, while, operators
are instruments that players can use for attainment of the assigned goal. Feedback
component is the predetermined desirable or undesirable player behaviors, such as
reward or punishment. Then authors distinguish in-game placements with respect to
brand/product appearances inserted to scenes of these components and name them as
goal placement, operator placement, feedback placement.
Moreover, the review of the so far accumulated literature on in-game
placements revealed that, besides this classification by Yang and Wang (2008), there
are two more stances regarding their categorization.
First, Chen and Ringel (2001) propose that there are three types of placements
within video games; namely, associative, illustrative and demonstrative. Associative
placement involves the display of product/brand in the background. Illustrative
places the product/brand in game with prominently feature. Finally, the
demonstrative placement presents the product in its natural context and invites the
consumer to interact with it, thus having the highest integration. To illustrate, the
29
avatars in the FIFA International Soccer wearing Adidas to promote the shoes and
uniforms can be given as an example for this placement type.
Figure 7. Diesel placement, example of a billboarding, in the game “Need for
Speed” (2013)
Similarly, Glass (2007) distinguishes among three major types of product
placements in video games that are akin to Chan and Ringel‘s (2001) and names
them as monopolization, billboarding, utilization. Monopolization is the one in
which the brand totally monopolizes a game through use of a product tie-in or a
spokescharacter most of the time. On the other hand, in billboarding, placements
appear in natural places within the game environment, and is the most common form
of placement type in video games. Finally, the utilization, which is analogous to
demonstrative placement of Chan and Ringel (2001), involves characters in the game
use the product in a natural way.
2.3.3. Miscellaneous Product Placement Strategies
Some scholars put forth alternative strategies for product placement
formulation. Johnstone and Dodd (2000) proposed that product placements can be
either creative or on-set. While, on-set placements involve display of product in its
30
natural setting such as a bottle of coke on a kitchen table, creative placements refer to
the insertion of the product into film indirectly, such as its display on billboards.
Wenner (2008), on the other hand, distinguishes among three ―variants‖ of
product placements. Besides the basic form of product placement, which he names as
plain old product placement (POPP), and product integration, he proposes the video
insertion as the third variant. Wenner‘s (2008) third proposed product placement
strategy, video insertion, involves the insertion of virtual placements in the program
content. This technology, which was named as L-VIS (pronounced as Elvis), or live-
video insertion system by the founding company, Princeton Video, enables
placement of a digital Elvis or a digital ―anything else‖ into film and television
programs while they are being produced or after they are produced. Initially sports
broadcasts, especially football and baseball broadcasts by adding inserted first down
lines, made use of this technology (see Figure 8). However, the surge of this
technology to prime-time television programming opened a new era that was best
described by Stuart Elliott (October 1, 1999, p. C11, in Wenner, 2008) of the New
York Times:
“Another frontier is being crossed in the commercialization of culture as digital
technology has been used for the first time to “virtually” place products in a prime-
time television entertainment program watched by American viewers. That milestone
interpolation of advertisements where they had not been before is being carefully
studied by Madison Avenue 9as part of its never-ending effort to wrap consumers in a
cocoon of sponsored images that range from the mentioning of brand-name products
in children‟s textbooks to the renaming of stadiums for huge corporations.”
Moreover, there are some other advantages of virtual placements over
traditional ones. First, virtual placements, unlike traditional ones, offer perfect time
and space flexibility such that the product can be placed whereever it is designated in
9Madison is the name of an avenue in New York City that is often used as casual shorthand for the
advertising industry
31
the scene either during the media entertainment or after its occurence. In addition,
virtual placements provide mobility of the technology such that new placements can
be inserted for a re-release of the film or for distribution on DVD, just as it was done
in case of a world wide popular TV series, Friends.
Figure 8: The crowd at the baseball game sees a blue background. Through TV
technology, the director can insert the ads as it is in the image on the right
Figure 9 displays a scene from the TV serie, Friends, in which a box of Oreo
branded cookies are seen on the table. However, the box of Oreos was not on the
table when Friends was first aired on NBC. It was added when the show was made
available on DVD and in syndication and thus expanding visibility of the product.
Figure 9: Example of a Virtual Product Placement of Oreo cookies in the TV series
called Friends
32
Dick Robertson, the President of Warner Bros. Domestic Television
Distribution, described this advantage of virtual product placements as follows:
“Product placement is nothing new to television. This [virtual placement] is
just a better way of doing it, so the product placement doesn‟t have to live in the
show‟s negative forever” (Ross, 1999, preceding p. 1). Thus, that Coke can shown in
the refrigerator of an original show can be bought by Pepsi for rerun syndication,
and sold again to 7-Up for foreign markets” (Wenner, 2008).
On the other hand, there are some shortcomings of this placement type. First,
virtual placements are criticized for having a deceptive nature. The aim of virtual
placements is to make them look real as if they were there when the program was
produced and this feature is highly criticized as being deceptive and “the Harry
Houdini of the media business” (Elliott, October 1, 1999 in Wenner, 2008).
Moreover, another drawback of virtual placements is their limited integration to the
plot of media entertainment since the technology in use today does not provide
examples of hands-on use of the product that is placed virtually. Therefore, they are
executed as background placements most of the time (Lehu, 2007). Nevertheless
Princeton company has developed the technology that enables the media
entertainment character to handle and use the virtually placed product (Ross, 1999 in
Wenner, 2008). In addition, the technology that will enable consumers to “click” on
virtual placements and buy placed products is envisaged in the near future (Goddard,
2000 in Wenner, 2008).
2.4.Research on Movie, Television, and Video Game Product Placements
Academic studies on movie product placements are the most abundant in the
product placement literature. Therefore, in the following pages, first the review of
research on movie product placements will be presented. Then, a review of studies
on TV product placements that will be presented under two distinct categories, and
lastly those on video game product placements, categorized under a single research
theme, will be provided respectively.
33
2.4.1. Research on Movie Product Placements
At the beginning of the year 2005, the journalist Adam Sauer found 497,000
occurrences of the phrase „product placement‟ on the internet, using the Google
search engine. One year later, the same search returned more than 6,000,000 hits.
(Lehu, 2007)
Studies on movie placements can be categorized roughly under three streams:
Studies concerning movie placement effectiveness
Studies dealing with ethics, acceptability of movie placements and their cross-
national comparison
Studies examining practitioners‘ views
In the following pages, review of studies on movie placements the above listed
categories will be made.
2.4.1.1.Movie placement effectiveness
Majority of scholars attempted to measure movie placement effectiveness
through examining its effect on consumer memory. Recall (Gupta and Lord, 1998;
Nelson and Devanathan, 2006; Bressoud and Lehu, 2007; Lehu and Bressoud, 2008;
2009), and recognition (Brennan and Babin, 2004), which are known as explicit
memory measures, as well as, brand salience10
(Babin and Carder, 1996a; Johnstone
and Dodd, 2000) were the most widely applied memory-related effectiveness
measures. Often, together with consumer memory, consumer attitude toward movie
product placements and placed products were investigated as well (Panda, 2000;
10 Brand salience is also considered among memory-related measures since it involves the recognition
of a brand in relation to other brands in that product category.
34
Yang and Roskos-Ewoldsen, 2007; Dens et al., 2012; d‘Astous and Chartier, 2000;
Cholinski, 2012).
Results of these studies, in general, reported that movie placements do have
significant effect on enhancing consumer memory (Gupta and Lord, 1998; Nelson
and Devanathan, 2006; Lehu and Bressoud, 2007; 2008; 2009; Brennan and Babin,
2004; Babin and Carder, 1996; Johnstone and Dodd, 2000; Argan et al., 2007) and
generating positive consumer attitude for products being placed (Panda, 2000; Yang
and Roskos-Ewoldsen, 2007; Dens et al., 2012; d‘Astous and Chartier, 2000;
Cholinski, 2012).
Strong connection of the product placement to the movie plot was found to be
vital for ensuring both high recall rates and positive consumer attitude. Even in cases
when the strong plot connected placements11
were seen only for a short period (4-6
sec) on the screen, unaided recall rate was reported to reach 86.6% (Argan et al.,
2007). Nonetheless, the product placement strategy that involves combination of
strong plot connection with high prominence12
was widely acknowledged to generate
even better results but only for retrieval of the placed brand in consumer memory
(Gupta and Lord, 1998; Bressoud and Lehu, 2007; Lehu and Bressoud, 2008; 2009;
Panda, 2010; Yang and Roskos-Ewoldsen, 2007; Brennan and Babin, 2004; d‘Astous
and Chartier, 2000; Cholinski, 2012).
The same combination was not found to guarantee positive consumer attitude
(Dens et al., 2012; d‘Astous and Chartier, 2000; Cholinski, 2012) since highly
prominent placements were often being criticized by the audience for being irritating
and distracting from their viewing experience, even causing counterarguing, that is
known as Persuasion Knowledge Model (PKM) in the marketing literature (Friestad
and Wright, 1994).
11Plot connection of placements refers to the degree to which the brand/product is integrated into the
plot of the story (Russell, 1998). 12
In high prominent placements the product is made conspicuous either through its size, position on
the screen or centrality to the plot, integration to the plot, number of mentions, and/or duration on the
screen (Gupta and Lord, 1998).
35
According to the PKM (Friestad and Wright, 1994), people develop knowledge
about how, why, and when a message is intended to influence them, and learn how to
cope with this persuasive attempt. To illustrate, presence of a sales agent or an
advertisement is a cause for activating persuasion knowledge. Although exposure to
product placements, in general, does not activate persuasion knowledge, if the
placement becomes extremely prominent then the consumer may realize its
persuasive intent and activate the PKM (Cowley and Barron, 2008).
Therefore, strong plot connected but less prominent placements (Dens et al.,
2012; d‘Astous and Chartier, 2000) were evidenced to attract positive consumer
attitudes. Also, genre of the movie was found to affect consumer attitude towards
the placed brands. Jin and Villegas (2007) observed that consumers who are exposed
to humorous movies scenes are likely to have a favourable attitude towards the brand
and purchase behaviour, especially when they have a positive prior brand
evaluation.
On the other hand, audio-visual placements were found to generate better
memory results than visual-only placements (Brennan and Babin, 2004). However,
adding an audio and/or visual reference to an already high prominent and high plot
connected placement was found to generate mixed results on consumer memory.
Cholinski (2012) found that if a highly prominent and plot integrated placement is an
audio-visual one, then regardless of all other executional variables, it will generate
high recall and recognition rates. Nonetheless, when Gupta and Lord (1998) added
an audio reference to an already visual highly prominent and plot connected
placement, they did not observe enhanced recall rates, whereas, when Brennan and
Babin (2004) did the same, they observed enhanced recognition scores.
Furthermore, other factors that were reported to enhance explicit memory of
the placed brand/product were use of the product by the main character (Yang and
Roskos-Ewoldsen, 2007), familiarity with the product (Brennan and Babin, 2004;
Panda, 2004), first viewing of the film at the cinema as well as its second viewing at
home on a large screen, liking of the movie, its genre, its director (Lehu and
Bressoud, 2008 ;2009; Bressoud et al., 2010) and brand consciousness (Nelson and
36
Devanathan, 2006) which was also found to be highly effective in generating ―the
most favourable‖ consumer attitude towards placements (Nelson and McLeod,
2005). Conditions that were reported to increase brand salience were liking the film
and being high self-monitor (Johnstone and Dodd, 2000).
On the other hand, although purchase intention is an important effectiveness
measure, it has been seldom considered when tapping movie placement effectiveness
(Ong and Meri, 1994; Vollmers and Mizerski, 1994; Morton and Friedman; Jin and
Villegas, 2007). Also, the results of the few studies available are far from reputing
significant effects of movie placement on purchase intention. Since while Ong and
Meri (1994), as well as, Vollmers and Mizerski (1994) did not observe enhanced
purchase intention for products integrated within a movie,
Jin and Villegas (2007) did observe enhanced purchase intention for placed
products but in particular for those already positively pre-evaluated brands/products
placed within humourous film scenes. Auty and Lewis (2004), who examined
preference for placed products by children of ages ranging from 6 to 12, reported that
children showed higher preference for placed brands but their preference, in addition
to placement, was found to be affected by their prior exposure to the brand as well.
Therefore, it can be concluded that based on the reviewed studies the effect of
movie placements on consumer memory and attitude is appreciable but their effect
on behavioural outcomes, such as purchase intention and preference for placed
products, is as yet indeterminate.
2.4.1.2.Ethics, acceptability of product placement and their cross-national
comparison
This stream of scholars opted to investigate placement effectiveness indirectly
rather than directly, through dealing with placement acceptability and ethical issues
which in turn were assumed to have impact on consumer attitudes (Nebenzahl and
37
Secunda, 1993; Gupta and Gould, 1997; Gould et al., 2000; Brennan et al., 2004;
Eisend, 2009; Delorme and Reid, 1999).
Ethical concerns regarding placements are twofold: objecting to product
placements in general since they are perceived to have subliminal effects and
objecting to placements of specific products.
First, in general, positive attitudes toward movie placements (Nebenzahl and
Secunda, 1993) were observed especially among non-students (Sung et al., 2009) and
those who value perceived realism and fewer restrictions (Gupta and Gould, 1997)
were evidenced. Although subtle placements of familiar brands were perceived as
enhancing realism (Delorme and Reid, 1999), there were also those, though in
minority, who perceived this subtlety as deceptive and expressed negative attitudes
(Nebenzahl and Secunda, 1993). Also excessive placements of generic brands were
evaluated as being irritating and distracting from their viewing experience (Delorme
and Reid, 1999).
On the other hand, perceived (un)acceptability of movie placements was found
to differ based on the nature of products, gender and movie watching frequency of
the audience. First with regard to their nature, products in the product placement
literature were distinguished by Gupta and Gould (1997) as being ethically charged
and non-ethically charged ones. Ethically charged goods were defined as those that
arouse ethical concerns and differences across consumers regarding their marketing
and consumption, such as alcoholic beverages, guns and tobacco. On the other hand,
all goods other than ethically charged ones were called non-ethically charged goods
or neutral goods, such as fatty foods, cars, beverages etc.
Next, it was evidenced consistently across product placement literature that
placement of ethically charged goods are less acceptable than placement of neutral
products in US (Gupta and Gould, 1997; Brennan et al., 2004). Despite this, US
consumers perceived the regulation need for placement of ethically charged goods
only for the sake of non-adult audience members (Sung et al., 2009). Additionally, in
US, males and frequent movie watchers were found to tolerate and accept placement
of ethically charged goods more than females and infrequent movie watchers.
38
Thus, it can be noted that the earlier studies dealing with placement ethics and
acceptability of placements were mainly based on data gathered from US
respondents. Fortunately, Gould et al. (2000) took an initiative and compared their
findings generated from a US sample in 1997 with those they had generated from
Austrian and French samples. Also, other studies that compared attitudes towards
and acceptability of product placement by American consumers to those by Chinese,
Australian, Austrian, French (McKehnie and Zhou, 2003) and Italian consumers
(Nelli, 2009) emerged. All of these studies revealed that US consumers were more
accepting and more likely to purchase placed products (country-based difference)
than the French, the Austrian, the Australian, the Italian and the Chinese consumers.
Nevertheless, ethically charged goods, regardless of country, were found to be less
accepted by females and infrequent moviegoers (product difference). Similarly,
regardless of country, males were evidenced to purchase the placed product more
than females (gender difference).
Furthermore, data of the above mentioned studies by Gould et al. (2000) and
Brennen et al. (2004) McKehnie and Zhou (2003) were combined with the one by
Mouskourova et al. (2006) in another study that attempted to generalize acceptability
of ethically charged and neutral goods over seven different countries (Eisend, 2009).
The seven different contries were USA, France, Austria (Gould et al., 2000),
Australia (Brennan et al., 2004), China (McKehnie and Zhou, 2003), Germany and
Bulgaria (Mouskourava, 2005). As a result, Eisend (2009) reported that acceptability
of ethically charged goods was generalizable and it was described as ―indifferent‖
(between acceptable and unacceptable) consistently across seven countries. Also
gender related product placement acceptability was generalizable. However,
acceptability of neutral products was not generalizable as its accepting levels differed
across seven countries. Finally, Torrano and Flores (2009), who compared attitudes
toward product placement by French and Spanish consumers, did not observe
significant differences between the French and the Spanish in relation to their
product placement attitudes.
39
So, based on the above mentioned studies, countries do not differ drastically in
relation to their acceptability of ethically charged goods. Nonetheless, there is still a
gap regarding the ethical concerns and acceptability of product placements within
countries other than US.
2.4.1.3. Practitioners‟ views
Some scholars, alternatively, showed a special interest in the practitioners‘
beliefs when examining product placements on the silver screen (Karrh, 1995;
McKee and Pardun, 1996; 2000; Karrh, McKee and Pardun, 2003; Jan and Martina,
2013) .
Karrh (1995) was the first to investigate practitioners‘ views. His seminal study
involved a survey of 23 ERMA13
members, who described the most effective brand
placements as those that were ―easily recognized‖, ―portrayed positively in the movie
plot‖, as well as, ―being accompanied by further promotional support‖. Moreover,
practitioners in his study generally noted recall and recognition as the best measures
of brand placement effectiveness.
Subsequently, Pardun and McKee (1996) surveyed 89 advertising agency
media directors and examined factors most important in making product placement
decision for a feature film. ―National viewing potential‖, ―price of the placement‖
and ―theme of the movie‖ were noted as the most important ones, while ―action in
the movie‖, ―international viewing potential‖, ―movie producer‖ as the least
important ones out of 10 listed factors. Practitioners noted further positive and long
term roles as well as increased use of movie placements in future.
13 Entertainment Resources and Marketing Association is a leading product placement industry group.
40
Pardun and McKee (2000) later repeated the same study with 106 public
relations (PR) professionals. PR professionals reported ―international viewing
potential‖ instead of national one together with ―price of the placement‖ and ―theme
of the movie‖ as the most important factors.
Later on, Karrh together with McKee and Pardun (2003) repeated his seminal
study conducted in 1995 to reveal the evolution of practitioners‘ product placement
views. The survey items from Karrh‘s study were responded by 28 ERMA members
and results revealed that effective placements in 2003 mandated a more expanded set
of both executional factors and brand characteristics. Also, the importance attached
by practitioners to each executional factor and brand characteristic increased. More
practitioners in 2003 believed that product placements have a subliminal dimension
than in 1995. Additionally, practitioners‘ belief regarding the future rise in product
placements was reinforced in 2003.
With the exception of a recent study, in which Jan and Martina (2013) revealed
that Czech practitioners are sure of product placement efficiency and regard it as
long-term marketing field that involves brand-building efforts, studies investigating
practitioners‘ views, especially those of other than US, are extremely hard-to-come-
by.
2.4.2. Research on TV Product Placements
“The number of viewers of a prime-time, 30- second commercial is declining
day by day. Even more frustratingly, the profile of the audience is ever more difficult
to predict. In early 2007 two leaders in the packaged goods business, Procter &
Gamble and Unilever, declined to purchase airtime for their commercials during the
February Superbowl in Florida – the major media event on US TV. Will they regret
it? Surely not. Were they right? Probably.”
(Lehu, from an interview by Powell, 2007, p.2)
Academic studies on TV product placements can be examined under two
categories:
41
Studies on TV placement effectiveness
Studies investigating prevalence, nature and characteristics of TV placements
It can be noted that scholars mainly employed either experiment or content
analysis method to investigate product placement applications on TV programmes.
Those who investigated its effectiveness used the experiment method, while those
who aimed at shedding light on its nature and characterisitcs employed the content
analysis method.
2.4.2.1.TV placement effectiveness
Just as movie placement effectiveness, effectiveness of TV placements was
generally tapped through consumer attitude and memory related measures.
The methodology utilized most frequently was viewing by a sample of students
a whole TV programme or an excerpt from it with product placements. This viewing
experience was immediately followed by a questionnaire that probed recall,
recognition levels and/or attitudes towards the placed products by the sample
audience (Law and Braun, 2000; van Reijmersdal et al., 2007; Tiwsakul et al., 2005;
Cowley and Barron, 2008; Homer, 2009). In general, overall enhancement of recall
and recognition levels for placed products (Law and Braun, 2000) and positive
attitudes towards TV placements as well as placed products were noted (Tiwsakul et
al., 2005; Schmoll et al., 2006).
Results with regard to effective placement strategies revealed that products that
were placed as visual-only were least recalled but mostly preferred, whereas products
that were placed central to the plot were most recalled but least preferred ones by
undergraduate students (Law and Braun, 2000). It was also evidenced that
incongruences between modality (visual or audio) and plot connection attract
consumer attention and thus improve memory for placed product. However,
persuasion was found to be enhanced by congruency; therefore, the said
42
incongruence was reported to affect consumer attitude negatively (Russell, 2002;
d‘Astous and Seguin, 1998).
High prominence was not found to be a promising characteristic for TV
placement effectiveness. Highly prominent TV placements were found to diminish
positive consumer attitudes and activate PKM especially when they are repeated
frequently for known brands and for viewers who are higher in program liking (HPL)
(Cowley and Barron, 2008).
Viewers who are higher in program liking (HPL) are more attentive and look
forward to watching a program to satisfy their entertainment need. Therefore, they
were found to be irritated more from prominent product placements, and expressed
negative attitudes toward the brands within prominently placed their favourite
programmes.
On the other hand, viewers who are lower in program liking (LPL) are less
likely to be attentive while watching a television program because they are less
reliant on the program to satisfy their entertainment goals. Thus, they were found to
be less likely to be irritated by prominent placements. Nonetheless, LPL viewers
were found to activate PKMand have lower brand attitudes if exposure to a
prominent placement is preceded with a prime, an ulterior motiveof the persuasive
intent of the placement, that is highly accessible. On the contrary, subtle placements,
although less recalled, were evidenced to generate more positive consumer attitudes
than prominent ones (Cowley and Barron, 2008; Homer, 2009).
Moreover, placements of ethically charged goods were found to arouse ethical
concerns and negative attitudes on TV screen as well. Females were once more
found to evaluate placements of ethically charged goods more negatively than males
(Tiwsakul et al., 2005; Schmoll et al., 2006). Additionally, subliminal, implicit and
passive placements were found to arouse negative attitudes and ethical concerns,
especially when they were within information and services TV programme type
(Tiwsakul et al., 2005). On the other hand, congruity between placement sponsor and
the program was found to generate positive ethical and evaluative reactions for all
43
TV program types except for mini-series and dramas, in which placements were
evidenced to generate most negative attitudes (d‘Astous and Seguin,1998).
Additionally, genre of the TV programme was found to influence effectiveness
of product placement as well. Russell and Stern (2005a) studied US sitcoms and they
found out, based on their Product-Character Association (PCA) model, that US
audience associate products placed within sitcoms with the sitcom characters and
their attitudes toward placed products were found to be driven by their attitude
toward the characters. The same association was evidenced to occur in case of US
soap operas as well (Russell and Stern, 2006).
On the other hand, Gupta and Gould (2007) examined placements within TV
game shows in particular. First, they studied how consumers evaluate game shows
and products placed in them and subsequently their effectiveness on consumer
memory in relation to traditional advertising. While location and price of the product
within a game were found to be the factors enhancing recall the most, overall
traditional advertisements were recalled better.
Effectiveness studies that do not employ memory based measures are scarce
for TV product placements as well. Only one study which investigated the effect of
TV product placements on brand image was reviewed. This study evidenced that
brand image starts to change in the direction of the TV programme after -at least- a
second exposure (van Reijmersdal et al., 2005).
So, there is a need in the literature for more studies that shed light on
effectiveness of product placement practice on TV screen through measures other
than memory and attitude related ones.
2.4.2.2.Prevalence, nature and characteristics of TV product placements
This stream of researchers opted to examine characteristics of product
placements appearing on the TV screen. Their research method, content analysis,
44
chiefly involved analysis of TV programming on major TV networks of the countries
to be studied. Very often prime-time, which represents largest number of viewers in
relation to any other time period of the day, was chosen as the period to be analysed
(Avery and Ferraro, 2000). Most of these studies were conducted in the US (Ferraro
and Avery, 2000a; 2000b; La Ferle and Edwards, 2006) with the notable exceptions
by Smit et al. (2006), who examined TV placements on Dutch TV networks and
Wouters and Pelsmacker (2011), who provided comparison of placements on US and
Flemish TV networks.
The study by Avery and Ferraro (2000a) was among the earliest ones
examining prevalence and nature of TV product placements. The authors content
analysed 112 hours of US prime-time programming (April, 1997) and reported that
brands are prevalent on prime time television (one placement every two-minutes of
TV programming) with the majority appearing in real-life events, such as sports,
news, feature magazine and game shows. Moreover, most of them were found to be
visually prominent, with extended portrayals (75%) and foreground placements
(79%) and almost half of the visual placements involving interaction with the
programme character (40%) (Ferraro and Avery, 2000b). In addition, the content
analysis of the nature of TV placements revealed that their commercial intent was
overshadowing the intent for enhancing realism. Despite this, still 60% of the
viewers were found to perceive placements as adding realism to the TV programmes
(Schmoll et al., 2006).
Five years later, when La Ferle and Edwards (2006) content analysed US prime
time TV programming (January, 2002), they observed relatively less prevalence of
brand placements (one placement every three-minutes TV programming) in relation
to 1997. Visual TV placements in 2002 were also observed to be less prevalent in
relation to 1997 (52.8%). Also, in 2002 the type of US TV programmes that involved
most brand appearances was found to be sitcoms and dramas rather than real life
events as they were in 1997. Real life events, such as news and feature magazines,
took the second place. (La Ferle and Edwards, 2006). On the other hand, in another
study, frequency and nature of US TV placements were compared with Flemish TV
45
placements (Wouters and Pelsmacker, 2011). It was found that the difference
between placement frequencies on Flemish and US TV programmes were not
statistically significant. Nonetheless, placements were embedded mostly within non-
scripted TV programmes in US, whereas they were integrated generally within
scripted TV programmes in Belgium.
Additionally, Pervan and Martin (2002) investigated product placements within
soap operas in US and New Zealand. They found that while placements within US
soap operas were mainly produced for promotion of leisure and appearance related
products, those in New Zealand soap operas mostly promoted transport and food
related products. In addition, soap opera viewers in New Zealand were found to show
more positive emotional outcome towards placements in soap operas than US
viewers.
Only two studies that inspected characteristics of TV placements in a country
other than US were found (Smit et al., 2005, La Pastina, 2001). First, Smit et al.,
(2005) focused on Dutch TV placements and observed placements to be more
prevalent on commercial Dutch TV networks than on public networks. Additionally,
those on commercial networks were found to be more prominent than those
displayed on public networks. On the other hand, La Pastina (2001) who studied TV
viewers in a Brazilian rural area revealed that the products placed within soap operas
were not perceived as promotional efforts but rather as portrayals of daily life
necessities by those in upper class.
Alternatively, a theoretical study conducted by Russell and Puto (1999) content
analysed viewers' opinions regarding TV placements expressed via focus groups,
internet fan forums, phenomenological interviews and tapped audiences'
relationships with TV programs. As a result, a construct named "connectedness" was
revealed, which denotes the intense relationships between the audience and a TV
program that touches to individuals' personal and social lives.
46
2.4.3. Research on Video Game Product Placements
“Given that that “young men spend 12.5 hours a week playing video games,
compared with 9.8 hours a week watching television” (Kim 2006, p.C1), video game
product placement should be an excellent medium for reaching this demographic”
(Glass, 2007)
Academic studies on video game placements have been scarce. The review of
the literature on video game placements revealed that to date only effectiveness of
video placements based on memory related measures (Lee and Faber, 2007; Nelson,
2002; Glass, 2007; Walsh et al., 2008; Ho et al., 2008; Yang et al., 2006; Winkler,
2006; Kuhn et al.,2007; Chaney et al., 2004; Acar, 2007; Wise et al., 2008) and
players‘ attitudes toward placed products (Nelson, 2002; Nelson et al., 2004;
Winkler, 2006; Ho et al., 2008) had been studied.
Appendix 3 summarizes effectiveness studies conducted for placements in
games. It should be noted that three game types, namely, video games, computer
games and on-line games were examined. Most of the time computer and video
games were used interchangeably in the studies (Winkler, 2006; Nelson, 2002; Yang
et al., 2006) as it was mentioned before.
Before summarizing the main findings of effectiveness studies, there are a few
points common to the majority of studies that have to be underlined. First, all of the
studies were conducted within the last decade, which exemplifies the novelty of and
the rise of interest devoted to the concept.
Second, methodology of most studies were the same; namely, experiment
combined with a questionnaire. This method involved participants playing games in
a computer lab and, following this game session, a mini survey was conducted
delving into their memory of and/or attitudes toward placements in the game they
had just played.
47
2.4.3.1. Effectiveness of video game placements
Consistent with the previous literature on the effectiveness of movie and TV
product placements, effectiveness of video game placements were also attempted to
be tapped through memory related measures mostly.
Main findings illustrate that placements as billboards in video games were
recalled better than those in real outdoor billboards (Chaney et al., 2004), however,
recall rates for placements in a live sport event outperformed those in a sport game
(Walsh et al., 2008).
On the other hand, congruency between the game setting and the brand was
found to generate a positive attitude both toward the game and the brand, if it is
noticed by the player (Wise et al., 2008). Hence, Lee and Faber (2007) and Nelson
(2002) proposed that the placement, which involves high incongruency between the
game setting and the placed brand, generated higher recall rate than those in which
high congruency is present.
Moreover, it was validated in several studies that the proximity of the
product/brand to the focal area in the game scene is vital for its recall and recognition
(Acar, 2007; Lee and Faber, 2007). Besides, recall rate was found to be higher when
the placed brand is a local one (Nelson, 2002) and the player is an experienced and
skilled one who has been acquainted with the game (Kuhn et al., 2007), as well as,
being moderately involved at that game play (Lee and Faber, 2008).
However, there were contradictory results for the recall of brands that were
new. Nelson (2002) found out that the recall rate of the brand placed in a video game
would be enhanced if that brand was a new one. Whereas, Winkler (2006) proposed
that placement of a brand that was already known by the player would be better
recalled in relation to a new one.
On the other hand, with regard to attitudes, it was found that players in general
held positive attitudes toward placements in games and they do not think that
placements are deceptive. It was observed that generally players believe placements
48
enhance realism, except for the study conducted by Chaney et al. (2004) who
reported only limited support. Moreover, Nelson et al. (2004) evidenced that there
was a direct relationship between attitudes toward advertising in general and
placements in games, meaning that if a player had positive attitude toward
advertising he/she had a positive attitude toward placements in games as well or vice
versa. However, Winkler (2006) found that this direct relationship generates stronger
outcomes in case of having negative attitudes toward advertising. Furthermore, just
as it is with movie and TV media, placements of ethically-charged goods within a
video game were found to be less acceptable than placements of non-ethically
charged goods among gamers consistently (Kim and McClung, 2009).
Recently, Mackay et al. (2009), who examined whether brand placements in
video games can shift pre-existing consumer attitudes towards a specific brand,
evidenced that after exposure to a placed product during game-play, positive brand
attitudes did not but recall rates did increase for those who had already positive
attitude towards the placed product. Jeong et al. (2011), on the other hand, reported
psychological arousal in a game (with violence cues) had positive effect on consumer
attitude, but did not on brand logo memory. Rather high engagement in a violent
video game enhanced recall rates, but generated negative attitude toward the placed
brand logos.
Yang and Wang (2008), alternatively, assert that product placements should
take into account the type of product, placement and the game for enhancing
effectiveness. They proposed that within shooting/sport games, tool products should
be placed as feedback placements14
, while within role-playing/strategic games; tool
and enhancement products should be placed as operator placements. Goal
14Goal in a videogame describes the milestone that players attempt to achieve. For example, in a
shooting game, the goal may be rescuing hostages. Whereas, feedback is a kind of reinforcement. If
some predetermined desirable or undesirable player behaviors are demonstrated, a reward or
punishment is provided for positive or negative feedback. Operators, on the other hand, indicate those
instruments, such as knife, cape, and magic, that players can apply to achieve their objectives (Yang
and Wang, 2008).
49
placements, on the other hand, were proposed to appear when the player passes a
new level.
Two studies that did not investigate effectiveness were the ones by Acar (2007)
and Choi et al., 2013). Acar (2007) examined the incidental exposure and evidenced
that high proximity to the focal area had incidental effects for video game
placementsbut message content did not. Choi et al., (2013), on the other hand,
examined the effect of sensory distractions on implicit memory and they found out
that while auditory distractions did inhibit implicit memory for the placed brand
within a video gamevisual ones did not.
2.5.Overview of Research on Product Placement Effectiveness on Movie,
Television and Video Game Media
For the literature review of this thesis study, 73 academic studies on product
placement were examined (See Appendix for summary of reviewed studies). The
literature review involved not only the product placement effectiveness studies but
also other most popular product placement related research topics (e.g. product
placement acceptability, cross-national comparision, ethics) for the above mentioned
three media vehicles.
However, the scope of this thesis study involves the product placement
effectiveness in particular. Therefore, an overview of product placement
effectiveness studies for cinema, TV and video games media is fundamental.
So, the extended list of factors that influence product placement effectiveness
for all three media vehicles were extracted from reviewed studies and tabulated
(Table 3, Table 4, Table 5).
In the three tables that follow (Table 3, Table 4 and Table 5), factors that
influence product placement effectiveness are categorized in relation to those related
with placed product/brand, respective medium, product placement execution and
audience characteristics. Next, the said factors are outlined, primarily, in relation to
50
their effects on explicit memory measures and attitude, which were revealed to be the
most frequently investigated effectiveness measures in the product placement
literature. Nonetheless, as it was mentioned previously, though being extremely rare,
the researcher came across studies that investigated product placement effects on
measures other than explicit memory and attitude as well. The findings regarding
such rare effectiveness measures are provided under the column named “other
effectiveness measures”.
In addition, factors that were evidenced to generate favourable/positive
outcomes for those effectiveness measures were denoted with a (+) sign, whereas
those that were observed to generate unfavourable/negative outcomes were denoted
with a (-) sign. To illustrate, familiarity, which is determined as a product/brand
related factor affecting explicit memory for movie placements (Table 3), has a (+)
sign implying that familiarity with the placed product/brand was evidenced to
increase explicit memory for the placed product/brand.
On the other hand, the mini-series and drama are displayed as TV programme
genres under the attitude and acceptability column within Table 4. The (-) sign
implies that product placements within these TV programme genres generate
unfavourable consumer attitudes (Table 4).
Table 3: Factors Influencing Effectiveness of Movie Product Placements
Factors affecting on…. Explicit memory Attitude and
acceptability
Other effectiveness
measures
product/brand related familiarity (-) ethically charged goods(-)
familiarity (+)
respective medium
related
first viewing of the
movie at the cinema (+)
2. viewing at home on a
large home cinema
screen (+)
humorous scenes (+)
execution related
strong plot connection
(+)
high prominence (+)
used by main character (+)
multiple simultaneous
placements (+)
brand saliance:
repeated display of
high prominent
51
used by main character
(+)
audio-visual (+)
strong plot connection but
less prominent (+)
subtlety (+)
high repetition frequency (-
)
placement (+)
audience
charactersitics
high film involvement (-)
brand consciousness (+)
liking the film (+)
liking film genre (+)
liking director (+)
gender (males (+)),
movie watching frequency
(+)
postive attitudes towards
advertisments (+)
appreciating realism and
fewer restrictions (+)
purchase intention:
prior brand evaluation
(+)
brand saliance: liking
the film (+), being
high self monitors (+)
In a similar way, in the following tables factors influencing effectiveness of
product placements on TV and video game media are presented respectively (Table 4
and Table 5).
Table 4: Factors Influencing Effectiveness of TV Product Placements
Factors affecting
on…. Explicit memory
Attitude and
acceptability Other effectiveness measures
product/ brand
related
ethically charged goods(-)
familiarity (+)
respective medium
related
TV programme genre
(mini-serie and drama (-))
program liking
(prominent and high
repetitive placements in
liked TV programmes (-))
execution related
explicit, non-
integrated
placements (-)
high plot integration
(+)
visual placements (-)
congruency between
plot and the product
(+)
location (central to
the scene (+)
passive and implicit
placements in
information/services
programmes (-)
explicit, non-integrated
placements (+)
subliminal; prominent
placements in favourite
programs (-)
subtlety (+)
high repetition levels (-)
choice: visual placements (+);
brand image: (when repetition
frequency of placement is 2 or
more (+))
audience
characteristics
gender (males (+))
positive attitude toward
TV programme characters
(+)
52
On the other hand, for academics, research gaps within the product placement
literature were identified. First, it was revealed that most of the product placement
studies across all three media vehicles concentrated on tapping effectiveness through
either explicit memory related measures, namely recall and recognition, or consumer
attitude. Studies to date on effects of product placements on behavioural outcomes,
(e.g. purchase intention, preferences), and attention have been extremely scarce and
inconclusive. Also, the effects of demographics, such as age and level of education,
were rarely taken into consideration.
Therefore, there is a need for academic studies that will investigate effects of
product placements on measures other than memory and attitude related ones, as well
as, for those that will focus on demographic characteristics and reveal the impact of
product placements on different groups in the society.
Table 5: Factors influencing Effectiveness of Video Game Product Placements
Factors affecting on... Explicit memory Attitude and
acceptability
Other effectiveness
measures
product/ brand related
product type (symbolic,
tool and enhancement)
brand origin (local (+))
ethically charged
goods(-)
respective medium
related
introductory footage to
game (+)
game genre
(shooting/sport games,
role playing/strategic
games)
implicit memory:
auditory distraction(-)
execution related
incongruency between
the product and the
game content (+)
strong thematic
connection between
game and brand (+)
incidental exposure:
high proximity (+)
gamers' characteristics
experience (+)
game skill (+)
moderate game
involvement (+)
pre-existing positive
attitude (+)
positive attitude towards
advertising (+)
psychological arousal
(+)
purchase
intention:positive
attitudes towards
placements (+)
53
Moreover, it was also revealed that product placement studies on all three
media used mostly US based data (n=46, 63%). Only 17.8% (n=13) and 13.7%
(n=10) of the reviewed studies were conducted in European countries and rest of the
world (e.g. India, Australia, and China) respectively, while 5.4 % (n=4) of the studies
were comparing product placement practices in US with other countries (e.g. New
Zealand, Belgium). Although it can be noted that European interest to product
placement research, in particular on TV medium (see Appendix 2), has been on rise,
still there is a huge gap in the placement literature regarding its practice in countries
other than US. Then, future studies that will concentrate on this issue will also
contribute to the academic literature largely.
In addition, majority of the studies, especially those investigating product
placement effectiveness, used experiments as the research methodology and used
students as their samples. The application of experimental methodology and
utilization of student samples have some general limitations that might have
influenced the findings. First of all, the artificial setting usually results in more
attention to the stimuli, which in turn can generate higher recall and recognition
rates, as well as different behaviours (van Reijmersdal et al., 2007). Second, the
student samples involved mostly young and highly educated respondents, who might
have been better at noticing product placements and understanding their commercial
intents than less educated ones. Hence, the said methodology might have biased
findings. Therefore, future studies which employ a mix of different methods to
samples that are more representative of the product placement audience can provide
additional insights into brand placement effects.
2.6.Product Placement Practice and Research in Turkey
The previous sections of this study provided a detailed profile of both product
placement theory and practice in the world. This section focuses on the practice and
research of the concept in Turkey.
54
The first practice of product placement in Turkish cinema history was occurred
in 1950 within the old ‗Lüküs Hayat‘ movie, where a radio brand‘s name was
integrated to the plot in return for a fee (Pekman and Gül, 2008 ). Therefore, it will
be misleading to say that product placement is a brand new practice in the Turkish
cinema. Nonetheless, a Hollywood‐like, professional product placement practice in
Turkey was to arrive only during the last decade.
Figure 10: A shot from G.O.R.A. (2003), in which J&B branded whiskey placed on
the table
Figure 11: A scene from Vizontele Tuba (2000), in which Philips branded TV is
placed prominently
Memorable examples of professional product placements appeared in Turkish
movies named KarıĢık Pizza (1998), Her ġey Çok Güzel Olacak (1998) and
55
Vizontele Tuba (2000). However, the milestone of Turkish movie product
placements is the film G.O.R.A. (2003), in which 12 different brands are embedded
both visually and/or verbally (see Figure 10).
On the other hand, instances of product placement practice on media other than
movies were even scarcer in Turkey up until 2011. After April 2011, ban on product
placements on TV medium was anulled eventually in Turkey by Radio and
Television Supreme Council (RTUK)15
.
Before the RTUK Law, product placement was regarded as a type of hidden
advertisement that was completely prohibited by law. Upon the enactment of the new
Law on Foundation and Broadcasting Services of Radio and Television Institutions
numbered 6112, known as the ―RTUK Law‖, the application of product placement
within TV programmes is allowed by the Turkish government under the following
conditions:
Product placement for certain goods and services will be allowed in cases
where such goods and services are included within the program free of any
charge and only under the conditions to be set forth by the Supreme Council
of Radio and Television.
When compared to the program content, the placed product or service should
not be emphasized or promoted in the program explicitly and excessively.
The audience should be informed of product placement at the beginning and
at the end of the programs as well as after the advertorials within the
programs.
Product placement is not allowed in the news, child programs and religious
programs16
.
15Radio and Television Supreme Council (RTUK) is the public legal entity that is responsible for the
regulation of radio and TV broadcasts in Turkey. 16
http://www.gala-
marketlaw.com/joomla4/index.php?option=com_content&view=article&id=412&Itemid=452
56
Subsequently, a rapid proliferation of product placement practice on Turkish
TV programmes was observed. A study was conducted by DORinsight17
firm in
2012 to investigate the awareness of Turkish population about the product
placement. 914 respondents over age of 18 from 69 cities in Turkey were reached. It
was revealed that the most favourite TV programme genre of Turkish people was TV
series (%88). Moreover, 89% of TV series viewers were aware of the product
placements within their favourite programmes. On the other hand, game shows
(%59) and entertainment programmes (48%) were the other highly preffered TV
programme genres in Turkey. However, only 44% of viewers of game shows and
entertainment programmes declared being aware of the product placements. Finally,
only one-third of football, sports programme viewers declared to have detected
product placements while watching their favourite programmes.
Nar Agency18 and Dentsu Aegis Network Turkey19 are two companies that
content analyze product placement practices within programmes broadcasted during
prime time on 8 Turkish TV channels20
on a weekly basis. Their weekly analysis
distinguishes between two types of product placements: plot integrated product
placements and virtual product placements.
Nar Agencyand Dentsu Aegis Network Turkey define the plot integrated
product placements as those in which the products/brands are present ―concretely‖
during the production of the TV programme. This definition includes also signboards
of department stores appearing on the screen, as well as, the products placed on a
table to be consumed by the participants within sports and/or discussion type TV
programmes. On the other hand, they define virtual product placements as insertion
of product/brand related visual objects to the TV programme virtually after its
production through the use of virtual applications.
17http://cdn.dorinsight.com/dorinsight/bultenler/2012/201202DORinsight_Subat_2012_Urun_Yerlesti
rme_Basin_Bulteni.pdf 18
http://www.narajans.net/ 19
http://www.dentsuaegisnetwork.com/ 20
Atv, Kanal D, Show, Star, Fox Tv, Kanal 7, Stv, Kanaltürk
57
To provide a current snapshot of the practice of product placement in Turkey
for the purposes of this study, the average of data from 5 weekly reports, from
December 30, 2013 till February 2, 2014 provided by Nar Agency and Dentsu Aegis
Network Turkey, was taken.
Figure 12: A scene from “Yalan Dünya”, in which DenizBank, Turkcell and KFC
brands as store signboards are placed
Figure 13: A shot from “Med Cezir”, in which one of the main characters is shown
hands-on using Samsung mobile phone
58
This data revealed that among the 8 listed Turkish TV channels, Kanal D or in
other words, prime time TV programmes broadcasted on Kanal D, encompass the
greatest number of product placements (%48.2%). Kanal D is followed by Star TV
(%21) and STV (%19.8), respectively.
Moreover, on average, 48 product placements within a week of prime-time TV
programming are displayed on eight major Turkish TV channels. %29 (n=14) of
them are virtual product placements and the rest of them are plot integrated ones
(%71) (n=34). While Yalan Dünya, a Turkish humourous TV-serie, is the one that
gives place to the greatest number of different product placements, Med Cezir is the
one that allocates the most place to product placements on a time basis.
The industries that allocate most budget to product placements in Turkey are
textile (%17,6) and automotive industry (17,2 %). Others are communications
(%15.8), construction (%11.2) and IT (13,4) respectively.
On the other hand, in Turkey, academic studies on product placement lag
behind its practice. An exhaustive review of the product placement literature in
Turkey revealed only a handful of studies on this topic.
Among these, TaĢkaya (2009), Aydın and Orta (2010), Pekman and Gül (2008)
investigated the profile of the said practice in Turkish cinema. TaĢkaya (2009) in his
study evidenced a gradual increase in product placement practice within Turkish
movies from 1980s to 2000s. He attributed this gradual increase to neo-liberal
economic policies and profit oriented production policies headed by Prime Minister
Turgut Özal during the 1980s. Moreover, he argued that the neo-liberal policies
aimed at increasing consumption, which involved all consumption related actions
and, in turn, product placements. TaĢkaya (2009) observed automobiles as the most
placed products within Turkish movies, whereas ethically charged goods, namely
cigarettes and alcohol, ranked second. He asserted that restrictions on promotion of
cigarettes and alcohol on other Turkish media vehicles as the reason for this high rate
of cigarette and alcohol placements on Turkish cinema screens. In addition, as the
most applied product placement strategy display of products within their natural
59
settings and hands on celebrity use were observed to be the most used placement
strategies in Turkish movies.
On the other hand, Aydın and Orta (2010), who content analyzed 21 Turkish
films produced between the years 2000 and 2006, observed that product placements
were mostly used in comedy films and in the form of visual placements (79,3%)
within the Turkish movies. Similarly, alcoholic beverages, which are among ethically
charged goods, were found to be the most frequently placed product category
(%13,8) within the Turkish movies for the same above mentioned reason that was
proposed by TaĢkaya (2009). Electronic devices (11,5%) and food (9,2%) were
reported as being other most popular product categories for placements within
Turkish movies.
In a different vein, Argan et al. (2007) investigated placement strategies used in
a Turkish movie named ―G.O.R.A.‖ (2003) in particular and attempted to measure
their effectiveness through unaided recall test. Their content analysis of the said film
and questionnaire with 277 film viewers revealed that % 86.6 of the audience
recalled unaidedly at least one brand that was placed in the film. Most recalled ones
were found to be those that were shortly displayed on the screen (4-6 seconds), but
were plot congruentnonetheless. Additionally, liking of the film affected positively
the recall rate of placed products, but other demographics such as age, gender,
education were not found to affect recall of placed products.
Only one study that investigated practitioners‘ views was found (Yolcu, 2012).
Yolcu (2012) investigated how product placement is accepted as an advertising
method in public relations. The author conducted a research that was similar to the
one conducted by McKee and Pardun (2000). It was observed that product placement
practice in Turkey is being applied mostly due to the requirements of actions within
the film. Moreover, ―movie producer/director‖ and ―international viewing potential
of the movie‖ were reported to be the most important two factors for Turkish movie
product placements.
Finally, two studies of product placement practice on media other than Turkish
movies were found. First, Sarıyer (2005) explored whether customers who prefer
60
different placement strategies on Turkish TV series have different demographic
variables using data from a survey with 364 customers. The author found that
customers with different demographic variables preferred different product
placement strategies. To illustrate, subtle product placements were preferred by
females, single and low educated Turkish citizens, whereas placements of brands that
were incongruent with TV program were preferred by those over 26 years of age and
with low income level. Placements in which brands were congruent with the TV
program type were evidenced to be negatively evaluated by those between 18 and 26,
single and highly educated Turkish citizens.
OkumuĢ and Öztürk (2013), on the other hand, attempted to explain attitudes
towards the product placements with respect to psychographic and sociodemographic
variables through their questionnaires conducted with 601 respondents. Authors,
based on their analyses, observed that consumers were divided into 4 market
segments, namely, innovators, traditionalists, moderns, conscious. First, ―Innovators‖
were identifed as the group which mainly involved high educated and high income,
single women working in private sector or students, that accepted highly placements,
especially placements of books, clothing, shoes. Second, ―Traditionalists‖, who were
mostly middle aged men with low education and income levels, were observed to be
the most sceptic of product placement as an effective promotional effort. Third,
―Conscious‖, who were in general middle aged or over females with moderate
income and high education level, were the most concerned ones with ethicality of
placements. Finally, ―Moderns‖,who were ones with high brand and fashion
consciousness and the least conservativists, were evidenced to be the strongest
believersthat product placements add realism to the TV programmes.
So, although practically product placements on Turkish TV media has been
experiencing a surge after April 2011, academic research on this subject area in
Turkey is as yet insufficient. Therefore, this study, which investigates effectiveness
of product placement on Turkish TV medium, will be of high importance for both
scholars and practitioners interested in this field.
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3. HYPOTHESES DEVELOPMENT AND THE RESEARCH MODEL
3.1.Hypotheses for Evaluating Effectiveness of Test Product Placements in
relation to Neuromarketing Effectiveness Benchmark Scores
Genco, who is renowned as the founder of the modern neuromarketing
revolution, along with his colleagues Pohlmann and Steidl (2013) stated in their book
that investment in developing normative data, that is the measure of the firm‘s
internal metrics in relation to external performance measures, by a neuromarketing
firm indicates its maturity as a business as well as its commitment to the long term
quality of research offerings.
In accordance with this, the Thinkneuro company which is the Turkey‘s first
neuromarketing research conducting firm has developed such a data based on its so
far accumulated neuromarketing research measurements.
The company has developed the following Neuromarketing Effectiveness
Benchmark Scores for Emotional Attachment (EA), Attention (AT) and Stress
(STRS) scores respectively:
EAbenchmark: 0.44
ATbenchmark: 0.70
STRSbenchmark: 0.58
The neuromarketing research company concludes the tested marketing
communication subject (e.g. an ad, a product placement etc) or any other research
variable as effective in establishing an emotional connection with the audience if its
EA exceedes 0.44. Similarly, if AT exceedes 0.70, then it is said that the tested
variable is successful at attracting audience attention. On the other hand, the score for
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STRS has to be less than 0.58 in order for a the tested measure not to be considered
as a stress creating experience.
Then, the effectiveness of differently executed product placements of this
thesis study, will be tested against the said neuromarketingeffectiveness benchmark
scores.
It is anticipated that all product placements of the three groups will attain
benchmark neuroscores statistically significantly.
H1a: EA and ATneuroscores for test product placements (Fiat, Samsung,
Casper, Omo, Cif) viewed by Group A will be statistically significantly higher than
the respective effectiveness benchmark neuroscores (EAbenchmark, ATbenchmark)
H1b: STRSneuroscores for test product placements (Fiat, Samsung, Casper,
Omo, Cif) viewed by Group A will be statistically significantly lower than the
respective effectiveness benchmark neuroscores (STRSbenchmark)
H2a: EA and ATneuroscores for test product placements (Fiat, Samsung,
Casper) viewed by Group B will be statistically significantly higher than the
respective effectiveness benchmark neuroscores (EAbenchmark, ATbenchmark)
H2b: STRSneuroscores for test product placements (Fiat, Samsung, Casper)
viewed by Group B will be statistically significantly lower than the respective
effectiveness benchmark neuroscores (STRSbenchmark)
H3a:EA and ATneuroscores for test product placements (Fiat, Samsung,
Casper) viewed by Group C will be statistically significantly higher than the
respective effectiveness benchmark neuroscores (EAbenchmark, ATbenchmark)
H3b: STRSneuroscores for test product placements (Fiat, Samsung, Casper)
viewed by Group C will be statistically significantly lower than the respective
effectiveness benchmark neuroscores (STRSbenchmark)
63
3.2.Hypotheses for Evaluating Effectiveness of Test Product Placements in
relation to Execution related Factors
In part 2.5 of this thesis study, an overview of reviewed research on product
placement effectiveness for all three media is presented. Factors influencing product
placement effectiveness, that were revealed through the use of traditional research
methods, are categorized as into those related with execution, medium, audience
characteristics and placed product/brand for movie, TV and video game placements
(see Table 3,4 and 5).
Following this, in this section of thesis study, which employs neuromarketing
as its research method, in particular execution related factors will be used to
assesseffectiveness of its test product placements that are executed on TV medium.
The placed product/brand, audience characteristics and other medium related ones
are beyond the scope of this thesis study.In the following, hypotheses that were
formulated according to execution related product placement effectiveness factors
are presented. Also, the proposed research model of this thesis study is presented at
the end of this section (see Figure 14).
3.2.1. Prominence
Prominent vs. Subtle Product Placements
In the product placement literature, the influence of prominence/subtlety of the
placement on its effectiveness had always been a hot topic. It was evidenced in the
literature that high prominence generated high recall rates but at the cost of
unfavourable consumer attitude. On the other hand, subtle placements were observed
to produce more favourable consumer attitude despite lower recall rates.
Therefore, in this study, the researcher anticipates to observe that prominent
product placement will generate higher participant attention but lower emotional
arousal and higher stress. Therefore, prominent product placements are expected to
64
generate higher AT score and STRS score and lower EA neuroscores than
subtleones. To test these hypotheses, neuroscores for prominent placements of
Samsung mobile phone and Fiat automobilethat were viewed by Group A
participants and for subtle placements of same products that were viewed by Group
B participants will be taken into analyses to look for if any statistically significant
difference(s) occur between them.
H4: EAscore of the audience is lower for prominentt placements than for subtle
ones
H5: AT score of the audience is higher for prominentt placements than for
subtle ones
H6: STRSscore of the audience is higher for prominent placements than for
subtle ones
3.2.2. Priming
Subtle vs subtle primed product placements
Priming effect on product placements was seldom investigated in the product
placement literature. The only study that the researcher came across was the one by
Cowley and Barron (2008). The authors evidenced thatfor low programme liking
(LPL) viewers exposed to a persuasive-intent prime before viewing a prominent
placementPKM was activated and generating lower brand attitudes in relation to
LPL viewers that were not exposed to a prime.
On the other hand, in this study, neuroscores for subtle placements of Samsung
mobile phone and Fiat automobilethat were viewed by Group B participants will be
compared with those viewed by Group C participants, who viewed primes prior to
the exactly same subtle Samsung and Fiat placements. For Group C participants,
each subtle placement was preceded by a prime, that was a 10 second ad in our
65
study,and this product placement execution strategy will be investigated in relation to
its primeless version. Since the placements are not prominent but subtle PKM is not
expected to be activated for Group C participants. On the contrary, it is anticipated
that the primed subtle placements will be attracting higher audience attention and
emotional arousal than its primelessexecution. Nonetheless, the primed subtle
placement is expected to generate more stress in relation to its primeless execution.
H7: EA scoreof the audience is higher for subtle placements that are primed
than for subtle product placements that are not primed.
H8: AT scoreof the audience is higher for subtle placements that are primed
than for subtle product placements that are not primed
H9: STRS scoreis higher for subtle placements that are primed than for subtle
product placements that are not primed
3.2.3. Tone/Type of the TV programme
Product placement in a Drama series vs. a Humorous series
In the product placement literature, the genre of the movie/TV programme was
also found to have impact on product placement effectiveness. Bressoud and Lehu
(2007) found that liking the movie genre improved recall rate for placed brands.
While d‘Astous and Seguin (1998) evidenced that product placements within mini-
series/dramas generate negative consumer reactions, Jin and Villegas (2007)
observed that those in humorous scenes generate positive consumer reactions.
Therefore, in this study, neuroscores for aproduct placement within a drama
type TV series, named Kayıp and that was viewed by Group B will be compared
withonewithina humorous one, named Yalan Dünya and was viewed by Group C
participants. Based on the literature, it is envisaged that product placement in a
humorous TV series will attract more attention and emotional arousal in relation to
66
the same placement within a drama type TV series. Moreover, consumer stress is
expected to be higher for the placement in the dramatic TV serie.
H10: EA scoreof theaudience is higher for product placements in a humorous
TV serie than in a dramtic one
H11: AT scoreof the audience is higher for product placements in a humorous
TV serie than in a dramatic one
H12: STRS scoreof the audience is higher for product placements in a dramatic
TV serie than in a humorous one
3.2.4. Strategy/Type of the Product Placement
Visual only Plot Integrated Product Placement vs. Visual only Virtual
Product Placements
With its practicality and cost advantage, the popularity of virtual product
placements against plot integrated ones is on the rise. Especially, virtual placements
as billboards have become a very popular product placement strategy within Turkish
TV programmes (Nar Agency, 2014). However, in the product placement literature
there is not even a single study investigating effectiveness of this product placement
strategy.
Nevertheless, in this study, it is anticipated that a visual only virtual product
placement in the form of a billboard will attract more audience attention and
emotional arousal compared to a visual only plot-integrated product placement.
However, the virtual billboard placements is expected to generate more frustration on
the audience since it is expected that the audience in relation to basic product
placements will have difficulties in comprehending the appearance of such a
billboard all of a sudden during their viewing experience. Then, mean neuroscores
for Casper virtual billboard placement that was viewed by Group A participants will
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be compared to those for Casper visual only product placements that was viewed by
Group C participants.
H13: EA scoreof the audience is higher for virtual product placement than for
visual only product placement
H14: AT scoreof the audience is higher for virtual product placement than for
visual only product placement
H15: STRS scoreis higher for virtual product placement than for visual only
product placement
Visual only Virtual Product Placements vs. without Visual only Virtual
Product Placement
To investigate the effectiveness of virtual product placements, this thesis
study tests also whether neuroscores by the same participants differ for video
excerpts, one being with virtual product placement and the other being without. As it
was mentioned before, virtual product placements enable insertion of a product
digitally after its being produced. So, Omo and Cif products were placed with this
strategy by the 3P product placement agency within the Umutsuz Ev Kadınları
named TV series. The researcher was provided with both virtual placement and
placementless versions of the video excerpts by the 3P agency. The test videos were
exactly the same and thus any difference in the mean neuroscores would be due to
the presence of virtual placements of Cif and Omo products. So, it was anticipated
that mean neuroscores for video excerpts with virtual placements will significantly
differ from those without placements.
H16: EA, AT, STRS scoresfor the video excerpts with virtual product
placements will statistically significantly differ from the video excerpts without
virtual product placements
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3.3.The Research Model
Based on the hypotheses developed above, the research model of this thesis study
is depicted as in Figure 14.
This thesis study aims to provide guidelines and propositions for effective
product placement formulation and execution on Turkish TV media based on the
results that will be generated from testing of hypotheses that involve ―execution
related factors influencing product placement effectiveness‖ and ―effectiveness in
relation to neuromarketing benchmark scores‖.
Figure 14: The Research Model
EXECUTION RELATED
FACTORS INFLUENCING
PRODUCT PLACEMENT
EFFECTIVENESS:
Prominence
Priming
Tone of the TV Programme
Product PlacementStrategy
EFFECTIVENESS IN
RELATION
TONEUROMARKETING
BENCHMARK SCORES:
EA:0,44
AT: 0,7
STRS:0,58
EFFECTIVE PRODUCT
PLACEMENTS ON
TURKISH TV MEDIUM
69
4. RESEARCH DESIGN,SAMPLING, MEASUREMENT PROCESS AND
PREPARATION OF DATA FOR ANALYSES
4.1.Experimental Research Design: Neuromarketing
The exhaustive literature review that had been conducted for the purposes of
this study revealed that so far majority of studies in the product placement literature
had employed traditional marketing research methods, such as surveys, experiments.
However, this study, alternatively, employed an experimental research design,
neuromarketing, as its research method since just as Patrick Renvoise, chief
neuromarketing officer and cofounder of the neuromarketing firm Salesbrain,
proposed…
“the problem with traditional marketing is that, fundamentally, people don‟t
know what they want. If you ask them what they want, they may give you an answer,
but since they don‟t know, that answer won‟t be valid”
(Patrick Renvoise, in Barkin E., 2013 )
Indeed, when they are asked, most of the time people are unable to answer the
reasons behind many of their choices. The underlying reason for this is that the
source of all our decisions is actually the subconscious.
Martin Lindstrom in his popular book ―Buyology‖ (2008) compared the
traditional marketing research methods with the neuromarketing method and he
described the traditional research as standing in the garden of a house and looking
through the window with the intent of trying to feel what is being discussed inside.
Therefore, in the process of understanding consumer behavior, it is vital to reach the
unconscious source directly instead of interpreting ―directed‖ responses provided by
the traditional marketing research methods (Thinkneuro, 2014).
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It is exactly at this point, where neuromarketing research, that is, the
application of neuroscience techniques to marketing stimuli, sheds light on
consumers‘ minds through the use of brain imaging technology.
Actually, researchers have been investigating the brain‘s response to a
marketing stimuli since 1969. The study that was conducted by General Electric
company researchers using the Electroencephalography (EEG) neuromarketing
technique to identify how viewers reacted to the company‘s TV commercials was
cited as being among the earliest ones (Kalliny and Gentry, 2010). However, the
term neuromarketing was coined only in 2002 by Lewis and Bridger (2005).
It was the Coca Cola vs Pepsi study that was conducted by McClure et al.,
(2004) that fueled the interest in neuromarketing research. The authors conducted
their study with two treatment groups using the fMRI neuromarketing method. One
group was subject to a blind test, in which they tasted Coca-Cola and Pepsi but
without knowing the respective brands. The second group participants were told
which brand they drank. Neuro results indicated that two-third of the second group,
who were told the brand they were drinking, preferred Coca-Cola. However, the first,
blind-tested group, half of the participants preferred Pepsi. This implies that it is the
brand image and the market leadership not the taste what makes Coca-Cola to be
more preferred than Pepsi. So, Pepsi should invest more on strengthening its brand
image rather than its chemical formula, which is obviously very much alike Coke‘s
(Kalliny and Gentry, 2010; Barkin, 2013).
Moreover, the finding that emotion plays a stronger role in consumers‘
decision-making than previously assumed urged researchers to find and employ
techniques that can get beyond the rational survey responses and investigate the
emotional impulses that stimulate them, such as neuromarketing.
There are several neuromarketing research techniques. To illustrate, Voice-
layering, involves recording the voice of the participant and subjecting it to a
software analysis that investigates her emotional state based on her voice tone.
Furthermore, Advanced polygraph, in other words, lie detectors, uses a combination
of metrics, such as pulse, blood pressure, and galvanic skin response (GSR), to
71
measure states of arousal. Nonetheless, above mentionedfMRI and EEG along with
the Eye tracking are the most popular neuromarketing techniques.
In fMRI technique blood is measured with radio waves. The waves pick up
different responses from oxygen-rich and oxygen-poor blood, and the contrast
between the two provides a picture of where oxygen is being deployed, that is which
parts of the brains are active and require more blood to do their work.
On the other hand, the EEG technique records electrical activities in the brain,
the brainwaves, along the scalp produced by the synapses in the brain firing (Barkin,
2013). It's usually done with a head-set like cap of electrodes, that is extremely light
one not causing irritation to the participant.
Both fMRI and EEG techniques have their advantages and disadvantages:
While fMRI involves a large, immobile scanner, EEG today has evolved into a
highly portable mechanism, a head-set like cap. Moreover, fMRI provides a more
detailed scan than EEG, but participants must stay in the lab. However, EEG can be
taken to a consumer's natural environment, such as a home or shopping centre.
Additionally, EEG can't detect electrical activity to specific points on the brain, but it
generates a real-time record of a subject's attentiveness and engagement.
Lastly, the Eyetracking technique, as its name implies, is used for tracking the
eye movements of consumers while they are subjected to a marketing stimuli. The
device tracks the pupil with a sensitive mechanism to produce quantitative results
(Barkin, 2013). Although this technique has been utilized since the 1980s as a
research technique, the most recent development in this technique is its combination
with EEG analyses. By converging the data produced by these two devices,
invaluable information providing an insight into the feelings of the consumer when
he/she sees a certain stimuli (part of an advertisement, surface of the package,
product on the shelf etc.) is generated and this neuromarketing research model is
exactly the one that was performed for the purposes of this study.
Eye tracking with EEG analysis were administered to every participant while
they were viewing the video clip that involved excerpts with various product
72
placements from several different Turkish TV series. After each EEG analysis,
Attention scores (AT), Emotional Arousal scores(EA) and Stress scores (STRS)
was generated for each participant and for each video excerpt they had viewed.
The left and right alpha asymmetry in the pre-frontal brain cortex is examined
to measure and detect changes in subjects‘ emotional reactions.Based on studies by
neuroscientists Richard Davidson, Eddie Harmon-Jones, Niklas Ravaja, Rafal Ohme
and others, it was evidenced that greater relative activity in the left frontal region
strongly correlates with approachable motivations, such as liking, purchase intent,
and willingness-to-pay, and this part generates the EA scoreOn the other hand,
greater relative activity in the right frontal region was observed to correlate with
withdrawal motivations,such as disliking, disgust and avoidance behaviour and this
is where the STRS score is obtained (Adhami, 2013).
Lastly, the alpha wave desynchronization in the occipital cortex provides
respondents‘ activation of attention. Based on studies by neuroscientists Rothschild
and Hyun (1990), Wolfgang Klimesch, Marty Woldorff and others, a high degree of
desynchronization of the alpha band (drop in relative alpha power) in the occipital
region was observed to generate amplified attentional activation, the AT score, which
in turn assumed to be highly correlated with recall, recognition, cognitive processing,
and learning (Adhami, 2013).
Moreover, along with Eye tracking and EEG analysis, the research model of
this study involved brief questionnaires as well. Genco (2013) in his book proposes
that ―mixing and matching‖ traditional resarch design with neuromarketing
complements each other yielding a more complete picture of the subject being
studied. While traditional research methods helps in exploration such as providing
self-reports of memory, feelings, attitudes, neuromarketing, on the other hand,
identifies and measures non-conscious working of individuals‘ brains.
Therefore, before and after their viewing experiences, participants were
required to complete questionnaires. The questionnaire that was conducted before
their viewing experience aimed at investigating if the test brands, that are the ones
placed within the TV serie excerpts, are the one of the two brands that come to their
73
mind when asked within its product group. On the other hand, the questionnaire that
was conducted after their viewing experience aimed at primarily tapping recall and
recognition levels for the placed brands. The details of the measurement process and
questionnaires are provided in the section that follows.
4.2.Sampling and the Research Measurement Process
The sample of this study involved 91 participants. For a neuromarketing study
a sample of this size is more than sufficient. Since it was evidenced that generally the
same part in the brain is activated for a particular experience felt by people. To
illustrate, it was observed that when people get excited, the increased activation in
their brain was in the same part, even for those living in extremely different parts of
the world (Thinkneuro, 2014). Therefore, the neuromarketing research conducted
with a sample of this size is anticipated to generate highly dependable results.
Moreover, participants of the study were recruited by the neuromarketing
research company that performed the neuromarketing measurement. Participants
were recruited based on the specifications provided by the researcher. The
researcher, in particular, required a sample that was aged between 18-35 with a
proportionate men and women ratio.
Then, the participants were divided into 3 equal groups. Each participant was
handled on an individual basis within the living room-like decorated NeuroLab of the
neuromarketing research company located in NiĢantaĢı, Istanbul between April 4-7,
2014. The aim was to make participants feel as though they were in a home
environment in which they would normally watch TV programmes.
Each participant was informed about the procedure of the study. However, the
real aim of the study was disguised in order not to cause any bias. Rather participants
were told that they were contributing to a study that investigated the relationship
between TV viewing habits and consumer brand preferences and attitudes. Then,
they started the three-step research process.
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4.2.1. Step 1: Pre-Test
The pre-test questionnaire involved questions about participants‘ daily TV
viewing frequency/amount, their favourite TV programmes, as well as, the two
brands that come to their minds within listed product groups to which test
products/brands of this study belong. Also, some filler questions such as their
favourite actor and actress etc. were asked in order to disguise the real intent of the
study. At the end of this part they were provided with the summaries of TV series
episodes, from which they were going to view excerpts. The pre-test questionnaire
was handed back to the instructor of the study and the second part, the experiment,
was started.
4.2.2. Step 2: The Viewing of TV serie excerpts
The second step involved displaying of TV series excerpts to the participants,
who were equipped with devices that would generate neuro scores. Each participant
was invited to sit on a sofa in front of a TV within the living room-like decorated
neurolab. The neurocap was prepared for the measurement by the lab administrator,
who poured the liquid, known as pasta, on the tips of the neuro cap to increase its
conductivity of brain waves. The participant then put this head-set like neuro cap on
his/her head. Next, the lab administrator performed the eye calibration of Eye
tracking device called Tobii for the participant. These steps including the eye
calibration were repeated for each and every participant in order to ensure the most
reliable eye tracking and EEG data.
Then, the participant was ready to start his/her viewing experience. The video
clips involved excerpts from at least three different Turkish TV series that were
broadcasted during prime-time (7 to 11 p.m.). TV series were chosen as the test TV
programmes in this study because they are the programme genres that involvethe
most product placements (Nar Agency and Dentsu Aegis Network Turkey, 2014).
75
Prime time was chosen because it is the period of the day when most domestic TV
series that contain several product placements are broadcasted.
The video clips were chosen based on the product placement reports provided
by Nar Agency and Dentsu Aegis Network Turkey. Nar Agency and Dentsu Aegis
Network Turkey are research companies that content analyze product placements on
prime time programmes of eight major Turkish TV channels21
on a weekly basis.
Then, based on the reports provided by the said companies for dates from December
30, 2013 to February 2, 2014, the researcher conducted her own content analysis in
order to find most appropriate product placements for the purposes of this study. To
illustrate, the researcher observed that Casper is the only brand that had placements
within several different TV series and in different forms, as well as, for its different
products; mobile phone and laptop. There were both plot and virtual placements of
Casper branded products within both drama (Intikam, Kayıp named TV series) and
humourous (Yalan Dünya named TV series) TV series. So, Casper was chosen as
one of the test brands of this study.
Moreover, it was observed in the product placement reports provided by Nar
Agency and Dentsu Aegis Network Turkey companies, Samsung mobile phone and
Fiatautomobile is placed consistently within TV series named Med-Cezir. The
researcher content analyzed 8., 10., 31., 35., episodes of the said series and selected
its 8. episode, that involved placements for both Samsung and Fiat. By editing
exactly the same scenes, the researcher obtained video excerpts that involved
prominent and subtle placements of Samsung mobile phone and Fiat automobile.
Lastly, video excerpts that involved virtual product placements of Cif and Omo
within Umutsuz Ev Kadınları named TV series were provided by 3P product
placement agency. Their placementless versions were provided as well.
21 Kanal D, Star TV, Fox TV, ATV, Show TV, Samanyolu TV, Kanal Turk, Kanal 7
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In the following section, the video excerpt contents of each study group are
described in detail.
4.2.2.1.Group A Videos
This group viewed excerpts from TV series named Med Cezir, Ġntikam and
Umutsuz Ev Kadınları.
Table 6: Details for the Group A videos
GROUP A VIDEOS
Name of the
TV serie
Episode
number Placed brands
Type/Strategy
of the
Placement
Characteristics of the Placement
Strategy/Type
Med Cezir 8. Fiat Prominent not a close-up shot but the brand logo
seen for 10 seconds
Med Cezir 8. Samsung Prominent
a close-up shot but seen for 3 seconds
only during hands-on use by the main
character
Ġntikam 41. Casper
Virtual
Placement
(Billboard)
seen for 10 seconds
Umutsuz Ev
Kadınları 26.
Omo and the
same video
without the
Omo placement
Virtual
Placement
(Visual only)
seen once but for 7 seconds
Cif and the
same video
without the Cif
placement
Virtual
Placement
(Visual only)
seen several times both on foreground
and background but each not exceeding 3
seconds
The excerpt from Med Cezir involved plot-integrated and prominently
displayed placements for Samsung mobile phone and Fiat automobile. First, one of
the main characters, Mira, is turning on her mobile phone and the camera shoots
close-up the greeting of her mobile phone ―Samsung Galaxy Note III‖ for almost 5
seconds. In the next scene, another character, Hale, walks down the street towards
77
her car. She stands next to her car and conducts a phone call. While she talks on her
mobile phone, the logo of her car, Fiat, can be read for more than 10 seconds (Figure
15). When compared, Fiat logo is not as visible as Samsung‘s, but Samsung is not
displayed on the screen as long as Fiat. Nonetheless, both placements were rated as
being extremely prominent by 3 marketing experts 22
despite their different
operationalisations which were depicted detailly before (see Table 2).
Figure 15: Group A test product placements from the TV serie named Med Cezir
Figure 16: Group A test product placement from the TV serie named İntikam
22One academician, Prof. Dr. Mustafa Dilber and two practitioners, Dr. Yener GiriĢken (founder of
ThinkNeuro Research company) and Akif Elbiclioglu (founder of Turkish product placement agency
named 3P)
78
Next, the excerpt from the TV serie, Ġntikam involved a virtual billboard
placement of Casper Via V4 mobile phone. The character, Cemre, walks desperately
on the seaside. She walks and passes by a huge billboard on which, Casper Via V4 is
written with huge puntos (Figure 16).
Figure 17: Group A test product placement from the TV serie named Umutsuz Ev
Kadınları
Figure 18: Group A test product placements from the TV serie named Umutsuz Ev
Kadınları
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Finally, the excerpt from Umutsuz Ev Kadınları involvedtwo different virtual
product placements, for detergents Omo and Cif. First, the character Elif is washing
the dishes and the Cif detergent is situated virtually onto the kitchen desk (Figure 17).
In the second one, Elif is folding the clothes while having a conversation with
her husband and the Omo detergent is situated virtually on the bench in front of her
within their living room (Figure 18).
It is important to note that for Omo and Cif branded placements this group
watched two video excerpt versions, those with virtual product placements of Cif,
Omo and the versions prior to the virtual placements in order to get the exact neuro
scores. Only the virtual product placement enables having exactly the identical
scenes, as with the plot integrated placements the product is integrated to the
scenario and thus it is impossible to edit it and get exactly identical excerpts, one
being with the placement and one without the product placement.
Additionally, the excerpts were not displayed at a predetermined/same order for
every participant. Instead, they were displayed randomly for each participant, that is
highly recommended by Genco (2013) in order to avoid any bias that would result due
to their displayed sequence.
4.2.2.2.Group B Videos
This group viewed excerpts from TV series named, Med Cezir, Yalan Dünya,
Ġntikam and Umutsuz Ev Kadınları.
The excerpt from Med Cezir involved also plot-integrated product placements
for Samsung and Fiat brands but they were placed subtly. The clip of Group A was
edited to omit the scenes where the logo/brand names ―Samsung Galaxy Note III‖
and ―Fiat‖ were apparently seen. So, placements become subtle. For this group, Mira
is shown hands on using her mobile again but the brand logo and the model of the
mobile phone is not seen apparently. Also, Hale is shown having a phone
conversation next to her car but the logo of her car is not displayed.
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Table 7: Details for the Group B videos
GROUP B VIDEOS
Name of the
TV serie
Episode
number Placed brands
Type/Strategy of
the Placement
Characteristics of the
Placement Strategy/Type
Med Cezir 8. Fiat Subtle
seen several times for less
than 3 seconds but not with
a close-up shot
Med Cezir 8. Samsung Subtle
seen several times for less
than 3 seconds but not with
a close-up shot
Yalan Dünya 62. Casper Visual-only seen for 10 seconds on the
foreground
Umutsuz Ev
Kadınları 26. Omo
Virtual Placement
(Visual only) seen once but for 7 seconds
Umutsuz Ev Kadınları
the same video
from Group A for
Cif but without the
Cif placement
no placement
On the other hand, the excerpt from the TV series, Yalan Dünya, a popular
humorous series, involved the plot integrated placement of Casper branded laptop.
The character Gülistan learnes that her husband Selahattin was not actually alone in
his room to recover from flu, but rather he was online all the time chatting with girls.
She prepared a bad surprise for him and connected to him online via a Casper laptop,
whose brand logo was apparent for more than 10 seconds on the screen.
Figure 19: Group B Casper Laptop Scenario Product Placement from the TV serie
named Yalan Dünya
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Similarly, the video excerpts from Umutsuz Ev Kadınları with Omo and the
one without Cif from Group A are shown to this group.
4.2.2.3.Group C Videos
This group viewed excerpts from TV series named, Med Cezir, Kayıp and
Umutsuz Ev Kadınları. This group viewed exactly the same clip as for Group B from
Med Cezir but it was preceded by a prime; a 10 second ad for both Samsung Galaxy
Note III mobile phone and Fiat 500Lautomobile.
Table 8: Details for the Group C videos
GROUP C VIDEOS
Name of the
TV serie
Episode
number Placed brands
Type/Strategy of the
Placement
Characteristics of the
Placement Strategy/Type
Med Cezir 8. Fiat Prominent
not a close-up shot but the
brand logo seen for 10
seconds
Med Cezir 8. Samsung Prominent
a close-up shot but seen for
3 seconds only during
hands-on use by the main
character
Kayıp 10. Casper Visual-only seen for 10 seconds on the
foreground
Umutsuz Ev
Kadınları 26. Cif
Virtual Placement
(Visual only)
seen several times both on
foreground and
background but each not
exceeding 3 seconds
Umutsuz Ev Kadınları
the same video from
Group A for Omo
but without the Omo
placement
no placement
On the other hand, the excerpt from the TV series Kayıp, which was a drama
series, involved also the plot-integrated placement of Casper laptop. The detective
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Mehmet and her sister view live recordings of a candid camera using the Casper
laptop, whose brand logo is apparent for more than 10 seconds on the screen.
Figure 20: Group C Casper Laptop Scenario Product Placement from the TV serie
named Kayıp
Other excerpts from Umutsuz Ev Kadınları involve the version with Cif
placement but without Omo to serve as control for respective vido excerpts from
Group B.
4.2.3. Step 3: Post-test
This part involved two questionnaires.The first one, in particular, investigated
participants‘ recall of placed products unaidedly. There were also some other filler
questions such as those investigating whether TV series that they had viewed were
their favorite ones, as well as if they remember having viewed the respective TV
series episodes before.
Then, once participants completed and handed back the first one to the lab
instructor, the second questionnaire, which investigated participants‘ recognition of
placed brands from a list of brands including both placed ones and filler ones, was
given to the participants. Otherwise, participants might have the chance to reminded
themselves of placed brands from the recognition list and thus might have biased the
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unaided recall results. This questionnaire also asked participants to rate their liking of
placed products, their agreement extent to statements that tapped attitude toward
placed brands, as well as, toward product placement and ads in general. Lastly
participants were asked to state the brand of the automobile, mobile phone and laptop
they owned along with questions regarding their socio demographic statuses.
4.3.Preparation of Data for Analyses
After the research measurement process the researcher was provided with the
following data by the neuromarketing research company:
Three neuroscores (AT, EA, STRS) for each participant and each video in
deciseconds (one tenth of a second) as excel spreadsheets
The test video excerpts with product placements that were viewed by
participants but this time they included eye tracking results for each participant
To prepare the above mentioned data for the analysis, first each test video clip
for each participant was viewed by the researcher to check if participants had seen
the product placements that were included in the test videos. The detection was
determined based on the red dots, which indicated where the participant had been
looking throughout the video clip.
If a participant was not detected to look at the product placement for a
particular video, then neuroscores of that participant for that video were not taken
into consideration for further analysis. On the other hand, if a partcipant was detected
to look at the product placement then the researcher watched that video for a couple
of times to record the exact seconds and deciseconds during which the participant
looked at the placement. This procedure was repeated for each participant who had
looked at the product placement within each test video.
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Figure 21: A snap shot from video excerpt and Eye tracking results of Respondent 3
of Group A evidencing that he/she has looked at the placement
Figure 22: A snap shot from video excerpt and Eye tracking results of Respondent 1
of Group Awho has not looked at the placement rather focused on the face of the
character and the surrounding
Once the timing for each test video was obtained, the computation of averages
for three neuroscores was to start. First, averages of three neuroscores from the
beginning of the test video till to the second/decisecond when the participant was
detected to look at the product placement were computed. These three averages were
named as ATbefore, EAbefore, STRSbefore. Next, the averages of neuroscores for the
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seconds during which the participant looked at the product placement were computed
and they were called as AT, EA, STRS.Finally, averages of neuroscores for seconds
after product placement till the end of the test video (or if there is, till the occurence
of second product placement) were computed and they were called as ATafter,
EAafter, STRSafter. Then, the neuroscores were ready for analyses.
4.4. Validity and Reliability
Experimental research design is not a familiar topic for most market
researchers who have a background in survey based research designs rather than
experimental one. While assessing the quality, reliability and validity of a survey
most marketers know where to look. However, for assessing reliability and validity
of a neuromarketing research study is not so clear-cut. Nonetheless, Genco et al.
(2013) in his book provides a roadmap for assessing validity and reliability of a
neuromarketing research study.
For validity, which deals with if the neuromarketing study measuring the right
variable, Genco et al. (2013) propose that a valid measure of attention should
produce same or similar results with other measures of attention because it is a
conscious response. To illustrate, the authors assert that AT neuroscores can be
checked and compared with self-report of attention. Following their
recommendation, the researcher checked the validity thorugh comparing attention
scores of each participant for each test product placement he/she viewed. To do so,
the researcher first distinguished between those who had an ―attention score 70 and
above‖ and those who had ―attention score less than 70‖ for each placed product.
Next, the researcher distinguished between those who ―recalled and recognized a
particular placed product‖ and those who ―did not recalled and recognized that
particular placed product‖. Then, the researchers checked and evaluated the data
provided by a particular participant for a particular test product placement as valid if
the participant had ―attention score 70 and above‖ for that placement and had also
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―recalled and recognized the placed product‖, or, if the participant had ―attention
score less than 70‖ and ―did not recalled and recognized the placed product‖. This
procedure was repeated for each participnat and for each test product placement they
had viewed. Consequently, the data provided by those who did not qualify one of the
said two cases was not considered as valid and thus was not taken into statistical
analyses.Based on this, Table 9 presents the participants, that were not evaluated as
having provided valid data, for each group and for each placed product.
Table 9: Participants, whose data were not evaluated as valid and thus not
taken into statistical analyses
Group Product Placement Participant No
A Samsung 3, 4, 29, 30, 31
A Fiat 13, 30
A Casper 4,8,11,21,30
A Omo 21, 30, 31
A Cif 11, 21, 30, 31
B Samsung 2, 13, 14, 17, 25, 30
B Fiat 6, 14, 18,25, 26, 30
B Casper 1, 13, 17, 27
B Omo 6, 13, 30
C Samsung 8, 16, 28
C Fiat 12, 26, 27
C Casper 6, 13, 28
C Cif 6, 28,30
On the other hand, for reliability of a neuromarketing study, Genco et al.,
(2013) proposes testing repeatability of its results. They suggest drawing two
samples from the same population and exposing them the same stimuli under the
same experimental conditions. The results should be extremely similar if it is a
reliable study. Following this, the researcher displayed exactly the same video clip
with Omo placement to Group A and B, as well as, the same video clip with Cif
placement to Groups A and C, just for this reliability check.
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To check if the data was reliable independent samples t-test between average
neuroscores of Groups A and B for video clip with Omo placement was performed.
Table 10: Excerpt from independent samples t-test output that was performed
for reliability check between Groups A and B for test video clip with Omo placement
Group N Mean
Std.
Deviation Significance
EA_OMO A 18 0,44 0,15 0, 648
B 16 0,42 0,13
AT_OMO A 18 0,71 0,18 0,91
B 16 0,70 0,15
STRS_OMO A 18 0,58 0,15 0,36
B 16 0,62 0,15
As Table 10 evidences, there was not any statistically significant differences
among average neuroscores of Groups A and B participants, who viewed exactly the
same video clip under the same experimental conditions.
Additionally, independent samples t-test between average neuroscores of
Groups A and C for video clip with Cif placement was performed as well. Table 11
reveals that there was not any statistically significant differences among average
neuroscores of Groups A and C participants as well, evidencing reliability of the
study data.
Table 11: Excerpt from independent samples t-test output that was performed
for reliability check between Groups A and C for test video clip with Cif placement
Group N Mean
Std.
Deviation Significance
EA_CIF A 20 0,44 0,12 0,72
C 20 0,43 0,10
AT_CIF A 20 0,73 0,14 0,06
C 20 0,79 0,09
STRS_CIF A 20 0,61 0,14 0,28
C 20 0,57 0,11
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4.5. Descriptives:
The study sample involved 91 participants that were aged between 18 and 35.
It was divided into three groups, namely A, B, C. Group A involved 31 participants,
while Groups B and C involved 30 participants each (Table 12).
Table 12: Descriptive Statistics for the Sample : Group Size
GROUPS Frequency Percent Valid
Percent
Cumulative
Percent
Valid
A 31 34,1 34,1 34,1
B 30 33,0 33,0 67,0
C 30 33,0 33,0 100,0
Total 91 100,0 100,0
Table 13: Descriptive Statistics for the Sample: Gender
GENDER Frequency Percent Valid
Percent
Cumulative
Percent
Valid
Female 45 49,5 49,5 49,5
Male 46 50,5 50,5 100,0
Total 91 100,0 100,0
Male and female distribution of the study sample was almost equal (Table 13).
Moreover, 56% of the sample was single and 52,7% was under 25. (Table 14, Table
15).
Table 14: Descriptive Statistics for the Sample : Marital status
MARITAL
STATUS Frequency Percent
Valid
Percent
Cumulative
Percent
Valid Married 40 44,0 44,0 44,0
Single 51 56,0 56,0 100,0
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Total 91 100,0 100,0
Table 15: Descriptive Statistics for the Sample : Age
AGE Frequency Percent Valid
Percent
Cumulative
Percent
Valid
18-25 48 52,7 52,7 52,7
26-35 43 47,3 47,3 100,0
Total 91 100,0 100,0
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5. HYPOTHESES TESTING
5.1. Testing Effectiveness in relation to Neuromarketing Effectiveness
Benchmark Scores
Table 15 depicts the one-mean t-test results that was performed for EA, AT,
STRS scores for Group A, B and C participants against the respective benchmark
neuromarketing effectiveness scores.
It was hypothesized that all product placements of this thesis study will attain
neuroscores that will satisfy statistically significantly the effectiveness benchmark
scores. However, as it can be observed from Table 16, this hypothesis was not fully
supported.
Table 16: Extract from one sample t-test for testing EA neuroscores of all product
placements in relation to respective effectiveness benchmark neuroscore
TEST
VALUE:0,44
Group Mean
Std.
Deviation
Std. Error
Mean Significance
EA_SAM A 0,42 0,13 0,02 0,33
EA_FIAT A 0,49 0,23 0,05 0,35
EA_INT_CAS A 0,45 0,14 0,03 0,83
EA_CIF A 0,45 0,16 0,03 0,85
EA_OMO A 0,46 0,15 0,03 0,67
EA_SAMSUNG B 0,47 0,18 0,04 0,37
EA_FIAT B 0,47 0,13 0,03 0,34
EA_YD_CAS B 0,48 0,24 0,06 0,53
EA_PSAMSUNG C 0,47 0,11 0,02 0,18
EA_PFIAT C 0,55 0,18 0,04 0,01
EA_KCAS C 0,46 0,13 0,03 0,54
First, for product placements viewed by Group A participants, it can be said
that only the prominent placement of Samsung mobile phone and the billboard
virtual placement for Casper attained AT score that statistically significantly exceeds
the respective benchmark score. None of them attained EA score that is statistically
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significantly higher than the benchmark score for emotional attachment and this
outcome implies that none of the Group A placements was able to establish an
emotional affinity with the study participants. For the stress neuroscore, only the
virtual placement of Casper on a billboard attained a neuroscore that is significantly
different than the respective benchmark score. However, this attained stress score
was significantly exceeding the benchmark score for the stress.
Table 17: Extract from one sample t-test for testing AT neuroscores of all product
placements in relation to respective effectiveness benchmark neuroscores
TEST VALUE:0,7
Group Mean
Std.
Deviation
Std. Error
Mean Significance
AT_SAM A 0,77 0,11 0,02 0,00
AT_FIAT A 0,74 0,14 0,03 0,17
AT_INT_CAS A 0,77 0,14 0,03 0,00
AT_CIF A 0,74 0,13 0,03 0,27
AT_OMO A 0,75 0,17 0,04 0,19
AT_SAMSUNG B 0,73 0,11 0,02 0,26
AT_FIAT B 0,74 0,14 0,03 0,16
AT_YD_CAS B 0,71 0,15 0,04 0,79
AT_PSAMSUNG C 0,78 0,11 0,03 0,01
AT_PFIATSIZ C 0,77 0,13 0,03 0,03
AT_KCAS C 0,77 0,07 0,02 0,00
Secondly for product placements that were viewed by Group B, it can be
observed fromTables 16, 17 and 18that none of them achieved to satisfy statistically
significantly the benchmark effectiveness neuroscores. Subtle placements of Fiat
automobile and Samsung mobile phone in Med Cezir named TV series along with
the visual only placement of Casper notebook within the Yalan Dünya named TV
series generated neuroscores that were not statistically significantly satisfying the
benchmark scores.
Lastly, for product placements that were viewed by Group C, it can be
observed that the placements of this group yielded best neuroscores especially in
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relation to attention. All of the placements of Group C obtained AT that is
statistically significantly higher than ATbenchmark. The video excerpts for Fiat
automobile and Samsung mobile phone placements for this group were exactly the
same with those for Group B. However, prior to subtle Fiat and Samsung placements
10 second commercial for each brand was shown to Group C and this execution
created a significant difference in the outcomes. Additionally, when primed, subtle
placement of Fiat automobile was observed to generate emotional attachment score
that is significantly higher than the EAbenchmark.
Table 18: Extract from one sample t-test for testing STRS neuroscores in relation to
respective effectiveness benchmark neuroscores
TEST VALUE:0,58 Mean Std.
Deviation
Std. Error
Mean Significance
STRS_SAM 0,62 0,17 0,03 0,17
STRS_FIAT 0,61 0,16 0,04 0,41
STRS_INT_CAS 0,64 0,12 0,02 0,01
STRS_CIF 0,60 0,16 0,04 0,58
STRS_OMO 0,51 0,17 0,04 0,08
STRS_SAMSUNG 0,6 0,17 0,03 0,61
STRS_FIAT 0,6 0,18 0,04 0,22
STRS_YD_CAS_ 0,52 0,17 0,04 0,15
STRS_PSAMSUNG 0,58 0,15 0,03 0,95
STRS_PFIAT 0,60 0,17 0,04 0,53
STRS_KCAS 0,48 0,12 0,03 0,00
On the other hand, visual only placement of Casper notebook within the drama
type TV series named Kayıp generated an effective audience attention level, as well
as, a stress score that is signicantly lower than the STRSbenchmark.
So, while hypotheses H1a, H1b, H3a and H3b were partially supported, H2a and
H2b were not supported.
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5.2.Testing Effectiveness in relation to Execution related Factors Revealed in
the Literature Review
5.2.1. Prominence
Prominent vs. Subtle Product Placements
To test H4, H5 and H6, an independent samples t-test, which is described as the
simplest and most direct statistical test for a neuromarketing study (Genco,
2013),was performed between EA, AT and STRS scores of Fiat and Samsung
placements of Groups A and B. Also, the average of the scores prior to the product
placement (EAbefore, ATbefore, STRSbefore) and after the product placement (EAafter,
ATafter, STRSafter) were taken into the said test.
Table 19: Extract from independent samples t-test for testing influence of
prominence on effectiveness of Samsung and Fiat placements between neuroscores
of groups A and B
PROMINENT VS.
SUBTLE Group Mean Significance
EA_SAMSUNG A 0,42 0,18
B 0,47
AT_SAMSUNG A 0,77 0,12
B 0,73
STRS_SAMSUNG A 0,62 0,58
B 0,6
EA_FIAT A 0,49 0,61
B 0,46
AT_FIAT A 0,74 0,48
B 0,72
STRS_FIAT A 0,61 0,77
B 0,63
First, the assumption of equal variances was checked with the Levene‘s test for
equality of variances. This tests if the variation of scores for the two groups is the
same (Pallant, 2005). The significance value greater than 0.05 assumes equal
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variances. In our case, significance values for Levene‘s test for each test variable
exceeds 0.05 and thus are not violating the assumption of equal variances. Then,
result of the t-test revealed that mean EA, AT, STRS (also EA_before, AT_before,
STRS_before, EA_after, AT_after, STRS_after scores) scores for both prominent
(Fiat and Samsung) and subtle (Fiat and Samsung) placements did not statistically
significantly differ from each other.
Therefore, H4, H5 and H6 were not supported.
5.2.2. Priming
Subtle vs subtle primed
To test the influence of priming on product placement effectiveness, an
independent samples t-test was employed for EA, AT, STRS mean scores of subtle
(Group B) and primed subtle (Group C) Fiat and Samsung placements were tested.
Similarly, the assumption of equal variances was checked and it was observed that
the assumption of equal variances was not violated. Results revealed that there is
statistically significant differences between EA and STRS scores for subtle
placements and primed subtle placements.
EA and EAafter and STRSafter scores for Fiat subtle placement and Fiat primed
subtle placement differed statistically significantly. The emotional attachment with
the Fiat placement was attained only after the prime, 10-sec Fiat commercial.
Priming the Fiat placement with a 10 second ad increased its EA and EAafter score
significantly (Table 20). In addition, priming enabled the subtle Fiat placement to
decrease stress level significantly in relation to its primingless subtle placed version.
Then, H7, H8, H9are partially supported.
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Table 20: Extract from independent samples t-test for testing influence of priming on
effectiveness of Samsung and Fiat placements between neuroscores of groups B and C
SUBTLE VS.
PRIMED SUBTLE Group Mean Significance
EA_SAM B 0,47 0,98
C 0,47
AT_SAM B 0,73 0,07
C 0,79
STRS_SAM B 0,6 0,75
C 0,58
EA_FIAT B 0,46 0,05
C 0,55
EA_FIAT_AFTER B 0,42 0,00
C 0,55
STRS_FIAT B 0,63 0,78
C 0,61
STRS_FIAT_AFTER B 0,63 0,03
C 0,53
5.2.3. Tone/type of the TV programme
Product placement in a Drama vs. a Humorous serie
To test if the same type of placement for the same product generate different
EA, AT and STRS scores within a dramatic and humorous Turkish TV series, again
the independent samples t-test was performed between Casper EA, AT, STRS scores
of Groups B and C.
However, contrary to expectations, EA, AT and STRS scores did not differ
significantly for the placement of the same product with the same placement strategy
in relation to the tone of the TV serie, namely drama and humorous TV series. Thus,
H10, H11, H12 were not supported.
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Table 21: Extract from independent samples t-test for testing influence of tone/type
of the TV programme on effectiveness of Casper placement between neuroscores of
groups B and C
INFLUENCE OF TONE OF
THE PROGRAMME (DRAMA
VS. HUMOROUS)
Group Tone of the TV
Programme Mean Significance
EA_CAS C Drama 0,48 0,81
B Humorous 0,46
AT_CAS C Drama 0,71 0,15
B Humorous 0,77
STRS_CAS C Drama 0,52 0,50
B Humorous 0,48
5.2.4. Strategy/Type of the Product Placement
Visual-only Plot Integrated Product Placement vs. Visual-only Virtual
Product Placements
To test if the effectiveness of product placement differs in relation to its
strategy, namely virtual vs. plot integrated product placement, independent t-test was
applied for EA, AT, STRS scores of Casper placement between Groups A (virtual
billboard placement) and C (visual only plot integrated product placement). Videos
of both groups involved excerpts from drama type TV serie (Intikam and Kayıp), so
that the differences in scores that might have stemmed from different programme
types/tones were controlled.
Results revealed that virtual and plot integrated visual only product placements
differ significantly only in their STRS scores (STRSbefore, STRS, STRSafter). Mean
STRS scores for virtual billboard placement of Casper brand was significantly higher
than the STRS scores for visual only plot integrated product placement
Thus, while H15 is supported H13 and H14 were not supported.
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Table 22: Extract from independent samples t-test for testing influence of
placement strategy on effectiveness of Casper placement between neuroscores of
groups A and C
INFLUENCE OF
PLACEMENT TYPE GROUP MEAN SIGNIFICANCE
EA_CAS A 0,45 0,73
C 0,46
AT_CAS A 0,77 0,97
C 0,77
STRS_CAS_BEFORE A 0,64 0,03
C 0,54
STRS_CAS A 0,64 0,00
C 0,48
STRS_CAS_AFTER A 0,64 0,05
C 0,56
Visual-only Virtual Product Placements vs. without Visual-only Virtual
Product Placement
To test if neuroscores for the same participants differ for the video excerpts,
one being with virtual product placement and one being without the virtual product
placement,a paired samples t-test was performed. Paired samples t-test was
appropriate because it is used when data from two different occasions is collected
from only one group, just as it was in our case. Neuroscores of Group A participants
for two versions of video clips, one with Omo and Cif placements and the other
without placements, from Umutsuz Ev Kadınları named series were subjected to
paired samples t-test to test if virtual product placements created any significant
difference.
Since participants and the video clips were exactly the same, any detected
difference would be stemming from the presence/absence of the virtual placements.
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However, the results of paired samples t-test revealed no statistically
significant differences among neuroscores for the two video clip versions, with and
without virtual product placements (Table 23). So, H16 was not supported.
Table 23: Extract from paired samples t-test for testing influence of virtual
product placement strategy
Mean
Std.
Deviation
Paired
Differences
in Means Significance
Pair 1 EA_CIF 0,45 0,16
EA_WOUTCIF 0,46 0,13 -0,01 0,83
Pair 2 AT_CIF 0,74 0,13
AT_WOUTCIF 0,77 0,15 -0,03 0,22
Pair 3 STRS_CIF 0,60 0,16
STRS_WOUTCIF 0,59 0,23 0,01 0,91
Pair 4 EA_OMO 0,45 0,15
EA_WOUTOMO 0,45 0,14 0,00 1,00
Pair 5 AT_OMO 0,75 0,17
AT_WOUTOMO 0,74 0,13 0,01 0,83
Pair 6 STRS_OMO 0,51 0,17
STRS_WOUTOMO 0,58 0,13 -0,07 0,11
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6. DISCUSSION OF RESULTS
Product placements on Turkish television media is allowed as of April, 2011.
Therefore, both its theory and practice in Turkey is at its infancy period yet.This
thesis study aimed at shedding light on effectiveness of this relatively new
phenomenon on Turkish TV media through use of the neuromarketing research
method. In addition, along with effectiveness factors that were revealed from the
product placement literature, effectiveness benchmark neuroscores, which were
developed based on established of experience and expertise of the neuromarketing
research company, were taken into consideration for evaluating effectiveness of
various product placement executions being tested.
First, from practical point of view, effectiveness of various test product
placements were assessed in relation to benchmarkEmotional Attachment, Attention
and Stress neuroscores. When one-sample t-test was performed for EA, AT and
STRS scores of the subjects of Group A against the respective benchmark scores, it
was revealed that only the prominent placement of Samsung mobile phone, that was
shown on the foreground for approximately 4 seconds, attained statistically
significantly the effectiveness benchmark score for the attention. However, the said
placement was neither effective in establishing emotional attachment with the study
subjects nor in preventing the stress on them.
Next, Fiat car, which was also prominent being seen for almost 10 seconds but
on the background for almost 10 seconds, was not able to satisfy statistically
significantly any of the benchmark effectiveness neuroscores.
Based on this outcome, it can be said that prominent placements may perform
better in terms of attracting consumer attention when they are seen on foreground
explicitly, even for a very short period of time rather than being seen on background
for longer time periods. However, even so executed product placement did not
succeeded in establishing emotional affinity with the audience and decreasing their
stress, avoidance behavior (see Table 24).
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Moreover, the other test product placement for Group A was virtual billboard
placement of Casper mobile phone. Testing its scores in relation to benchmark
effectiveness scores revealed that virtual billboard placements are extremely
successful at attracting consumer attention, however, at the expense of increasing
their stress. In other words, virtual billboad placement of Casper mobile phone
succeeded at attracting high attention but this can not be interpreted as a favourable
one since at the same time their stress neuroscores increased statistically
significantly. Actually, participants devoted their attention to the virtual billboard
placement in order to figure out the reason of its presence within that scene. This
experience can be said to have created avoidance behavior at Group A participants
(see Table 24).
In addition, the last test product placements of Group A, Omo and Cif, were
virtual product placements. Similarly, their performance in relation to benchmark
scores did not yield statistically significant results as well (see Table 24).
Table 24. Results for Test Product Placements in relation to Effectiveness
Benchmark Scores
Statistial Significance between
EA, AT, STRS neuroscores of
test placements and Benchmark
scores
Group Placed Product
Name of the TV
serie Type/Strategy of the Placement EA: 0,44 AT: 0,7 STRS: 0,58
A Fiat 500 automobile Med Cezir Prominent no no no
A
Samsung mobile
phone Med Cezir Prominent no yes no
A
Casper mobile
phone Ġntikam Virtual-Billboard no yes yes
A Omo cleanser
Umutsuz Ev
Kadınları Virtual-Visual only no no no
A Cif cleanser
Umutsuz Ev
Kadınları Virtual-Visual only no no no
B Fiat automobile Med Cezir Subtle no no no
B
Samsung mobile
phone Med Cezir Subtle no no no
B Casper notebook Yalan Dünya Prominent- Visual only no no no
C Fiat automobile Med Cezir
Subtle with Priming (10 sec Fiat
ad) yes yes no
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C
Samsung mobile
phone Med Cezir
Subtle with Priming (10 sec
Samsung ad) no yes no
C Casper notebook Kayıp Prominent- Visual only no yes yes
C Fiat automobile
TV commercial (the
prime) 10 sec Fiat TV commercial no yes yes
C
Samsung mobile
phone
TV commercial (the
prime) 10 sec Samsung TV commercial no yes no
Furthermore, with regard to test product placements of Group B, as it is
depicted in Table 24, none of them yielded statistically significant results in relation
to benchmark neuroscores. Then, it can be said that when the placement is a subtle
one (Fiat automobile and Samsung mobile phone)it neither can attract consumer
attention nor can it establish an emotional warmth. Also, it can not bypass consumer
avoidance behavior, that was rvidenced by the STRS neuroscore. Moreover, contrary
to what was expected, the other test product placement of Group B, that was
placement of Casper notebook within a humorous TV series, did not generate
statistically significant results as well. Although the product and its logo was seen on
the foreground more than once and in couple of times for more than 5 seconds. Still
the placement was not evaluated as an effective one in relation to benchmark scores.
This outcome was explainedby Mr. Girisken and Mr. Demircioglu, founders and
owners of the neuromarketing research company,who stated that the appearance of
the face of one of the characters at the same time with the product logo directed the
consumer attention to the character‘s gace. They asserted that people always have
tendencies to look at faces whenever they appear on the TV screen, as it can be
observed from Eye-tracking results of the said test placement within Figure 23.
Finally, with regard to test product placements of Group C, it can be observed
from the Table 24 that priming the subtle placements with 10 second ads improved
statistically significantly their effectiveness, in particular for Fiat automobile
placement. Only the primed subtle Fiat automobile placement succeded at
establishing an emotional warmth at participants, along with high attention. Although
priming of subtle Samsung placement attained statistically significant attention level
in relation to benchmark score, it still could not create an emotional affinity with
participants. So, it can be said that priming a subtle placement, is an effective
102
execution strategy for attracting high consumer attention. Table 24 evidences that
consumer attention level for placed product can be increased significantly by primes.
However, creating an emotional warmth with a primed subtle product placement is
still not a guarantee, which may depend on the product type.
Figure 23: Eye Tracking result by Respondent 1 of Group B, who did not look at the
logo of the brand placed but rather focused at the face of the character
Moreover, the other test product placement, that was placement of Casper
notebook within a drama type TV series, yielded promising results for attracting
consumer attention and bypassing consumer stress and avoidance behavior. As it can
be observed from Figure 24, that is Eye-tracking result of a participant in Group C,
the placed product is exactly the same with the one in Group B that was placed
within humorous TV series (Figure 23).
Figure 24: Eye Tracking result by Respondent 3 of Group C, who did look at
the logo of the placed brand
103
However, the logo of the placed brand is less visible in relation to the one in
Figure 23. Despite this, the placement in the drama type TV series performed better.
This can be justified again on the same ground that was put forth before, there is no
appearance of a character‘s face for the placement of Group C placement that was
displayed in the drama type TV series. So, the participants focused on the logo of the
placed brand and generated high attention neuroscores, as well as, low stress
neuroscore, implying that they did not have difficulties in articulating the presence of
this branded product within the scene.
On the other hand, in relation to product placement execution related
effectiveness factors that were revealed throughout the review of the literature,
effectiveness of test product placements were assessed in relation to namely
prominence, priming, tone/type of the TV programme and the product placement
strategy. Table 25 summarizes results of the all hypotheses of this study.
Table 25: Results of the study
Hypotheses Testing.. Hypotheses
Placement
Characteristics Placed Brand Groups Results
in relation to effectiveness
benchmark neuroscores
H1a, H1b, H2a,
H2b, H3a, H3b
All test product
placements
Fiat, Samsung,
Casper, Omo,
Cif A, B, C
H1a, H1b, H3a, H3b
partially supported; H2a,
H2b: not supported.
in relation to execution
related factors
Product Placement Strategy:
Prominence
H4, H5, H6
Prominent vs.
Subtle Product
Placements Fiat, Samsung A, B
H4, H5, H6: not supported
Priming H7, H8, H9
Subtle vs. Subtle
Primed Fiat, Samsung B, C
H7, H8, H9: partially
supported; Significantly
higher EA and lower STRS
neuroscores for Fiat primed
placement
Type/tone of the TV
programme H10, H11, H12
Humorous vs
Drama TV series Casper B, C H10, H11, H12: not supported
104
Product Placement Strategy:
Virtual vs Plot integrated H13, H14, H15
Virtual vs. Plot
integrated Casper A, C
H15:
supported;Significantly
higher STRS neuroscores
for virtual placement H13, H14: not supported
H16
Virtual Product
Placement Omo, Cif A H16:not supported
With regard to prominence, in the literature review it was revealed that
prominent product placements performed better than subtle ones in relation to
consumer memory measures. In accordance with the findings from the literature, it
was anticipated that prominent placements would perform better than subtle ones and
generate higher EA and AT but lower STRS neuroscores. However, the output of
independent samples t-test, that was performed between EA, AT, STRS neuroscores
of prominent Fiat and Samsung placements (viewed by Group A participants) and
subtle Fiat and Samsung placements (viewed by Group B participants), revealed that
there were no statistically significant differences among neuroscores of prominent
and subtle product placements. Based on the neuromarketing research method, it can
be concluded that executing a prominent product placement will not yield
significantly better outcomes than those that subtle ones will yield.
Moreover, with regard to priming, it was revealed in the literature that a prime
prior to a prominant placement activates PKM and generates negative brand attitude.
However, in this study when independent samples t-test between EA, AT, STRS
neuroscores of subtle Fiat automobile and Samsung mobile phone placements
(viewed by Group B) and primed subtle placements (viewed by Group C) was
performed, it was revealed that priming improved effectiveness of subtle
placements.Especially, the Fiat primeimprovedneuroscoresof Fiat subtle placement
significantly. EA score both during and after the Fiat placement increased
significantly for its primed execution implying that the primed Fiat placement
achieved to establish emotional connection with Group C participants. In addition,
STRS neuroscore for Group C participants decreased afterviewing primed Fiat
105
placement. But for subtle Samsung mobile phone placement, an antecedant prime did
not generate statistically significant differences in EA scores in relation to its
primeless execution.
Next, in the product placement literature it was revealed that placements in a
humorous scenes generate more favourable consumer attitudes in relation to those in
non-humorous scenes. However,in our case, when differences in EA, AT, STRS
neuroscores for Casper notebook placement within a humorous and a drama type TV
series were investigated, no statistically significant differences were observed. The
appearance of face of the one of the main characters of the at the same time with the
placement might have affected the effectiveness of the neuroscores for the Casper
placement within the humorous series.
Additionally, effectiveness of two different product placement execution
strategies were compared. EA, AT and STRS neuroscores for virtual billboard
placement and plot integrated visual only placement of Casper branded notebook
were compared. To avoid any differences in neuroscores that might have sourced
from the tone of the TV programme, both of placements were extracted from drama
type TV series (Intikam and Kayıp). The independent samples t-test revealed that the
said two product placement execution strategies differed statistically significantly
only in their STRS neuroscores. The virtual billboard product placement strategy
created more stress at the Group A participants than the plot integrated visual only
placement had created at Group C participants.
In addition, for assessing effectiveness of virtual product placements,
differences in neuroscores of Group A participants for both video clips with and
without virtual placements of Omo and Cifwere compared. The two versions of
video clips were exactly the same, except for the presence of virtual placement in one
of them. However, the paired samples t-test did not yield statistically significant
differences between the two versions. So, it can be concluded that the virtual product
placement despite its increasing popularity on Turkish TV media, is not an effective
product placement execution strategy.
106
7. CONCLUSION, IMPLICATIONS AND LIMITATIONS
7.1. Conclusion
Product placement has been increasingly attracting both scholarly and
practitioner interest during the last three decades. However, question marks
regarding its effectiveness are still prevalent. Especially in Turkey, where the said
practice on TV media was allowed and regulated with the 6112 numbered RTUKact
since April 2011, both academic studies and practitioner efforts devoted for assessing
product placement effectiveness are extremely scarce. This thesis study took an
initiative for shedding light on this issue. Besides its topic, the research method
employed for the purposes of this study, the neuromarketing, is a novel one for
Turkish marketing literature as well. To date, there is not any published academic
studythat had been conducted on the product placement subjectusing the
neuromarketing research method.
The effectiveness of test product placements of this study were assesed from two
aspects. First, the neuroscores for test product placements were assesed in relation to
neuromarketing effectiveness benchmark scores, that were developed by the
neuromarketing research company. Second, they were assessed in relation to
execution related effectiveness factors that were revealed during the literature review
part of this study.
Results from both asssesments revealed two common conclusions that(i) it is not
the prominence, subtlety, strategy of the placement or the tone/type of the TV
programme that boosts effectiveness of product placements but rather an antecedent
ad, (ii) virtual product placements, despite rising as a new popular product placement
strategy on Turkish TV media, is not actually an effective product placement
strategy, attracting high consumer attention but at the cost of creating high stress,
confusion at the consumer.
107
7.2.Managerial Implications
Based on the two common conclusions stated above, invaluable implications can
be drawn for practitioners in the field. First, the product placements, which had been
promoted as viable alternatives to traditional ads for years, should not be considered
as rivals to ads anymore. Instead they should be considered as parts of an product
placement execution strategy, where an antecedant ad supplements effectiveness of
the product placement,especially in attracting high consumer attention. Effectiveness
of product placements in establishing an emotional link with the consumer was
observed only in case of one product, Fiat automobile. Therefore, establishing an
emotional atachment with the consumer through a product placement execution that
involves an antecedant prime can be said to be dependant on the product
type/category.
Moreover, the reports by Nar Agency evidenced that the presence of virtual
product placement applications are on a rapid rise in Turkey. However, based on the
results of this thesis study it can be proposed that this product placement strategy
should not be a preffered one. While virtual placement of products within the
plot/scene creates no significant differences at all, the virtual billboard placement
attracts high consumer attention but actually because of confusion, stress that it
creates at consumers. The consumer experiences difficulties at understanding the
reason of such a branded billboard that is most of the time appearing all of a sudden
during their watching experience of the TV series. Therefore, not only any financial
resources devoted to the said product placement strategy will be wasted, but also it is
highly likely that this placement strategy generates unfavourable consumer attitude
toward the placed brand.
108
7.3.Limitations and Future Research
Although the research design of this study can be considered as a well-founded
one as compared to a typical experimental research design, it is still subject to some
limitations, mainly due to its sample size. Although the total sample size (n = 91) and
the sample sizes for the three groups (n = 31; n = 30; n = 30) can be considered as
more than sufficient (compared to the most experimental research studies), sample of
this size may still cause difficulties for performing solid statistical analyses.
Admittedly, there were several casesin each of the groups that were not involved in
the statistical analyses either because the data provided by them was not evaluated as
valid or due to technical problems experienced during neuromarketing measurement
process. In addition, it can be said that the group sample sizes for some test
placements were decreased to even 18 in some cases. However, since a typical
sample size for most neuromarketing studies is maximum 18, then sample of this
sizeisstill expected to yield firm statistical results. Nonetheless, the readers should be
cautious in generalizing the results.
Moreover, this study only focused on a limited number of different product
placements execution strategies, namely prominent, subtle, primed, virtual, visual-
only plot integrated product placements. Therefore, future studies should investigate
effectiveness of other product placement execution strategies, such as audio-only,
both visual and audio product placements. Also, in this study only the product
placement effectiveness within a humorous and drama type TV series were
investigated. Future research can explore effectiveness within other type of TV
programmes, such as information-news programmes, game shows, competitions.
Additionally, it should be also noted that in this study only a limited number of
product types, namely, automobile, mobile phone, notebook and cleansers, that were
placed within TV series were considered. Future research may focus either on other
product types or prefer to explore more in-depth only one or at most two of the said
product types. To illustrate, focusing on effectiveness of placements of automobiles,
109
which based on the results of this study were found to be most influental at the
consumer among all test product placements, will most likely yield invaluable results
for practitioners in the field.
Next, a 10 second ad was considered as a prime for product placement execution
in this study and was evidenced as highly influental in product placement
effectiveness, in particular attracting consumer attention. Future research may
explore its influence on product placement effectiveness in case of executing it not
before but after the product placement.
110
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118
APPENDICES
Appendix 1. Studies on Movie Product Placements
Reference Year Aim
Sample and
Method
Effectiveness
measure Effect
Brennan et
al. 2004
to investigate
perceptions and
attitudes of Australian
moviegoers' in
relation to the
acceptability of
placements including
those of ethically
charged goods
survey with 146
students (with a
mall-intercept
approach on a
campus)
attitude
acceptability of
ethically and
non-ethically
charged goods
Non-ethically-charged-goods (neutral
products) were accepted more than
ethically charged ones;cigarettes being
the least acceptable of ethically charged
ones and fatty foods in neutral ones.
Males and frequent movie watchers were
found to accept ethically goods more
than females and infrequent movie
watchers.
Similar pattern of individual influences
found on placement perceptions between
Australians' and those of Americans',
Austrians' and Frenchs'
d'Astous
and
Chartier 2000
to examine the impact
of objective and
subjective
characteristics of
placements on
consumer evaluations
and memory
experiment
(excerpt from
movies)
accompanied by a
telephone survey
of 103 moviegoers
one week later
spontaneous
recall and
recognition
Positively evaluated and prominent
placements were evidenced to increase
brand awareness
Strong plot connected found to enhance
favourable consumer attitudes
DeLorme
and Reid 1999
to examine how brand
placements are
interpreted within the
everyday lived
experience of the
movie audience
8 focus groups and
30 interviews with
nonstudent
movieviewers
placement
interpretations
Three themes - appreciating realism,
noticing the familiar, relating to
characters- to movie centrality
four consumption specific themes -tools
for purchasing decisions, tools for
identity and aspirations, changes and
discomfort, and belonging and security-
were uncovered.
Regardless of age and movie watching
frequency, participants were active in
viewing experience and interpreting
placements, which to older ones
symbolized social change while to
younger ones belonging and security.
Gupta and
Gould 1997
to explore perceptions
of the acceptability of
placements in movies
survey with 1012
college students
attitude
product
placement
acceptability
Positive attitudes in general -especially
by those who value percieved realism
and less restrictions- were observed
Less acceptability of ethically charged
goods (alcohol, guns, cigarette) was
prevalent.
Frequent movie watchers and males
were found to more accepting ethically
charged goods.
119
Gupta et
al. 2000
to discuss product
placement issues from
perspectives of
marketers,
moviemakers,
consumer advocates
re-analysis of
survey data from
Gupta and Gould
(1997) attitude
2 distinct segments, "those who like ads
less" and "those who like ads more"
were found
Positive attitudes toward placements
replicated but higher for the latter
segment.
Two perdictors of attitude toward
placements "attitude against placement
of ethically charged goods" and "
subconcious influence potential of
placements" were evidenced to have
differential impact between segments.
Gould et
al. 2000
to investigate
crossnational
perceptions of the
efficacy and
acceptability of
placements through
comparison of results
by Gupta and Gould
(1997) in US with
those generated from
Austrian and French
samples
U.S. survey data
from Gupta and
Gould (1997) and
questionnaire with
204 French and
240 Austrian
participants
attitude
product
placement
acceptability
U.S. consumers found to accepting more
and purchasing more likely the product
placed (country-based difference).
Some products (ethically charged ones)
were found to be less acceptable
(product difference)
Gender differences were evidenced
across all three countries (individual
difference; males accepting more than
females)
Gupta and
Lord 1998
to compare
effectiveness of
product placement
strategies with each
other and with
advertising
experiment
(excerpt from
movies)
accompanied by a
survey of 274
students
spontaneous recall
aided recall
Prominent placements generated higher
recall than advertisements, which, in
turn, outperformed subtle placements.
Explicit audio placements lead to better
recall rate than a subtle visual placement
but adding audio message to a prominent
visual placement did not enhance its
recall rate.
Auty and
Lewis 2004
to examine the
influence of product
placements on
children of two
different age groups
(6-7 and 11-12)
experiment
accompanied by an
interview with 105
children (48 of
them were 11-12;
rest 6-7 years old)
recall
implicit test of
preference
The group that saw the branded movie
clip prefered significantly to drink the
product that was placed in the film.
However, the interview revealed that it
was not only the exposure to placement
but rather together with a previous
exposure that affected choice. Age was
not found to affect the choice.
Yang and
Roskos-
Ewoldsen 2007
to examine the
influence of three
different placement
leveles on explicit and
implicit memory for
the brand, implicit
choice behavior and
attitudes toward the
brand
experiment (movie
clips with three
placement levels,
background, used
by character, plot
connected)
accompanied by a
survey with 373
students
explicit memory
(recognition),
implicit
memory (word-
fragment completion test)
implicit
behavior
attitude toward
the brand
Recognition rate was heighest for the
one used by the character and the plot
connected one but lowest for
background placement.
Word-fragment completion (implicit
memory) rates for placed brands were
higher than those that were not placed.
Participants who were exposed to the
brand in the movie were more likely to
choose the brand than those were not.
Only when the product was used by
main character the audience expressed
more positive attitude toward the placed
brand.
120
Jin and
Villegas 2007
to explore the role of
prior brand evaluation
and the placement in
humorous movies on
the consumer
judgement stage
experiment (two
different versions
of a movie clip
displayed to two
different groups)
accompanied by a
survey of 185
undergraduate
students
emotional response
attitude
purchase
intention
Placements in humorous movie scenes
lead to positive emotional responses
from consumers.
Prior brand evaluation was found to be
significant in post-decision-making
processes (e.g. purchasing behavior).
Johnstone
and Dodd 2000
to investigate
effectiveness of
placements as
mediators of brand
salience within a UK
cinema audience
experiment
(excerpt from a
movie)
accompanied by
both pre- and post-
exposure
questionnaires with
53 participants
brand salience
self monitoring
liking
attitude
Placements increased levels of brand
salience and these levels found to be
likely to increase significantly in
individuals who like (or attend to) the
film and who are high self-monitors
Familiarity with a product category and
prior exposure to host communicator
were found to be likely to have an
adverse effect upon brand salience
Cholinski 2012
to examine the
effectiveness of
prominent, audio-
visual, highly plot
connected product
placement
experiment
accompanied by a
survey of 200
Polish movie
viewers
unaided brand
awareness,
attitudes toward placed brands
brand choice
Exposure to the prominent, audio-visual,
highly plot connected placement
increased brand awareness among
viewers, regardless of other executional
variables
However, it did not guarantee positive
impact on attitudes and brand choice.
Nelson
and
Devanatha
n 2006
to explore Indian
moviegoers' responses
to brand placements in
a Bollywood film
experiment
accompanied by a
survey with 86
participnats (%85
graduate students)
recall (effect of
film
involvement
and brand
consciousness on recall)
attitude
Film involvement showed a negative
effect on brand recall, whereas, brand
consciousness had a positive effect
Brand consciousness also had a positive
effect on enhancing film realism aspect
of brand placements but it was not
related to attitudes toward placements in
general.
Nelson
and
McLeod 2005
to assess influence of
commercial media
(e.g.Tv, movies) and
percieved peer and
parent brand
consciousness on US
adoloscent brand
consciousness
survey of 462
students (about
clothing, selection,
appearance
satisfatction,
communication
with peers and
parents)
brand
consciousness,
placement
awareness and liking
percieved
effects on self
and others
Movies and percieved parent and peer
brand consciousness were positively
related to adolescent brand
consciousness.
High brand conscious adolescents were
most aware and favourable towards
placements.
All adolescents found to consider that
others were influenced by placements
more than themselves (third person
perception)
Panda 2004
to examine
effectiveness of
product placements in
Indian films in
relation to brand
memory and attitude
experiment
accompanied by a
survey with 80
postgraduate
students
recall, recognition
attitude
Positive attitudes toward placements in
general were observed.
Well known brands (recall rate for Coke
%100) and explicit placements were
recalled better than lesser-known brands
and subtle placements.
Lehu and
Bressoud 2008
to explore new
insights regarding
viewers' reactions
during a second
viewing of a movie
experiment
(watching of a
rental DVD at
home) rented
accompanied by a
survey with 3532
French DVD
viewers
recall:
sponataneous
day after recall
(SDAR)
Recall of placed brands improved after
first viewing of the movie at the cinema,
as well as, after watching it at home on a
large home cinema screen
Choosing a DVD movie because of its
director and liking the movie itself were
found to enhance recall of the placed
brands.
121
Lehu and
Bressoud 2009
to investigate the
interaction between
prominence and plot
connection in the
context of consumer
perceptual process
experiment
(watching of a
rental DVD at
home) rented
accompanied by a
survey with 3532
French DVD
viewers
recall:
sponataneous
day after recall
(SDAR)
Prominent and plot connected
placements were found to generate better
brand recall than prominent placements
that were not plot connected, which in
turn, lead to better recall rate than plot
connected placements that were not
prominent
Bressoud
and Lehu 2007
to assess effectiveness
according to the
spectator's viewing
conditions (before,
during, after viewing
the movie)
experiment
(watching of a
rental DVD at
home) rented
accompanied by a
survey with 3532
French DVD
viewers
recall:
sponataneous
day after recall
(SDAR)
Liking movie director, movie genre, and
the movie itself improved recall of
placed brands but speaking with
someone else while watching the movie
weakened the recall rate.
Dens et al. 2012
to investigate effects
of placement
prominence and plot
connection on brand
attitude and
recognition
experiment
accompanied by an
online survey with
375 watchers of a
full length movie
in a movie theater
(real setting)
recognition
attitude
Highest recognition score was observed
for placement that was highly prominent
and highly plot connected but most
positive attitude was observed for
strongly plot connected less prominent
placements.
Brand recognition found to mediate the
effect of only plot connection -but not
the prominence- on brand attitude.
Brennan
and Babin 2004
to assess the effect of
adding an audible
reference to a visually
prominent brand
placement on
recognition of the
brand placed
experiment (entire
movie viewed in
class) accompanied
by a survey with
98 undergraduate
students recognition
Recognition levels of audiovisual
prominent placements are higher than
those by visual-only placements
Higher recognition scores for familiar
brands than for unfamiliar ones, even
when recognition scores for familiar
brands were adjusted
Morton
and
Friedman 2002
to investigate the
correlation between
audience beliefs about
a placement and
reported product
usage following
exposure
survey with 132
college students
belief (attittude)
and behavior
Beliefs that are associated with a
product's portrayal in a movie were
found to be likely to be useful in
predicting product usage following
exposure
Eisend 2009
to investigate cross
cultural
generalizability of
consumers' acceptance
of movie placements
re-analysis of
survey data from
previous
acceptability
studies (Gould et
al, 2000; Brennen
et al., 2004;
McKehnie and
Zhou, 2003;
Mouskourova et
al., 2006)
attitude
acceptability of
ethically
charged and
neutral goods
Product placement acceptability of
ethically charged goods were found to
be generalizable over 7 differerent
cultures but neutral product were not.
Ethically charged goods were described
as "indifferent" between acceptable and
unacceptable over all cultures, while
neutral products were highly accepted
and its acceptance varied from country
to country.
Vollmers
and
Mizerski 1994
to assess
communication
effects of product
placements
Experiment with
71 college students
that involves
placements within
a movie clip recall
Found high unaided recall of brands
placed within the movie clips, but no
significant difference between the
treatment and control groups in terms of
affect for the products appearing in the
films.
122
Pardun
and
McKee 1996
to gain a better
understanding of their
perspective on the
practice of brand
placement as part of
an overall media
strategy.
National mail
survey of top 500
advertising
agencies in United
States
practitioner
beliefs
Respondents were relatively
knowledgeable and enthusiastic about
the practice of movie placements
They acknowledged the positive and
long-term role of brand placement in
movies, considered the potential for a
national audience to be the most
important benefit, and expected to
increase their usage of brand placement
in the future
Ong and
Meri 1994
to assess viewers'
brand recall, purchase
intentions, and ethical
judgments of the
practice of brand
placement.
75 theatergoers
sample two real
movies shown in a
theater and theater
exit interviews
spontaneous
recall
Found low unaided recall with recall
ability and patterns differing greatly
among individual respondents.
Subjects who did remember brands in
movies did not indicate increased
purchase intentions.
Respondents had generally positive
attitudes toward the practice of brand
placement.
Nebezahl
and
Secunda 1993
to explore
moviegoers' attitudes
toward the practice of
brand placement in
movies
survey with 171
college students attitude
Most respondents did not object to brand
placement, considering it as an effective
marketing communication technique
More positive attitudes were observed
toward the practice than toward other,
more obtrusive promotional forms.
A small minority of respondents
objected to brand placement because
they felt it was deceptive.
Karrh 1995
to examine
professionals' beliefs
about the practice of
brand placement.
National mail
survey 22 brand
placement
practitioners who
were all members
of the professional
group, ERMA
practitioner
beliefs
Respondents believed the most effective
brand placements have a recognizable
package or design, positive portrayal in
the movie, and further promotional
support.
They consider the best measures of
brand placement effectiveness to be
recall and recognition.
McKee
and
Pardun 2000
to examine PR
professionals' beliefs
about the practice of
brand placement.
survey with 106
public relations
professionals in
US.
practitioner
beliefs
PR professionals reported ―international
viewing potential‖ instead of national
one together with ―price of the
placement‖ and ―theme of the movie‖ as
the most important factors.
Karrr,
McKee
and
Pardun 2003
to reveal the evolution
of practitioners‘
product placement
views since Karrh's
study conducted in
1995
questionnaire with
28 ERMA
members
practitioner
beliefs
Effective placements in 2003 mandated
a more expanded set of both executional
factors and brand characteristics.
Also, the importance attached by
practitioners to each executional factor
and brand characteristic increased.
More practitioners in 2003 believed that
product placements have a subliminal
aspect than in 1995.
Additionally, practitioners‘ belief
regarding the future rise in product
placements was reinforced in 2003.
Babin and
Carder
1996
a
to assess
communication
effects of 39 brands
placed within full-
length movie, Rocky
III (1982)
Simulated theater
viewing
experiment with
108 college
students brand salience
Brand salience was significantly greater
for treatment than control group for
more than 25% of the 39 brands
appearing in the movie.
No significant differences found
between groups in terms of attitudes
toward 15 of the brands examined.
123
Babin and
Carder
1996
b
to explore viewers'
recognition of movie
product placements
Simulated theater
viewing
experiment with 98
college students
focusing on
viewers'
recognition of 36
brands appearing
in each of the full
length movies
Rocky III and
Rocky V. recognition
Viewers correctly recognized brands
appearing within their respective movies
and also were able to distinguish
correctly among brands not present in
the movie they viewed.
For Rocky III, over 50% of brands were
recognized by more than 30% of its
viewers and for Rocky Vover 33% of
brands were recognized by more than
30% of its viewers.
Argan et
al 2007
to explore placement
strategies used in a
Turkish movie named
GORA and measure
their effectiveness
through unaided recall
test
content analysis
and a questionnaire
with 277 film
viewers
unaided recall
nature and
prevalence of
placements
% 86.6 of the audience recalled
unaidedly at least one brand that was
placed in the film.
Most recalled ones were shortly showed
on the screen (4-6 seconds) but they
were congruent to the plot.
Liking of the film affected positively the
recall rate of placed products but other
demographics such as age, gender,
education etc did not
Bressoud
et al 2010
to assess relative
impact of placement
and audience
characteristics on
product placement
recall
survey with 3,532
individuals who
viewed a DVD
movie
rental the previous
day recall
Viewing the movie on a large screen was
found to be the most important factor on
recall. It also increases the positive
impact of visual characteristics of the
placement.
Another key finding was the detrimental
effect of multiple simultaneous
placements, which reduce placement
recall as well as eliminate the otherwise
positive impact of a placement‘s level of
plot integration and auditory mention.
Jan and
Martina 2013
to discover connection
between company‘s
competitiveness
and product
placement as a
marketing tool, as
well as, the genesis of
product placement
survey with 24 TV
studio experts,
directors and
producers, and
other experts
(media agencies
and advertisers) in
Czech Republic
practitioners
views
Marketers are sure that product
placement is efficient.
The product placement is one of above-
the-line marketing tools belonging to a
longterm marketing field where the
brand building is also included.
Nelli 2009
to investigate attitudes
toward and
acceptability of
product placements
by Italian college
students
survey with 400
Italian college
students
attitude
acceptability
Generally favourable attitudes toward
product placement were found.
Product and gender have an impact on
product placement acceptability.
Comparisons to the previous American,
Australian, Chinese, Austrian and
French findings show a similar pattern
of individual infl uences on product
placement perception.
Nonetheless, Italians had lower
acceptance levels for product placements
and ethically charged goods in relation
to US, French and Austrian consumers.
124
McKehnie
and Zhou 2003
to compare attitudes
of Chinese consumers
towards product
placement to those of
American consumers
experiment (
watching of a
movie clip that
involved scenes
with product
placements from 4
different films)
accompanied by a
self-administered
questionnaire with
108 Chinese
studentss
attitude
acceptability
Country differences were evident since
Chinese consumers were generally less
accepting of product placement than
American consumers.
However, individual differences were
not found to have much of an impact
given the major differences in cultural
values between the US and China.
Also more ethically-charged products
generated greater concerns among both
US and Chinese consumers than less
ethically-charged products
sung et al 2009
to investigate attitudes
towards product
placement in films
among non-student
viewers
survey with a US
sample of 3,340
non-students
attitude
consumer
perceptions
Non-students are more neutral towards
the practice than students. They are
positively disposed towards product
placement, value the realism that
placement brings, and do not perceive
the practice as unethical or misleading.
A diverse pattern of differences in
perception across demographic groups
Minority perceived need for
governmental regulation of product
placement and that the only situation for
which consumers would desire
regulation is for the placement of
ethically charged products having a
significant proportion of non-adult
audience members.
Torrano
and Flores 2009
to analyse product
placement (PP)
effectiveness based on
Dual Mediation
Hypothesis Model
DMH (Mackenzie et
al, 1986) for French
and Spanish
consumers
experiment (four
groups formed
based on movie
watching
frequency and
frequency of using
the product)
accompanied by a
questionnaire to a
sample of 409 (205
French and 204
Spanish
undergraduate
students).
effectivene
ss through
thoughts,
attitude,
brand
influences,
purchase
intention
and cross-
cultural
comparison
Thoughts about PP were found to
influence on attitude towards PP,
attitude toward PP to influence thoughts
about brand, and thoughts about brand
influences in turn on attitude towards
brand, and attitude towards brand
influences on purchase intention.
With reference to cross-cultural aspect,
the results show that there are not
significant differences between French
and Spanish consumers.
Appendix 2. Studies on TV Product Placements
Reference Year Aim Sample and Method Measure(s) Results
d'Astous
and Seguin 1998
to examine the impact of
different placement
strategies (based on type
of placement, sponsor's
image, type of TV
program, sponsor-
program congruity) on
experimentally
designed
questionnaires, which
included 12 vignettes
corresponding
placement conditions,
with 93 students Attitude
Most negative reactions were
evidenced to be generated by
placements in mini-series/dramas.
Placements were percieved as less
ethical when they are passive and
implicit witihin an
information/services magazines.
125
consumer reactions Sponsor-program congruity leads to
better ethical and evaluative
reactions for all TV program types
except for mini-series and dramas
Law and
Braun 2000
to investigate
effectiveness of
placements on TV
through explicit and
implicit memory measures
experiment (watching a
10 minute clip from a
TV serie) accompanied
by a survey with 111
undergraduate students
recall and
recognition
implicit
memory
(product
choice)
Overall enhancement in product
recall, recognition and choice due to
placement was observed.
Centrality to the plot generated
increased recall but not product
choice, while visual placements
most influenced choice but were
least recalled.
Performance on explicit memory
task found to be not neccessarily
related to implicit memory
performance.
Reijmerdsal
et al. 2007
to examine effects of
exposure frequency of
television placements on
brand image and to
investigate the role of
brand memory
an online survey with
655 respondents and an
experiment (watching
an informational TV
program) as well as a
second follow-up online
survey with 139
undergraduates
recognition,
brand image,
attitude
toward
placement
Effects of placements on brand
image were observed to occur after
two or more exposures.
Brand image changed in the
direction of the program but no
effect of brand memory on brand
image and no significant
relationship were observed between
exposure frequency and brand use,
age, education, gender, attitude.
Tiwsakul et
al. 2005
to investigate attitudes to
and recognition of
explicit, non-integrated
placements in British TV
programs by young and
mixed nationality TV
viewers
in-depth interviews and
questionnaires
regarding soap operas
and mini-series on
British TV channels
with 50 respondents
Attitude
acceptability
Positive attitudes but low recall
rates for the said placement type
were observed but inconclusive
result for its direct sales effect.
Placements were prefered to
advertisements but subliminal
placements and the use of ethically
charged goods in placements were
found to be major ethical concerns.
Gender differences in acceptability
of ethically charged goods was
observed.
Cowley and
Barron 2008
to investigate whether
prominent placements in
TV programs will cause a
negative brand attitude for
viewers who like the
program
experiment (display of
2 mini-serie episodes,
one with placements
and the other with both
placements and ads as
persuasive-intent
primes) to two groups
accompanied by a
survey with 215
undergraduate students
recall and
recognition
Prominent placements were found to
generate negative brand attitude
when the program was liked; it
lgenerated positive brand attitude
when the program was not liked
much but this positive shift
disappeared when a persuasive-
intent prime preceded exposure to
prominent placement.
Subtle placements were found to be
less likely to cause negative shifts in
brand attitude
Homer 2009
to examine the effects of
placement repetition
comparing to subtle
placements with
prominent ones
experiment (4 movie
clips -subtle/prominent
placement *
low/moderate
repetition-
shown)accompanied by
a survey with 108
attitudes
towards brand
and the TV show
beliefs
regarding the
Repetition of prominent placements
for known brands found to have a
negative impact on brand attitude
but subtle placements were
appreciated especially with
moderate repetition levels.
126
students program
Gould and
Gupta 2006
to inquire how consumers
view game shows and
products placed in them
In Study1 101 students
watched and
commented on one game show;
in Study2 23 informants
were interviewed
consumer
interpretations
Study 1 yielded four major themes:
(1) the referencing practices of
reflexivity, intertextuality, and
communal referencing; (2) specific
game shows as ites of meaning; (3)
postmodern game show
ambivalence; and (4) product
placement as a site of meaning
A model emerged consisting of
three interacting sites of constructed
meaning—(1) consumers, (2) game
shows, and (3) products placed
Gupta and
Gould 2007
to explore relative effects
of placements (in the form
of prizes in game shows)
versus traditional
advertising in terms of
recall and within the
context of game shows
experiment (30 minute
clip with both
placements and
commercials from a
game show shown)
accompanied by a
survey with 167
students
unaided,
aided and
total recall
Location and price of the product
were most important predictors for
placement (prize) recall and
commercials were overall better
recalled
Russell and
Stern 2005
to predict product
placement effets on TV
sitcoms with his proposed
Product-Character
Association (PCA) model
experiment (watching a
sitcom episode that was
created for the study)
accompanied by a
survey with 106
undergraduate students
attitudes
toward the
sitcom
episode,
products and
characters
Respondents distinguished between
recurrent and temporary characters
and made more PCAs with recurrent
ones; respondents were found to
associate products with characters
and their attitudes toward character
were found to drive attitude toward
the product associated with the
character.
Schmoll et
al. 2006
to investigate baby
boomers' attitudes
towards placements in
movies and TV
survey with 305
respondents Attitude
In general positive attitude towards
placements was observed and this
attitude was related to media
consumption.
Males were more positive than
females
%60 found to believe that
placements add realism into TV
shows.
Russell 2002
to investigate the
effectiveness of
placements on TV shows
through effect of modality
and plot connection
congruence on brand
memory and attitude
experiment (watching
of a 27 minute sitcom)
with 107 respondents
accompanied by
questionnaire
attitude
toward the
show,
characters and
recognition of
placed brands
Memory improved when modality
and plot connection were incogruent
but persuasion was enhanced by
congruency
Congruent placements appeared
natural, incongruents adversely
affected brand attitudes.
Ferraro and
Avery 2000a
to outline the frequency,
context and characteristics
of brands placed on
prime-time television
content analysis of 112
hours of prime-time TV
programming on 4
major networks
(ABC,CBS,FOX,NBC)
brand
appearance,
verbal
mention
Majority of placements were
observed to appear in sitcoms,
movies, dramas (%43), sports (%8),
news, feature magazine (%38) and
game shows (%11).
%40 of placements appeared in
shows suitable for product
placements and in these shows
placements were prominent,
127
involving character interaction
and/or being essential to the scene
Avery and
Ferraro 2000b
to explore the manifest
and latent aspects of brand
portrayal
content analysis of 112
hours of prime-time TV
programming on 4
major networks
(ABC,CBS,FOX,NBC)
prevalence
and nature of
placements
Majority of placements were
observed to appear in live or topical
events.
The majority of brands appeared in
scripted programs were suitable for
passive persuasion and subtly
displayed, while prominently placed
ones involved character interaction
and plot connection
Smit et al. 2009
to investigate the
prevalence and
characteristics of
placements on Dutch TV
and experiences of
practitioners in placement
production for TV
content analysis of one
week Dutch TV
programs and 24
interviews with
practitioners
placement
prevalence
and characteristics
practitioners'
views
Placements were more prevalent on
commercial networks than on public
network programmes; placements
on commercial networks were
mainly visual and plot integrated
while those on public channels were
less prominent.
Practitioners asserted that
placements are future of TV
advertising
Wouters
and
Pelsmecker 2011
to examine differences in
frequency and type of
placements between
scripted and non-scripted
US and Flemish TV
programs
content analysis of 42
prime-time nights on
six Flemish TV
channels was conducted
frequency and
type of
placement
No difference in placement
frequency between Flemish and US
programs was observed.
Flemish placements more often
produced in scripted programs,
while, US placements occured in
non-scripted more often.
US marketers handle the placement
integration more professionally than
their Flemish counterparts.
La Ferle
and
Edwards 2006
to assess placement
techniques, placements in
different program types;
the techniques used to
place goods, services and
other types of brands;
prevalence of placements
versus plugs and growth
of placements over time
content analysis of 105
hours of prime-time TV
programming across 5
major networks
(CBS,NBC,ABC, FOX,
The WB)
visual and
verbal
characteristics
One placement every 3 minutes of
programming with being mostly
visual (%52.8) was evidenced.
Brands related to media and
entertainment placed mostly
(%32.7), while special event
programmings involved the greatest
number of placements.
Traditional products (%38.2) were
most likely to be placed, followed
by entertainment-related (%26.1)
and service-related (%25.9) ones.
Russell and
Puto 1999
to investigate qualitatively
audiences' relationships
with TV programs
content analysis of
viewers' opinions on
focus groups, internet
fan forums,
phenomenological
interviews
high
involvement
and
connectedness
A construct named "connectedness"
was revealed
It defines the intense relationships
between the audience and a TV
program that touches to individuals'
personal and social lives
128
La Pastina 2001
to discuss the way that
rural viewers appropriate
telenovelas in their daily
lives and assign meanings
to the texts according to
their own values and
beliefs about gender
roles, relationships, and
sexuality.
a year-long
ethnographic study of
soap viewers in a small
rural community of
Brazil
consumer
interpretations
Product placements within
telenovelas are not necessarily read
as direct product promotion or
advertising but instead are perceived
as the glamour of upper-class
urbanites.
Relationship between viewers and
product placement is dynamic in
that different viewers not only
address the same text with different
subjectivities, but also within
contextual structures that enable or
constrain that text-reader
relationship.
Pervan and
Martin 2002
to examine the types of
products, context and
emotional outcomes of
consumption imagery in
soap operas in US and
New Zealand
content analysis of
highest rated soap
operas of US and New
Zealand
types of products
context and
emotional
outcomes of
consumption
imagery
Placements in American soap operas
displayed more consumption
imagery in relation to leisure and
appearance-related items, whereas
New Zealand soap operas included
placements of transport or food
related products.
Placements in New Zealand soap
operas yielded more positive
emotional consequences,
particularly for products such as
alcohol and cars in relation to those
in US soap operas
Appendix 3. Studies on Video Game Product Placements
Reference Year Media Aim Sample and method
Effectiveness
measure Effect
Acar 2007
Online
games
to examine effects of incidental
exposure to advertisements in
online games taking into
account location (high/low
proximity) and message
content (visual/verbal)
experiment (playing
an online game with
placements)
accompanied by a
questionnaire with
190 undergraduate
students
incidental
exposure
measures
High proximity to the focal area
was observed to have but
message content had no
incidental effects.
Chaney et
al. 2004
Online
games
to investigate effectiveness of
billboard placements
experiment (playing
an online game with
placements)
accompanied by a
questionnaire with 42
participants
unaided
recall
Higher recall rates than those for
sports events were evidenced.
Pictures were recalled better
than words and game experience
did not influence recall.
But there was a limited
agreement on the view that
billboards enhances game
experience
129
Wise et al. 2008
Video
games
to explore how variation in the
thematic connection between
the game and the brand affects
the relationship between
attitude toward the game and
the brand
experiment (playing a
video game with
placements)
accompanied by a
questionnaire with 40
participants
attitudes
toward the
game and
brand
Strong thematic connection
between the advergame and the
brand found to lead to stronger
positive relationship between
attitude toward the advergame
and the brand.
Kuhn et al 2007
Video
games
to investigate factors effecting
recall of brands placed in a
video game
focus group with 7
marketing students recall
Introductory footage to a game,
enhanced game skill and
experience were observed to
increase recall rate.
Lee and
Faber 2007
Online
games
to explore under which
conditions product placement
in an on-line game will get
noticed and be remembered
from a perspective of the
limited-capacity model of
attention
experiment (playing
an online game with
placements)
accompanied by a
questionnaire with
155 students
recall and
recognitio
n
Moderate involvement of
experienced gamers enhanced
their recognition of focal brands
but high involvement and low
game experience weakened the
recall; high incongruency
between placement type and the
game content enhanced recall.
Yang and
Wang 2008
Compu
ter
games
to examine under which
placement forms and for which
product types placements in
computer games are most
effective
experiment (playing
game with the three
placement forms,
goal, operator and
feedback)
accompanied by a
pre- and post-
experiment
questionnaire with
153 respondents
percieved
brand/pro
duct equity
brand
recall and
recognitio
n,
For shooting/sport games; tool
(high-utility but low price
products such as food and fuel)
and symbolic products (high
price but low utility such as
jewellery) feedback placements
For role-playing/strategic
games, tool and enhancement
products (high price and high
utility such as white electronics)
operator placements were found
to be suitable.
Goal placements should appear
when the player passes a new
level.
Winkler 2006
Compu
ter/vide
o
games
to investigate memory of
products, brands, and
companies in advergames and
whether the acceptability of
product placement in
advergames is related to
attitude towards advertising in
general
online questionnaire
applied to 42
advergamers who
were generated with
snowball sampling
recall
attitudes
toward in-
game
product
placement
s and
advertisin
g
Recall of products and
companies was high (%86).
Advergames might work more
effectively for brands that are
already known to the game
player
Being negative about advertising
in general was observed to have
a stronger influence on the
attitude towards product
placement in games than being
positive about advertising in
general
Glass 2007
video
games
to explore effectiveness of
product placements in relation
to attitudes using IAT (implicit
associations test)
experiment (playing a
video game with
placements)
accompanied by an
online questionnaire
with 28 college
students
IAT
(implicit
associatio
ns test)
Players categorized in game
brands as ―good‖ significantly
faster than they categorized
them as ―bad‖
They categorized in game
brands as "bad" significantly
longer than they did out-of-game
brands.
130
Walsh et al 2008
video
games
and
sports
progra
m
to compare effectiveness of
product placements in live tv
sport programs and those in
sport video games
experiment (playing a
video game,
NASCAR, with
placements)
accompanied by a
questionnaire with 72
undergraduate
students
recall and
recognitio
n
Brands placed on live tv sport
program (NASCAR race)
generated higher recall and
recognition rates than those in
sports video game (NASCAR
game)
Nelson 2002
comput
er/
video
games
to examine short term and long
term effectiveness of product
placements and players'
attitudes toward placements in
games (immediately after the game and 5 months later )
experiment (playing a
video game that
encompasses product
placements)
accompanied by a
questionnaire with 20
game players
unaided
and aided recall
attitude
25 to 30 % of recall rate in short
term, 10 to 15% in long term
was observed.
Recall superiority of brand when
it was major part of the game,
local, new and incongruent to
game setting.
Nelson et al 2004
comput
er
games
to explore attitudes of game
players toward advertising and
product placements
netnography and
questionnaire that
resulted in analysis of
805 postings on
Slashdot named
discussion web site
attitude
evaluation
s of
placement
s
Positive relationship between
attitudes toward advertising in
general and attitudes toward
product placement in games was
observed
Yang et al. 2006
comput
er/
video
games
to examine effectiveness of
product placements in terms of
explicit (recognition test) and
imlicit memory (word
fragment test) measures
experiment and
questionnaire
recognitio
n
word
fragment
test
Low levels of explicit memory
(recognition test) for the brands
was evidenced
Rather high implicit memory
(word-fragment test) for the
brand names placed in the video
games.
Kim and
McClung 2009
sport
video
games
to examine ethics and
acceptability of product
placements within sport video
games (SVGs) and attitudes
towards placements in SVGs
together with their effects on
purchase intention for product
placed within SVGs.
online survey with
253 sport video
gamers
attitude
acceptabil
ity
purchase
intention
Generally favorable attitudes
toward placements in SVGs
were observed.
Ethically-charged products are
perceived as less acceptable than
other products.
Individual differences among
gamers are found based on their
related attitudes, hours of
playing games, and gender.
Also, gamers who have
favorable attitudes toward
product placement are more
likely to intend to purchase a
product which may be placed in
SVGs.
Mackay et
al 2009
comput
er/
video
games
to examine whether brand
placements in computer/video
games can shift pre-existing
consumer attitudes towards a
specific brand
experiment (playing a
video game that has
placements)
accompanied by a
questionnaire with
154 Australian game
players
attitude
recall
Participants with a pre-existing
positive attitude towards the
embedded product did not show
increases in their brand attitudes
Nontheless, they did show
higher recall rates after exposure
to this brand during game-play
in relation to those who were
less positively predisposed to the
embedded brand
131
Choi et al. 2013
comput
er
game
to investigate the influence of
sensory distractions on implicit
brand memory
experiment followed
by a postexposure
questionnaire with 80
S.Korean
undergraduates
implicit
memory
Auditory distractions were
found to inhibit implicit brand
memory but visual ones were
not found to distract implicit
brand memory significantly.
Higher distraction effects were
found more for familiar brands.
Jeong et al. 2011
video
game
to investigate the effects of
violence cues (blood and
screams of pain) and players‘
individual differences in
aggression (trait aggression) on
brand logo memory and on
attitude change in a violent
video game
experiment
accompanied by a
pre- and post-
questionnaire to a
sample of 80
undergraduate
recall
attitude
Physiologi
cal
Arousal,
Spatial
Presence
and
Engageme
nt
Violence cues found to influence
brand logo memory through
engagement and affect attitude
change through arousal.
Although physiological arousal
led to positive change in brand
attitude, it does not significantly
influence logo memory.
132
APPENDIX 4:
ÖZGEÇMĠġ
VILDAN KARIġIK
(AraĢ. Gör.)
TC Kimlik No /
Pasaport No: 17180982804
Doğum Yılı: 1983
YazıĢma Adresi : VALĠKONAĞI CADDESĠ LEYLAK SOKAK NO:8/8 FLORYA
34153 Ġstanbul/Türkiye
Telefon : 02125806614
e-posta : [email protected]
EĞĠTĠM BĠLGĠLERĠ
Ülke Üniversite Fakülte/Enstitü Öğrenim Alanı Derece Mezuniyet
Yılı
Türkiye Fatih Üniversitesi Sosyal Bilimler
Enstitüsü
Üretim Yönetimi
ve Pazarlama
Doktora
(Tez
Dönemi)
Ġngiltere,
Ġtalya,
Ġsveç
Heriot Watt
University,
Politecnico di
Milano, Umea
University
School of
Management
Management
(Strategic
Project
management)
Yüksek
Lisans 2010
Türkiye Boğaziçi
Üniversitesi
UYGULAMALI
BĠLĠMLER Y.O.
Uluslararasi
Ticaret Lisans 2008
AKADEMĠK/MESLEKTE DENEYĠM
Kurum/KuruluĢ Ülke ġehir Bölüm/Birim Görev Türü Görev
Dönemi
Fatih
Üniversitesi Türkiye Ġstanbul
ĠġLETME
(ĠNGĠLĠZCE)
AraĢtırma
Görevlisi 2010-
UZMANLIK ALANLARI
Uzmanlık Alanları
Sosyal ve BeĢeri Bilimler, Üretim Yönetimi ve Pazarlama
133
DĠĞER AKADEMĠK FAALĠYETLER
Son Bir Yılda Uluslararası Ġndekslere Kayıtlı Makale/Derleme Ġçin Yapılan
DanıĢmanlık Sayısı
Son Bir Yılda Projeler Ġçin Yapılan DanıĢmanlık Sayısı
Yayınlara Alınan Toplam Atıf Sayısı
DanıĢmanlık Yapılan Öğrenci Sayısı
Tamamlanan
Devam
Eden
Yüksek
Lisans
Doktora
Uzmanlık
Diğer Faaliyetler
(Eser/görev/faaliyet/sorumluluk/olay/üyelik
vb.)
ÖDÜLLER
Ödülün Adı Alındığı KuruluĢ Yılı
Tübitak Yabancı Öğrenci Doktora Bursu Tübitak 2011-
2012
Bölüm ve Fakülte birincisi Ödülleri, En BaĢarılı Yabancı Öğrenci
Ödülü
Boğaziçi
Üniversitesi 2008
AVRUPA BĠRLĠĞĠ ERASMUS MUNDUS YÜKSEK LĠSANS
BURSU (40000 € DEĞERĠNDE)
Politecnico di
Milano 2008
YAYINLARI
SCI, SSCI, AHCI indekslerine giren dergilerde yayınlanan makaleler
Bayyurt, Nizamettin., KarıĢık, Vildan., and CoĢkun, Ali. (2013) ―Gender Differences in Investment
Preferences‖, European Journal of Economic and Political Studies, Vol 6, No.1.
Jusufovic-Karisik, Vildan (2014) 20 Years of Research on Product Placement in Movie, Television
and Video Game Media. Journal of Economic and Social Studies, 4 (2). ISSN 1986 – 8502; doi:
10.14706/JECOSS114210
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