Alternative Marketing

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Presentation transcript:

Alternative Marketing Chapter 10

Chapter Objectives Alternative Media: buzz marketing, guerilla marketing, product placement and branded entertainment Product placement VS. branded entertainment Conditions for successful guerilla marketing Integration of alternative marketing methods

Alternative Media Programs Requires creativity and imagination Alternative media programs Buzz marketing Guerilla marketing Product placement Lifestyle marketing

Buzz Marketing Word-of-mouth marketing Higher credibility Fast growth – now $1 billion annually Methods of generating buzz Consumers who like a brand Sponsored consumers Company or agency generated buzz

Buzz Marketing Stages Infection Incubation Inoculation Incubation Infection Buzz marketing difficult during inoculation stage Must use brand ambassadors or customer evangelists True customer-generated buzz occurs after awareness Awareness generated through traditional advertising Buzz marketing can be compared the stages of a virus: inoculation, incubation, and infection. Inoculation is when the product is being introduced. It is difficult to generate buzz marketing during this stage. Incubation is when the product is being tried by a few innovators and trendsetters. Buzz marketing is easier, but still difficult. Infection is when widespread use of the product begins. The best time for a buzz marketing program. True customer-generated buzz occurs after awareness and often the awareness is generated through traditional media.

Guerilla Marketing Instant results Focus on region or area unique, low-cost approaches Focus on region or area Create excitement Involve consumers Generate buzz Grassroots efforts Alternative media

Experiential Marketing Direct Marketing + Field Marketing + Sales Promotions Create a set of customer experiences Concise Segmentation Direct marketing through interactive connection Engage consumers Experiential marketing is the intersection of direct marketing, field marketing, and sales promotions. Its basic premise is increasing the experience of direct marketing through an interactive connection. Rather than just pass out samples, make it an experience the consumer will remember. Nickelodeon used experiential marketing with their Slime Across American Tour. 30,000 kids were exposed to the exhibit and 20 million television impressions resulted. Jack Morton Worldwide used a traveling mall exhibit to expose consumers to the benefits of cotton and cotton clothing. Consumers could sing and record their own version of the song “Fabrics of Our Lives.”

Product Placement and Branded Entertainment Goal is to increase brand awareness and liking Placements work best when logical fit Negative/positive scene impacts reaction Increase in placement budgets Perception of what others think is important to consumers Provides postpurchase reassurance

Product Placement “Advertainment” Used since 1890s Surge in 1982 – E.T. and Reese’s Pieces Increased awareness More positive attitude toward brand No immediate impact on sales Low cost per viewer Movies, DVD movie rental, TV, Pay-per-view TV Video Games Product placement is a planned insertion in a movie, television show, book or other forms of entertainment. It has been used since the 1890s, but only recently has grown in popularity. The biggest surge in product placement came in 1982 with E. T. and Reese’s Pieces. The placement of the Reese’s Pieces in the movie spurred a 65% increase in sales following the movie’s release. Research has found that product placement increases awareness of the brand, creates a more positive attitude towards the brand, but does not have any immediate impact on sales. From a cost standpoint, product placement has a low cost per viewer of impressions. A primary advantage is that the impressions do not stop with the movie. After the movie has played in theaters it goes to DVD movie rentals, to pay-per-view television, then to the movie channels on television.

Product Placement Nielsen Research “Emotionally engaging” TV shows recognized by 43% more viewers “Highly enjoyed programs” brand recognition increased 29% compared to 21% for commercial spots Positive brand feelings increased 85% compared to 75% for commercial spots. 10-10

Branded Entertainment Brand woven into the storyline Use increased sharply with reality shows Also found in novels, plays, songs, and movies

Alternative Media Venues Cinema Shopping bags In-tunnel, subway Clothing Parking lot Mall signs/Kiosks Escalator Mobile phones Airline in-flight Video games Escalators Leaflets and brochures Airlines Clothes Take-out menus

Cell Phone Ads Growing rapidly ~ $1.6B in 2013 1/3 open to mobile advertising Types of ads Small banner ads Click-to-call advertising Search ads Special apps for mobile phones Mobile phone advertising is one of the fastest growing forms of advertising. Currently, it is considered an alternative media, but soon it may become part of mainstream advertising. Only 23% of the population now receives mobile advertising, but another 1/3 are open to the idea of advertising if it will reduce their phone bill. The types of ads sent to mobile phones include small banner ads, click-to-call ads, and search ads. Special apps for mobile phones are also available to consumers, designed to engage consumers with the brand.

Video-Game Advertising In-game advertisements Rotating in-game advertising Interactive ads Game-related Web sites Advergames Sponsored downloads

Video-Game Advertising $1 billion/year spent on in-game ads 75% of online households - at least 1 hour/month playing online games 27% average 30 hours + Primary market - 7-34 yr old males Difficult to reach Shooting games Fastest growing market - females Now 20% of market 10-15

Cinema Advertising Ads prior to movie Captive audience Product Introduction Example Photosmart Premium Printer – HP Cinema center of integrated campaign 30-second spot in pre-feature program 17,300 theaters 2,600 plasma screens in lobbies Delivered 50,000 demonstrations Delivered 700,000 lobby impressions Cinema advertising occurs prior to the movie. It is a captive audience. Most will watch the ad. HP recently used the cinema to launch its Photosmart Premium Printer. HP had a 30-second spot in the pre-feature programming on all screens in the theaters. It was shown in 17,300 theaters. HP placed 2,600 plasma screens in the lobbies of theaters and delivered 50,000 demonstrations of the printer. Just with the lobby, 700,000 gross impressions were made.

Alternative Media Bus wrap created by Pink Jacket Creative Media used were Billboards Bus wraps Street kiosks Objective – reach people during routine moments Pink Jacket Creative used alternative media in the advertising of the Unleashed Dog Parks. In Chapter 8, the billboards from the campaign were shown. In addition, Pink Jacket created bus wrap ads and street kiosks. The objective of the campaign was to reach people during routine moments.

In-Store Marketing 70% of decisions made in store Point of purchase merchandising In-store atmospherics Sight, sound, and scent Video screens and TV monitors Customize messages Specialized channels Wal-Mart ~130 million shoppers per week

Point-of-Purchase Displays Last chance to reach buyer 70% of decisions are in store 50% of $$ spent at mass-merchandisers and supermarkets is unplanned Average increase in sales is 9% Half of POP displays not effective Half that are effective – 20% increase in sales

Advertising Influence on Clothing Purchases This graph shows the results of a survey of consumers on what most influenced their clothing purchases. In-store advertising was by far the most influential. The second closest was print ads, at 23.9% versus 52.6% for in-store advertising. Fig. 10-10 Source: Adapted from Amy Johannes, “Snap Decisions,” Promo, Vol. 18, No. 11 (October 2005), p. 16.

Measuring POP Effectiveness For retailers Indicates time to withdraw or change display Identify POP displays with largest impact Test market different displays For manufacturers Data can improve quality of displays Strengthen relationships with retailers

Effective Point of Purchase Displays Integrate brand image, current ads and promotions. Dramatic to get attention. Versatile - easily adapted by retailers. Re-usable and easy to assemble, stock. 10-22

Brand Communities Demonstration of Brand loyalty, devotion Symbolic meaning Interactions between brand and consumer Shared values and experiences Cannot be created by brands itself Marketing can enhance community experience

Enhancing a Brand Community Benefits to encourage new customers Provide materials not available elsewhere . Involve firm representatives in the groups. Sponsor meetings and events. Promote communications among members. Build brand reputation.

Sponsored Consumers Agent or advocate for a new brand Apple, Sony, HP, etc. Brand ambassadors or customer evangelists Individuals who already like brand Offer incentives in exchange for advocacy Selection based on Devotion to brand Low-cost marketing events 10-25