A Generational Analysis: Exploring the Effectiveness of Advertainment Marketing Techniques on Consumers Judy Millili Capstone Project Presented to the Faculty of the School of Communication in Partial Fulfillment of the Requirements for the Degree of Masters of Arts in Public Communication Supervisor: Professor Caty Borum Chattoo April 25, 2012 1 Acknowledgments I would like to thank Professor Caty Borum Chattoo for her support, infinite encouragement and knowledgeable input throughout the entire semester. Professor Chattoo’s genuine interest, constant enthusiasm, in-depth feedback and constant energy has made this project and class experience one of the best I have ever had. Professor Chattoo’s communication expertise and academic guidance has undoubtedly expanded my knowledge in this field and has truly made this a valuable intellectual experience. 2 COPYRIGHT Judy Millili 2012 3 Abstract The perpetual introduction of technological advances and digital innovations greatly influences how marketing professionals introduce, promote and sell products to consumers. Today, advertisers are constantly revamping traditional marketing strategies to effectively and efficiently reach targeted audiences. One innovative strategy being adopted by marketing professionals to capture the attention of audiences is through the fusion of advertising and entertainment, a practice commonly referred to as “advertainment.” This capstone project explores the effectiveness of advertainment practices on consumers. Through a series of three focus groups comprised of participants between the ages of 17 to 57, this research answers the following questions: (1) What impact does advertainment have on consumer purchasing decisions? (2) How effective are advertainment techniques on consumers when the degree of brand integration differs, i.e., how effective is the use of product placement, product integration and branded entertainment to sell products? The research found notable generational differences between age groups, with the youngest group most in favor of such advertainment practices, and the oldest group least in favor. 4 Table of Contents Introduction....................................................................................................................................................6 Literature Review...........................................................................................................................................8 Historical Context of advertainment.................................................................................................8 Advertainment typology..................................................................................................................10 Storytelling elements.......................................................................................................................12 Theoretical context of consumer decision-making..........................................................................14 Theoretical context of the entertainment experience......................................................................16 Affective disposition theory.............................................................................................................18 Overview of ethics in advertising....................................................................................................19 Consumer responses to advertising................................................................................................22 Methods........................................................................................................................................................24 Results..........................................................................................................................................................28 General feelings about advertising.................................................................................................29 Overview of participants’ advertising experiences.........................................................................30 Overview of participants’ entertainment experiences.....................................................................31 Consumers’ purchasing decisions related to advertising................................................................32 Feelings about product placement & product integration..............................................................33 Feelings about branded entertainment...........................................................................................35 Views about ethics and advertising.................................................................................................38 Discussion....................................................................................................................................................40 Conclusion...................................................................................................................................................47 Summation of results......................................................................................................................48 Study significance...........................................................................................................................49 Study limitations and future recommendations..............................................................................50 References....................................................................................................................................................51 Appendix......................................................................................................................................................54 5 Introduction The evolution of the advertising industry’s promotional practices remains in a state of constant transition as technological advances steadily continue to shape, transform and cultivate the digitally integrated landscape of today’s modern world. The fusion of advertising and entertainment, known by the industry as advertainment, is becoming an increasingly popular method that marketers use to connect with consumers. Russell (2007) contends the term “advertainment” was “coined to reflect the intertwined connections between advertising and entertainment...It refers to the promotional practices that integrate brand communications within the content of entertainment products.” With the effectiveness of traditional advertising, such as commercial messaging, on the decline, advertisers are relying more on the integration of brand communications within narrative content in entertainment to promote products. In today’s technologically-driven digital age, the increasing convergence of television and the Internet allow consumers to easily facilitate what content they are exposed to and when. Consumers are undeniably saturated with advertisements every day in the form of print and digital messages via platforms including television, the Internet and billboards. Advances in technology, like the introduction of Digital Video Recorders (DVRs), have given consumers more control over what they view, allowing them the opportunity to virtually opt out of watching commercial messaging completely. According to Mulcahy (2006), “An increasingly fragmented media landscape – replete with blogs, DVRs, video, iPods and other personal media game changers – has prompted marketers to look for innovative opportunities to engage consumers.” Such technologies force marketers to adapt their communicative and promotional strategies to align with the ever- 6 changing scope of the digital sphere. The inclusion of advertainment practices in marketing campaigns allows advertisers to engage with audiences in a way that encourages creativity, imagination, innovation and interactive consumer participation. This capstone will explore current advertainment practices based on the degree of integration of the brand in the entertainment content. The typology of the advertainment messages is classified into three categories: Product Placement, Brand Integration and Branded Entertainment. Specifically, this research seeks to gain in-depth insight regarding consumers’ attitudes and perceptions of the fusion of advertising and entertainment to sell or promote products. The objectives for this research study include: • Determine what impact advertainment has on consumer purchasing decisions. • Measure the effectiveness of advertainment practices among consumers. • Complete a generational analysis of consumers’ attitudes and perceptions. Currently, there has been limited research completed regarding the effectiveness of advertainment practices. This research will provide additional insight into why consumers feel the way they do about the integration of brand communications within entertainment content, attempt to explain how such methods of advertising influence their purchasing decisions and offer an in-depth analysis of what components generate successful campaigns according to the participants’ responses. Further, this research will provide a generational analysis as different age groups were recruited to participate in the focus groups. This paper will provide an extensive review of the literature including the following topics: An overview of advertainment, the theoretical contexts of consumer decision-making and the entertainment experience, the elemental aspects of storytelling in branded entertainment and 7 entertainment theory. Further, it will include a section on the preexisting literature that focuses on consumer attitudes and it will provide an overview of ethics in advertising. Following the literature review, an in-depth review of the methodology used in the focus groups for this research will be discussed in addition to the results. To conclude, the implications of the study’s findings will be discussed and related to the theoretical foundation outlined in the literature review. Recommendations for future research will also be given. Literature Review Historical overview of advertainment: The integration of brand communications within entertainment content is a practice that is commonly used across multiple platforms including television, film, radio, music, video games, plays and novels (Russell, 2007). The increasing popularity of using this method of integrated advertising has developed in recent years as a way to counter technological advances that make the avoidance of traditional commercial messaging easy for consumers. Statistical evidence supports the notion that consumers are more likely to opt out of watching commercial advertising if given the opportunity. For example, according to an In-Stat/MDR survey, 54 percent of consumers claim to skip 75-100 percent of commercials. Further, a Knowledge Networks study conducted in 2004 found that 47 percent of viewers switch channels during commercial breaks in the television program they are currently watching (Russell, 2007). The fact that consumers have the ability to easily avoid such messages has fueled the growth of advertainment exponentially in recent years; however, the concept of blending advertising and entertainment is not new. 8 The use of branded products in motion pictures, known as “co-operative advertising,” “tie-in advertising,” or “trade outs,” became standardized in the film industry (Russell, 2007). The introduction of advertainment in films was the catalyst for this genre of marketing to consumers. For example, the Walter E. Kline Agency in Beverly Hills supplied studio executives with extensive lists of products available for on-screen use in films. These products were provided for free in return for publicity within the entertainment content in the form of stills (2007). Since its inception in the 19th century, the implementation of advertainment as a means of product promotion has significantly developed. Fast-forward to the 20th century when advertising agencies started to produce television programs in the 1950s that were sponsored and named after brands such as “The Colgate Comedy Hour,” a big-budgeted musical variety show that aired on NBC for five and a half seasons (The Museum of Broadcast Communications). Sponsored by Wrigley Chewing Gum and Colgate, marketers collaborated with NBC to associate their brands with entertainment. However, the “practice of show sponsorship began to decline as advertisers realized they could better reach their target markets by spreading their advertising budgets across many shows rather than by spending it all on one” (Russell, 2007). It was not until the early 1980s when the trend of fusing advertising and entertainment started to gain popularity. For example, in the 1982 hit movie, “E.T.,” the use of the candy Reese’s Pieces to lure the alien proved to be a successful placement as it led to an increase in both brand awareness of Reese’s Pieces as well as a sales increase of 65 percent (Russell, 2007). 9 Advertainment typology: The nature of advertainment messages often depends on the level of brand integration within the entertainment content. This section discusses the different degrees of integration and outlines the advertainment typology on three levels: Product placement, product integration and branded entertainment. Product placement is defined as “the purposeful incorporation of brand into an entertainment vehicle” (Russell, 2007). The simplest implementation of product placement occurs when a brand is added to the existing entertainment content. Unlike product integration and branded entertainment, product placement is merely a visual appearance, not purposed to play any particular role in the actual narrative of the entertainment content. It is the lowest level of integration out of the three. The necessity to create realistic settings in film and television programming justifies the incorporation of product placements in entertainment productions. Product integration goes beyond the simple visual appearance of a brand placement within entertainment content because it is a more extensive placement, where the actual products play a role in the narrative. “Product integration can work extremely well for advertisers and producers if it strikes a balance between being noticed while also being transparent and germane. The practice is likely to be more successful with consumers if the product fits seamlessly and naturally with the program’s story line, fulfills an actual need presented by the story, and serves that need in a way that is not awkward or contrived” (Mulcahy, 2006). The natural inclusion of products in movies or television programs where the brand is part of the narrative, but not the sole focus, is a challenging task for marketers and producers. Today, scripted and reality television programs are saturated with product placements that are weaved into story lines. For example, when Crest was integrated into an episode of NBC’s 10 “The Apprentice,” an American reality show hosted by entrepreneur and real estate celebrity Donald Trump, Crest received “4.3 million visits to crest.com, 80,000 requests for samples and 25,000 submissions of marketing ideas” (Russell, 2007). Still, the greatest degree of integration of a brand in entertainment content is branded entertainment. Defined by PQ Media, a research market firm, branded entertainment refers to the “marketing strategies that integrate products into entertainment venues that typically provide high engagement and interactivity” (PQ Media, 2008). It is a combination of carefully calculated corporate marketing mixed with strategically incorporated narrative in entertainment content. This combination is purposed to simultaneously sell products while entertaining audiences with story lines. Often times, branded entertainment in television programming will last over an entire series. For example, in the WE reality program called “Style Me With Rachel Hunter,” 12 stylists compete for money and a chance to style Rachel Hunter at a red carpet event. L’Oreal and Payless Shoe Source were the sponsors for the series and both companies had their products incorporated into each episode (Russell, 2007). As a result of the partnership between the show’s producers and the marketing professionals for L’Oreal and Payless Shoe Source, story lines were developed to align the products with the actual competition for the duration of the series. The collaboration successfully blended the entertainment experience to incorporate marketing, which increased sales for the participating companies, storytelling, which developed an entertainment narrative for each episode and celebrity through the show’s model/actress host, Rachel Hunter. 11 Storytelling elements: Successful brand integration within entertainment content is characterized by a strategically developed storyline that is natural, realistic and not pervasive to the viewers. As brands evolve from being mere props on a set to playing active roles in narrative, paying particular attention to the creation of the story and how it impacts the overall plot is important. Manly (2005), contributor to The New York Times, contends advertisers and their representatives are “increasingly working with a show’s writers and producers in addition to the network’s ad sales staff to incorporate products into the lines of scripted shows as part of more elaborate marketing deals.” Advertising companies, like Omnicom, MediaVest and Carat Americas, have created their own branded entertainment divisions to further solidify relationships with their clients (Manly, 2005). Since technology has given viewers a higher degree of control over what content they are exposed to, marketers, producers and writers have to collaborate to develop stories that integrate brands in a way that is naturalistic to the plot, profitable for the advertisers and, arguably the most important, enjoyable for the viewers. Regarding entertainment practices, it is argued that the integration of brands in media content are necessary in order to create reality in storytelling and that these placements are intended to be unobtrusive (Avery and Ferraro, 2005). In order for viewers to become fully absorbed in the narrative, entertainment media “must simulate a real-world situation as closely as possible with the achievement of reality requiring the insertion of brands into sets or dialogue” (2005). Companies consistently question how advertisers and marketers can effectively use technology to make their brand stories both immersive and interactive. For example, The Coca- 12 Cola Company and the agency McCann Erikson have recently partnered in the New Frontier Story Lab purposed to incorporate the evolution of storytelling at the Sundance Film Festival (Champagne, 2012). Coca-Cola’s involvement in the initiative and the festival emphasizes the marketer’s own creative evolvement and the increasing overlap between brands and entertainment (2012). Jonathan Mildenhall, Vice President, Global Advertising Strategy and Content Excellence at Coca-Cola, asserts, “The company is placing a priority on learning about, and getting involved in emerging forms of storytelling” (2012). The distribution of technology and easy accessibility to reach people makes the incorporation of new media virtually inescapable for marketers. Using technology to tell brand stories via the use of entertainment is becoming a common practice among marketers and entertainers alike. An advertisement that exemplifies the integration of technology, marketing and entertainment is seen in the Toyota Sienna webisode series called “Swagger Wagon.” Toyota’s ad agency, Saatchi & Saatchi LA, developed a music video that features a family and the two parents are in the forefront rapping. They are, for the majority of the time, in front of the Toyota Sienna car. The advertisement, which targeted mothers, was an extremely successful online branded entertainment campaign and was one of the most viral online video ads in 2010. Taking it a step beyond the integration of new media and entertainment online, companies today are more frequently using branded entertainment practices where the brand itself is almost non-existent. For example, L Studio is Lexus’ online entertainment channel that was created to attract younger consumers to the luxury brand. The purpose of the channel is to 13 entertain, engage and interact with their targeted demographic in attempt to garner more support and, ideally, more customers for the Lexus brand. However, the Lexus brand is almost non-existent throughout the site’s content. On the site, one series in particular called “Web Therapy” is extremely popular. The series features the Emmy Award winning Lisa Kudrow of the popular series “Friends.” It is critically acclaimed and has won numerous awards including a Streamy, Webby and a Banff World Medial Festival Award (MeadeLexus, 2011). The series was co-produced by Lexus for LStudio.com and has appeared on the web since 2008. Additionally, the television network Showtime picked up the pilot of the show and began broadcasting the series in summer 2011, making it the first time that a branded web series moved from online to a cable outlet. This is a great example of how companies are marketing their brands in a covert and implicit way. However, even though the Lexus brand is not necessarily mentioned within the content, the viewers are aware of the Lexus affiliation as the web series is broadcasted on the LStudio website. This type of embedded advertising is branded entertainment at its highest degree of integration. Theoretical context of consumer decision-making: Since one of the research objectives for this study is to determine how advertainment practices impact purchasing decisions, it is necessary to review the literature regarding consumer decision-making. The purpose of this section is to provide a background of the consumer psyche regarding the decisions-making process. It will cover the actual process of making decisions, outline the role of the affect heuristic in decision-making and relate this information to how brand awareness impacts the choice process. 14 In 1980, researchers generated a general structural model purposed to represent consumer response to innovation associated with the measurement of consumer responses and their impact on the decision making process (Bagozzi, 1983). This holistic model conceptualizes consumer responses by focusing on the external determinants of consumer choice (stimulus), internal processes that regulate choice (organism) and behaviors (response) that determine choice. The four generic response sequences reflect the process consumers generally go through in everyday decision-making activities. The four sequences are: cognitive, affective, parallel and social response. Research has proven that emotions play an integral role in the decision-making process. The affect heuristic is defined simply as decisions based on intuition, instinct and gut feelings (Slovic, et. al, 2004). The affective aspect of information processing plays a major role in influencing consumers’ decisions. A clear understanding of the way individuals classify, interpret and comprehend information they receive about products and services is necessary to have in order to effectively and efficiently market to consumers. According to Kim, Scheufele and Shanahan (2002), agenda setting and priming rely on information processing based on the activation of memory traces. They argue, “decision-making is to a large degree a function of how easily accessible certain relevant considerations are in a person’s mind when he or she makes the decision.” This theory supports the idea that consumers are more likely to purchase brands they have been exposed to, whether the exposure it implicit or explicit. According to Baker, Hutchinson, Moore and Nedungadi (1986), “Brands can be included in an evoked set either by being recognized in the environment or by being recalled from memory.” Brand recognition and brand recall are both factors that influence consumers’ 15 decisions. The theoretical premise posits that brand familiarity allows easily accessible perceptual identification to occur. Additionally, it increases the probability of the brand to be recalled (Baker, et. al., 1986). Further, the exposure and frequency effects support the notion that as brand exposure increases, affective responses to brands become more favorable (Baker, et. al., 1986). This theoretical understanding could be used to explain why product placement, integration and branded entertainment are often successful in not only increasing brand awareness among consumers, but also increasing product sales. The association of brands with something consumers already find enjoyable, i.e., entertainment programs, is a strategic way marketers communicate with audiences to sell products and to create favorable brand affiliations. Theoretical context of the entertainment experience: Since the fusion of advertising and entertainment has become an increasingly popular method of marketing in recent years, it is important to have knowledge of the entertainment experiences consumers have. As defined by Vorderer (2006), entertainment can be described as “any activity designed to delight and, to a smaller degree, enlighten through the exhibition of fortunes and misfortunes of others, but also through the display of special skills by others and/or self.” This section will review literature regarding the entertainment experience in the context of consumer needs for entertainment, what constitutes such experiences and the enjoyment element. The experiential characteristics of new media include new types of experiences, interactive experiences and the integration of spacial, social mental and physical presences (Nakatsu, Rauterberg, Vorderer, 2005). Inherently, humans have a fundamental need for variety, which is often satisfied through entertainment outlets. This fundamental need is commonly categorized as 16 exploratory behavior, which is defined as all activities that are concerned with gathering information about the environment (Nakatsu, et. al., 2005). Vorderer, Klimmt and Ritterfeld (2004) introduced a conceptual model that explains why people demonstrate strong preferences for being entertained. Further, the authors establish prerequisites on the media user’s side regarding the occurrence of entertainment experiences. The consumer must appreciate fiction and therefore be able to suspend disbelief, has to care about the characters in the story, be able to relate to the characters, have a sense of actually being in the story and lastly, has to have an interest in the specific topic (Vorderer, Klimmt, Ritterfeld, 2004). When audiences feel connected to characters, both fictional and non-fictional, they develop parasocial relationships. Such relationships “foster and trigger media consumption because viewers wish to stay in touch with those they like to see on screens” (2004). Parasocial relationships help consumers create the feeling of actually being apart of the entertainment program. The entertainment experience is further conceptualized via the deep immersion that takes place, thus making the experience more enjoyable. Additionally, the theoretical framework of the entertainment experience focuses on enjoyment at the core of entertainment. Enjoyment is an individual phenomenon that is dependent on differing personality traits and subjective interpretations. According to Raney (2006), “One leading explanation of the media-enjoyment process centers on how individuals evaluate and form affiliations with media characters and how enjoyment is impacted by what happens with and to those characters.” He outlines several important psychological factors 17 associated with disposition-based theories that pertain to the enjoyment of media content. The disposition-based theories are: ◦ Concerned with the enjoyment or appreciation of media content. ◦ Concerned with emotional responses to media content. ◦ Contend media enjoyment starts with and is driven by viewer’s feelings about characters. ◦ Contend affiliations toward characters are formed and maintained on a continuum. ◦ Acknowledge and rely upon the differences between individuals (Raney, 2006). The way individuals process information varies for each person and impacts individual entertainment experiences. The enjoyment consumers experience is influenced by the affective qualities derived from the content being provided. Essentially, “enjoyment increases in proportion to [individuals’] dispositions” (Raney, 2006). If the entertainment content does not trigger an emotional response from the viewer, enjoyment is not achieved. This is why the integration of products within entertainment content must be done strategically in a way that connects emotionally with the viewers. In this case, no emotional response could mean a decline in product sales. Affective disposition theory: Affective disposition theory refers to what audiences go through during the consumption of media. According to Vorderer (2006), affective disposition theory, first posited by Dolf Zillmann, describes how media users initially perceive, assess and morally judge the actions of the characters within a narrative. Dependent upon the viewers’ approval or disapproval of the 18 characters’ actions, they will develop either positive or negative affective reactions. Such affective dispositions lead viewers to develop anticipatory feelings that result in specific affective reactions, depending on the outcome of the story (Vorderer, 2006). In addition to showing what people go through when being entertained, affective disposition theory also “specifies the relations between particular narratives, affective dispositions and the experience of entertainment” (Vorderer, 2006). It encompasses the deeply immersive elements of the entertainment experience. Today, the established theoretical underpinnings of the entertainment experience have to adapt as advances in technology continue to expand. Younger generations are seeking an experience that is more immersive and requires a higher degree of individual engagement. Vorderer (2006) contends, “The fast proliferation of interactive media changes the media users’ potential in dealing with media products and affects their perception of and expectations about the media.” Media users are transitioning from being passive viewers to more active users. The fact that consumers, especially younger generations, seek media that encourage more active participation further emphasizes the already immersive elements that characterize the entertainment experience. Overview of ethics in advertising: Although the integration of brands in entertainment content is not a new practice, the current landscape of branded entertainment has been subject to increasing scrutiny over the past several years (Johnston, 2008). Conflicts regarding regulation, disclosure, ethics and consumer well-being are given more attention in today’s technologically driven digital age. 19 Branded entertainment is within the regulatory jurisdiction of the Federal Communications Commission (FCC) and the Federal Trade Commission (FTC). In addition to government-regulated agencies, branded entertainment is also subject to self-regulation guidelines administered by organizations including the National Advertising Review Council (NARC), the Children’s Advertising Review Unit (CARU), the Better Business Bureau and U.S. broadcast networks (Johnston, 2008). According to Avery and Ferraro (2005), the sponsorship identification rules of the FCC state that television shows must disclose a list of sponsors if there is “more than a passing reference made to particular products or services.” In other words, the broadcasters have the responsibility to explicitly state or identify the sponsorship deals. Section 317 of the Communications Act of 1934 requires broadcasters to disclose to audiences any content of the broadcast that has been made for monetary exchange (Johnston, 2008). This law requires disclosure at the time the subject matter is broadcast. Johnston (2008) contends, “The FTC has traditionally viewed branded entertainment within the overall jurisdiction of its consumer protection regulatory authority in relation to deceptive advertising and unfair business practices.” The degree of government interest in branded entertainment and how it impacts audiences continues to increase as issues of disclosure and brand transparency remain at the forefront of this debate. Critics of brand integration often refer to the practice as stealth or embedded advertising. For example, critics of branded entertainment within scripted television shows argue that this type of advertising is causing an increase in the “commercialization of the public airways and their placements border on blatant commercial intent” (Avery & Ferraro, 2005). Additionally, The Writers Guild of America (WGA) issued a paper in 2005 titled, “Are you selling me? Stealth 20 advertising in the entertainment industry,” which criticized the expanding practice of product integration (Johnston, 2008). The publication urged for the disclosure of product placement deals in the beginning of each program. Further, in 2008, the FCC released a notice of inquiry and a notice of proposed rule-making pertaining to embedded advertising, the term the FCC uses to describe product placement and product integration (Cain, 2011). The notices proposed specific durations of disclosures regarding the embedded products. Cain (2011), argues the major concern with embedded advertising is deception. According to the FTC, generally, an act is deceptive if it includes a “representation or omission that is likely to mislead reasonable consumers and the representation or omission is material” (Cain, 2011). Federal regulations have long supported the idea that consumers are entitled to know when they are the target of advertisements. Since integrated advertising often blurs the lines between explicit and implicit messaging, consumers may not always know they are being sold to as they watch different entertainment programs. Additional issues that emerge as a result of undisclosed advertising include skepticism, intrusion and exploitation; however, deception remains at the heart of the policy debate regarding integrated advertising. The legal and ethical issues associated with advertainment practices continue to rise as brand integration increasingly obscures the lines between advertising and entertainment. Snyder (2003) argues that the concern about ethics in advertising is “critical because of the enormous economic impact that advertising communication has on the welfare of [the U.S.] and [its] citizens.” For instance, when content is taken as information where the paid relationship is not disclosed to viewers, is a practice that is at the heart of the debate. 21 This type of non-disclosure is often seen in news or semi-news programs. For example, on a taping of “The Today Show,” a U.S. morning program televised by NBC, the technology editor of Child Magazine, James Oppenheim, appeared on the show mentioning the My ABC’s Picture Book. The mention was paid for by Kodak, but this information was not disclosed to viewers (Russell, 2007). Critics argue the hidden nature of such messages are pervasive and represent a commercial takeover. Such critics call for clearer viewer disclosure of the embedded branding. Consumer responses to advertising: This section reviews the literature on consumers’ responses and perceptions regarding current advertising practices in the United States. It outlines the pros and cons of advertising as perceived by consumers. It is no surprise that advertising stimulates consumption and economic growth in the U.S., however consumers are not always satisfied with current practices used by advertising agencies to promote their products. Pollay and Mittal (1993) assert that consumers fear “covert manipulation and subliminal techniques.” Such critiques are often made regarding branded entertainment, where brand disclosure is non-existent. Consumer distrust of advertising is of great importance because it impedes advertising credibility and reduces marketplace efficiencies. High levels of distrust and cynicism put professions of marketing and advertising in disrepute and ultimately require greater advertising spending and creativity to accomplish the same ends (Pollay & Mittal, 1993). Research shows that consumers’ attitudes toward advertising are a combination of positive and negative feelings. Overall, the most common underlying consumer beliefs about advertising 22 include: Advertising as an information source, materialism, falsehood and deception, ethics problems, advertising for enjoyment and issues of poor taste/sexuality (Pollay & Mittal, 1993). Consumers feel advertising can serve a personal use in the form of information sources and pleasurable experiences. When advertising is perceived to take on the role of providing information, it is viewed positively. Additionally, when advertising is entertaining, viewers also tend to respond agreeably (1993). The positive affective responses attributed to advertising are further illustrated in consumers’ responses to the impact advertising has on the economy. Advertising advocates assert that such practices accelerate the adoption of new “goods and technologies, fosters employment, lowers the average cost of production and promotes healthy competition between producers to all consumers’ benefit” (1993). While consumers posit several positive reactions to advertising, there are many negative ones to counter them. Consumers often feel advertising is misleading, not fully informative, confusing and deceptive. These perceptions of advertising continue to foster the policy debate regarding regulatory guidelines about integrative advertising and overall consumer well-being. Regarding brand integration, consumers have concerns about the realistic element of placements and are generally skeptical of such advertising (Balasubramanian, Karrh & Patwardhan, 2006). Viewers are more receptive to placements if the product appropriately fits within the entertainment content. “If the brand placement is perceived as objectionable, these questions prompt resistance toward the message and counter-argumentation” (2006). On the other hand, if placements are viewed as natural, consumers are more likely to produce positive affective outcomes. 23 The authors define skepticism as a defense mechanism that is triggered when audiences are presented with information that strains credibility, thus suspending or causing a decrease in their levels of belief. They further posit that skepticism toward advertising “increases when audiences acquire a more refined knowledge of advertisers’ tactics and persuasive intent” (2006). The integration of brands must be strategic because, as the research suggests, the more skeptical consumers are of placements, the more likely they are to have poor attitudes toward such advertising practices. Methodology This research employed a qualitative methodology. Focus groups were conducted to gain further insight regarding consumers’ perceptions and attitudes about current advertainment marketing strategies. Specifically, focus groups were completed in an attempt to gauge consumers’ familiarity with branded communications marketing, to better understand why consumers feel the way they do about the integration of brands within entertainment content and to determine how such strategies may or may not influence consumers’ purchasing decisions. The researcher used a convenience sample by reaching out to potential participants via personal networking. The following table outlines the advertainment typology, starting with the lowest degree of branded integration to the highest. Questions were formulated using this typology in order to effectively gauge consumers’ attitudes and perceptions regarding current advertainment practices. 24 Product Placement Product Integration Branded Entertainment Incorporation of a brand into an entertainment vehicle; visual appearance; lowest degree of branded integration Product plays an active role in the narrative of the entertainment; higher degree of integration compared to product placement Integration of product into entertainment venues that typically provides high engagement and interactivity; highest degree of branded integration In order to analyze consumers’ attitudes and perceptions, a total of three focus groups were conducted over the span of one week in mid March 2012. All focus groups took place in New Jersey and were moderated by the researcher. The room where the focus groups were completed was sound proof and secluded from noise distractions. Further, participants were seated along a round table and the discussion was audio recorded to ensure accuracy in the researcher’s analysis. Once completed, the discussion was transcribed and pseudonyms were assigned to each participant to ensure confidentiality. The research included a total of 16 participants including four men and 12 women. All participants were white. The age range of the participants was 17 to 57 years. In order to complete a generational analysis of the three focus groups, the participants were divided into three groups by age. The first group consisted of a total of six females ages 17 to 19. Three of the participants were 17, two were 18 and one was 19 years of age. There were five high school senior students and one college freshman. The focus group took place on Tuesday March 13, 2012 at 6:30 p.m. and lasted approximately 48 minutes. The second focus group consisted of five participants with three females and two males. The age range for this group was 24 to 31. Specifically, participants were 24, 25, 27, 30 and 31 25 years of age. Four out of the five participants were working professionals and one was a master’s student. All were college educated and had a bachelor’s degree. The professions included an elementary school teacher, a general manager for a sales company, a firefighter and a physician’s assistant. The focus group took place on Thursday March 15, 2012 at 8:00 p.m. and lasted approximately 53 minutes. The third focus group also consisted of five participants with three females and two males. The age range for this group was 47 to 57. Specifically, participants were 47, 50, 53, 55 and 57 years of age. All participants in this group were working professionals including two doctors, one nurse, a chemistry lab supervisor and a transportation specialist. This focus group took place on Friday March 16, 2012 at 7:00 p.m. and lasted approximately 42 minutes. All of the participants in the focus groups were asked a similar set of questions that were divided into six categories. First, participants were asked a series of general questions related to advertising, their personal advertising experiences, their entertainment experiences and their purchasing decisions. The fifth category of questions was about more specific types of advertising. Specifically, participants were asked to discuss questions about product placement, product integration and branded entertainment. Then, the groups were shown different examples of product integration and branded entertainment via video clips from the Internet. For product integration, the 17-19 year old group was shown an excerpt from a webisode series called, “Behind the Scenes.” The clip coincides with the popular music singing competition, “American Idol,” and is presented by Coca-cola (2012). This example was categorized as product integration because the product, 26 Coca-cola, played an active role in the narrative of the webisode series. The series explicitly features the contestants drinking Coca-cola products. For branded entertainment, they were shown a tween targeted webisode series called, “First Day,” that shows episodes about high school. According to Trend Hunter Marketing, the series was created “in collaboration with Alloy media and reportedly cost about 600,000 dollars to make” (2011). It is a six-episode series of short seven to 10 minute videos that highlight scenarios of high school teenage girls, all styled in K-mart clothing. This video was categorized as branded entertainment because the mention of K-mart’s brand is non-existent throughout the entire clip. K-mart is only mentioned in the opening credits. Also, this webisode series requires high engagement on the consumers’ part because they have to seek the videos out themselves. The second and third groups, 24-31 and 47-57 year olds, were both shown the same product integration example. They were shown a video excerpt from, “The Biggest Loser,” a popular reality competition show about contestants trying to lose weight. Specifically, they were shown a clip called, “Brett’s Ziploc Advice,” where Ziploc was explicitly integrated into the story line of the show (NBC Universal Media LLC, 2012). For branded entertainment, both groups were shown different examples. The 24-31 year old group was shown a video presented by Absolut Vodka called, “Lemon Drop,” featuring actors, Ali Larter and Martin Kove. The short 10 minute film features Larter, dressed in head to toe yellow and named Lemon Drop, solving the case of her stolen kittens. The Absolut Vodka brand mention is not explicit throughout the film, however, every set is yellow, Larter’s name reflects the drink they are promoting and she is seen sipping a yellow cocktail, assumed to be the vodka. 27 The 47-57 year old group was shown a branded entertainment video presented by Unilever for their antiperspirant, Degree. Unilever partnered with the television show, “24,” to create the webisode series called, “The Rookie.” The series was created by MindShare Performance/Entertainment. According to Mindshare, the stories were created and shot on the set of “24” and the “content was turned into online webisodes featured on cturookie.com. Viewers were driven to the web via Rookie teasers in TV, print, online and mobile channels” (2007). The series received 1.4 million views and Degree for Men sales through March 2007 were up 22 percent (Mindshare, 2007). Finally, after the groups were shown specific examples and had a discussion regarding them, they were asked a series of questions about ethics in advertising. See the Appendix for the full moderator guide for all groups. Results Focus groups: The three focus groups were analyzed for patterns and trends in the participants’ responses when asked generally and specifically about advertising, their experiences and purchasing decisions. The results were divided into six categories by the researcher: General feelings about advertising, overview of participants’ advertising experiences, overview of participants’ entertainment experiences, consumers’ purchasing decisions related to advertising, feelings about specific advertising practices and general feelings about ethics and advertising. Each group was assigned a generational-type label. The 17-19 year-olds will be referred to as the 28 Teens Group, the 24-31 year olds will be referred to as the Young Adults Group and the 47-57 year olds will be referred to as the Middle-Aged Adults Group. General feelings about advertising: Participants were asked general questions about advertising to begin the focus groups. When asked what first comes to mind when they think of advertising, all participants said television commercials. This was consistent across all three groups. Additionally, all ages mentioned billboards and being sold to as secondary thoughts about advertising. The Teens Group was the only one to mention the Internet when asked the same question: ■ You see a billion ads a day. They are really all over the place like on the Internet. Any time I try to search something an ad is always thereBrittany, 17 ■ I would definitely say the Internet comes to mind. I’m on my computer all the time for school and the ads just line the sides of any search engineAmanda, 19 The Middle-Aged Adults Group was the only group to explicitly state the practical uses of advertising: ■ I also think of print ads and all the coupons I can cut out for food shopping. For the sales so definitely coupons comes to mind- Kim, 55 When asked what it is about an advertisement that makes it work, the top three components mentioned were humor, being memorable and having attractive people. These three responses were discussed and brought up by all groups: 29 ■ Having something catchy to say. I think advertisements when they are catchy like with slogans you remember them more than the boring ones, so if it’s funny or memorable then I think it’s a good ad- Kristie, 17 ■ Definitely sex sells. That’s the first thing that came to my mind with including attractive people and humor. I enjoy humorous commercialsBill, 53 ■ Humor. I think that has got to be at the top of why any advertisement would because a humorous ad is going to stick into your head- Rachel, 27 Further, the Teens Group also cited the use of celebrities in advertisements for another reason that makes them work, while the Young Adults Group cited the use of celebrities as a component of advertisements that does not make them work: ■ Like a cute celebrity. If there is an actor I’m definitely going to want to watch it more- Amanda, 19 ■ Stuff with celebrities because I just really don’t find them to be normal people. That does not relate to me -Karen, 24 Overview of participants’ advertising experiences: All three groups expressed both positive and negative sentiments toward their overall advertising experiences citing a range of responses such as advertisements are annoying, easily avoidable, bothersome, amusing, entertaining and informational. The Teens Group and the Young Adults Group both expressed that they try to avoid or ignore advertisements whenever possible: 30 ■ There are just so many channels you can choose from. I can just flip back and forth to avoid them and my attention span is small so if there is a commercial on I immediately flip the channel- Jack, 30 ■ I’ll fast-forward through commercials if I can or purposely not pay attention to them because I don’t have to- Brooke, 17 Generally, participants did not mind advertisements if they were relevant to them or if they were not forced to watch them: ■ If I am looking for something I will seek out the advertisement- Kim, 55 ■ I just don’t like being forced to watch them. It’s inconvenient- Rob, 31 While all three groups said the top three mediums where they experience advertising the most are on television, billboards while driving and the Internet, only the Teens Group and the Young Adults Group mentioned Facebook as a platform in which they experience a lot of advertisements. Conversely, the Middle-Aged Adults Group was the only group that mentioned print newspapers as places where they are also likely to experience advertisements: ■ It’s all over Facebook now. I will go on and literally see ads on the side and they are tailored to me like where I shop. It’s really creepy actuallyLana, 25 ■ Definitely newspapers in the top three for me personally- Diane, 47 Overview of participants’ entertainment experiences: All age groups preferred to watch television over any other medium citing convenience as the number one reason. When asked how they felt about advertisements being included within the entertainment shows they watch, participants agreed that this practice does not bother them. 31 This was consistent across all ages. The Teens Group and the Young Adults Group actually preferred when products are included in entertainment shows citing several different reasons: ■ When it’s a real product that I would use like I drink soda or I use that type of computer, I think when you include it in a show it makes it more realistic- Lana, 25 ■ It doesn’t bother me if it’s like an every day object- Gina, 18 Although the majority of participants preferred real products in television shows, generally they believe that it can be overdone: ■ If it’s super obvious then I think it’s too much, but if it makes sense and like you notice it, but don’t notice it, I think that’s fine- Brooke, 17 ■ I’d still rather see the real brand. I really think it can be somewhat distracting if it’s all these fake brands where you know the real ones should be- Brittany, 17 Consumers’ purchasing decisions related to advertising: When asked what it is about an advertisement that makes them want to buy a product, the most common responses were that it has to look good or nice, have a cool factor and be relatable. The majority of participants said, as consumers, they were more likely to buy a product if they felt they needed or wanted what was being advertised. Additionally, the Teens Group and the Young Adults Group both brought up product integration in television shows, citing that being able to see the product in use was effective: ■ I watch the fishing channel all the time and a lot of the shows use in-show advertising. You see like reality shows with the guys in the show actually 32 using these products and they don’t like mention “hey this is so and so product” so it’s cool because you get to see them use it and then you’ll see the formal ad like the commercial for it and I’m just like that works for me- Rob, 31 ■ When I see clothes in shows like in Gossip Girl. I want all their clothes so when I see people wearing something cute I’m just like I want to know where they got that because I want to wear it so I’ll go online and look it up because I want to buy it so I think it’s useful when they do stuff like that- Tiffany, 18 Furthermore, all groups agreed that an advertisement has to make sense to them and that when advertisements are not targeted correctly they are ineffective: ■ Things that I hate are those stupid insurance commercials. Everything that pretty much doesn’t apply to me- Brittany, 17 ■ I think its smart when advertising is very targeted like people who watch the Golf Channel or the Fishing Channel. These are niche groups of people so that advertising is sure to be effective you know- Karen, 24 ■ If something is being advertised that is ideologically different than me it’s not going to be effective- Frank, 57 Feelings about product placement & product integration: When asked if the participants have heard of product placement, 11 out of the 16 said yes. Although the majority had heard the term, generally they did not know the meaning. After providing the groups with a formal definition of product placement, the Teens Group was the 33 only group to explicitly state positive feelings about it and all participants in that group agreed that both product placement and product integration works for them: ■ It usually does work for me like in shows if [actors] look happy like they’re having fun drinking it or wearing it, it makes it more like you want to have it- Kristie, 17 ■ It definitely works for me- Brittany, 17 ■ It’s like in Jersey Shore when they are driving nice cars--the Cadillac Escalades-- so you want to drive a nice car now too- Gina, 18 ■ Like if a celebrity is wearing something I like then it definitely makes me want to have it more because I want to be like them, well not like them, but they are cool to me so if they like it then I probably will too- Amanda, 19 When asked the same question, the participants in Young Adults Group and the MiddleAged Adults Group all agreed that product placement and product integration does not work for them. These two groups were generally more negative toward product placement than the Teens Group, however, participants in the Young Adults Group admitted that they could see how this type of advertising could work on other people. In the following excerpt, Jack, 30, is talking about the show, “It’s Always Sunny in Philadelphia,” and the Coors Light product placement: ■ I gotta tell you that works because people love that show and I guarantee you people will go out and drink Coors Light because they love the characters on that show. I guarantee it- Jack, 30 34 ■ When I was in high school we totally fell for that. We used to watch commercials and stuff and the beer we chose was the beer that we thought was the coolest commercial we saw on TV- Rob, 31 Further, the participants in the Middle-Aged Adults Group all argued that this type of advertising does not affect them at all. Out of the three groups, they were the most negative toward product placements: ■ It doesn’t affect me if it blends in and is realistic it’s fine, but if I think they are promoting [a product] then forget it- Bill, 53 ■ If I become aware of it, it turns me off. If I actually think that show that I am watching because I like to watch it is pushing a product, I don’t like that- Mary, 50 ■ [Advertisers] can definitely overdue it. They need to be careful about itFrank, 57 Overall, the Teens Group projected all positive feelings toward product placements and integrations, the Young Adults Group projected mixed feelings and Middle-Aged Adults Group projected mostly negative feelings. Feelings about branded entertainment: Out of the 16 participants, none of them had heard the term “branded entertainment.” After providing a formal definition, the Teens Group was the only group that explicitly stated positive feelings about it while the other two groups were indifferent. The participants in the Teens Group described the concept of branded entertainment as cool, interesting, more realistic and that it added something extra to the entertainment program. The participants in the Young 35 Adults Group said they were indifferent about the concept and that they believed it would not make a difference whether they bought a product or not, however the majority also admitted that they could see the potential for this advertising tactic to work for them. The participants in the Middle-Aged Adults Group also agreed that it did not bother them, however, it would not make them more likely to purchase an item. All participants in this group agreed that this type of advertising would not work for them. When asked if branded entertainment works for them, the majority of the participants in the Teens Group agreed yes: ■ Yeah I think it does work for someone like me because I think it’s coolBrooke, 17 ■ I think so because it makes you more familiar with the name so I think that’s a big part of why it would work for me- Kristie, 17 ■ Well too, if they use a new [make-up] product on a model and then it looks really good like you want to get it so for me it kind of makes me want to buy it- Tiffany, 18 The men in the Young Adults Group both agreed that branded entertainment would work on them if done correctly. Although the majority of the Young Adults Group expressed that they did not like the branded entertainment example shown to them (Absolut Vodka example), they admitted that it could be effective if it was geared toward the right audience: ■ The product has a lot to do with it like the whole car thing--that won’t work for women because it won’t appeal to them on that level. For me, I could definitely be into something like that- Jack, 30 36 ■ I agree if it is done right. It’s all about targeting- Rob, 31 Overall, every person in the Teens Group felt that branded entertainment was a good way to sell a product and they all agreed that they would rather the brand not be mentioned throughout the advertisement: ■ I think this is a really good way to advertise because it’s not in your face. I don’t want it to be like, “This is from K-mart and I’m wearing it”-Gina, 18 ■ We aren’t watching it because it’s K-mart like we would watch something like this because it’s funny. I want to know what happens next so I am probably going to look it up because you said it’s a web series. I want to watch it because its like a TV show you know? It has a plot and I really want to know what happens next to that girl!- Brittany, 17 ■ I know! I am going to have to look it up. I didn’t know stores did things like this. I mean it’s funny- Amanda, 19 ■ Yeah, if I see something cute in it I know where it’s from, but I’m not killed with the brand name of Kmart the entire time. It’s different and I like it actually- Brooke, 17 ■ And it’s also cool that it’s set up like a movie and you don’t really think it’s an advertisement. Definitely cool- Kristie, 17 The Middle-Aged Adults Group expressed mostly negative reactions after being shown the branded entertainment example (Degree Antiperspirant example): ■ I didn’t see that as an advertisement -Frank, 57 ■ Was that a trick? - Diane, 47 37 ■ I was looking for a product the whole time. I don’t get it- Mary, 50 ■ I understand what they are doing. They are proposing a very high tense situation and the guy needs antiperspirant which is meant to control it, but I think it’s a complete waste of time. I’d rather in the middle of that scene see somewhere where they mention it- Bill, 53 The majority of the participants in this group were confused by the advertisement and did not grasp the concept of willingly seeking out the webisode series online. In addition to calling it a waste of time, members of the group also described this type of advertising as terrible and useless. They all agreed that they would rather the brand be explicitly mentioned throughout the advertisement. Only one participant in the Middle-Aged Adults Group had anything positive to say about it: ■ I think it could work for some people, but if it’s a good product like I said before I would be more willing to look it up. I actually like that they didn’t really mention the brand. It’s different- Kim, 55 Overall, the majority of the participants in the Teens Group perceived branded entertainment to be an effective way to advertise, the Young Adults Group believed in its potential to be effective as long as it is targeted correctly and the Middle-Aged Adults Group did not believe this type of advertising to be effective. Views about ethics & advertising: Generally, all participants felt that they did not need to be told when they are being advertised to and that they did not need to know if companies are being paid to include products 38 within the entertainment programs. These feelings were consistent across all three groups, citing that such deals were assumed by the viewer. When asked if participants could describe advertisements they believed to be offensive, both the Young Adults Group and the Middle-Aged Adults Group cited political advertisements: ■ I think political advertisements can be offensive because you’re only going to appeal to half the people technically- Rob, 31 ■ I think offense has a lot to do with what you believe in so definitely political ads would be a good example- Karen, 24 ■ I find it offensive when advertisements assert anything extreme political ideologies- Frank, 57 ■ I think it’s safe to say anything that has a political agenda can be seen as offensive if it does not reflect our beliefs- Kim, 55 Also, the Middle-Aged Adults Group participants all agreed that anything that has to do with private and personal lives is offensive including tampon, erectile dysfunction and underwear commercials. When asked if they would not purchase a product because of an advertisement, the Young Adults Group and Middle-Aged Adults Group both agreed yes, while the Teens Group said no: ■ I would be more likely to not buy something because of an ad than to buy something because of an ad. For example, celebrities can be very powerful in ads, but if they are polarizing they are going to eliminate a certain percentage of the population- Frank, 57 39 ■ Absolutely. If I didn’t agree with, or like, the person in the ad then I absolutely would not buy the product- Lana 25 Discussion The purpose of this research is to gain a better understanding of consumers’ perceptions and attitudes regarding current advertainment practices. Using the established advertainment typology, the focus groups were conducted to further explore the participants’ feelings about the effectiveness of product placement (the visual appearance of a product in an entertainment vehicle), product integration (the inclusion of a product that has an active role in the narrative of an entertainment program) and branded entertainment (product inclusion that typically requires high engagement and interactivity). This discussion offers an in-depth exploration of the participants’ responses to questions about current advertainment practices based on the degree of integration of the brand in the entertainment content from the lowest level of integration (product placement) to the highest level (branded entertainment). This section addresses and seeks to answer the initial research questions about the impact of current advertainment practices on consumers’ purchasing decisions, the effectiveness of brand integrations at different degrees of integration and the generational differences among the three focus groups: Teens Group, Young Adults Group and Middle-Aged Adults Group. Specifically, it first discusses the implications regarding general consumer beliefs about advertising. This covers topics including purchasing decisions, personal entertainment experiences and individual advertising experiences. Next, it analyzes and discusses the explicit generational differences of the respondents’ attitudes regarding product placement, product 40 integration and branded entertainment. Finally, this section includes a brief discussion about consumers’ views on the legality and ethicality of advertising practices. Since this is a generational analysis, implications across the three age categories are emphasized and discussed in detail. All of the focus group participants were asked questions about how they generally felt about advertising, their personal advertising experiences and their entertainment experiences. For the most part, their responses reflected a combination of position and negative feelings toward advertising, similar to what researchers in the past have found (Pollay & Mittal, 1993). All three focus groups had participants that mentioned that advertisements were information sources, enjoyable, meant to sell products, sometimes deceiving and sometimes not targeted to the correct audience. Since these common consumer beliefs were collectively agreed upon by all ages, it is clear that advertising is generally understood the same way by all age groups in this study. Similarly, the majority of participants in all groups agreed that advertisements need to be memorable, humorous, frequent and relatable to be effective. This notion is also reflected in the literature pertaining to the theoretical premise that enjoyment is at the heart of entertainment and that entertainment is influenced by the affective qualities of the individual viewers. The findings suggest that positive or negative affective responses to brands truly affect the way a product is received by the public, no matter what age. This implication further supports the theoretical notion that the emotional affective aspect of information processing significantly influences consumers’ purchasing decisions. 41 For example, if a respondent had a positive affiliation with a certain brand or an existing brand loyalty, the more likely he or she was to buy the product, however the majority of respondents also made it clear that their decision to purchase a product was not necessarily because of the advertisement. All of the respondents in the Young Adults Group and the MiddleAged Adults Group explicitly stated that advertisements did not influence their decisions to buy products. However, despite their explicit adamant assertions, several of the respondents implicitly mentioned how advertisements entice them to buy products. This implicates that advertisements really are effective, despite the respondents’ explicit denial that they are not. For a specific example from the Young Adults Group, Rachel, 27, claimed to “not notice advertisements” early in the session, but later talked about how she impulse purchases make-up when she walks through a store and sees an eye product that says it can emphasize blue eyes. Rachel was not the only one to contradict herself throughout the focus group. These contradictions indicate that people feel like they have to not only defend their purchasing decisions, but also are hesitant to give advertisements any credit. This mirrors the theme that as the participants’ ages increased, so did their skepticism and general negativity toward advertising. Respondents in the two older groups also asserted that they did not care to know when they were being sold to. It is possible that the respondents were hesitant to give advertisements credit because then they would have to not only acknowledge the advertisement, but they would also have to recognize that they were sold to and that the advertisement worked on them. None of the respondents in the two older groups admitted that advertisements specifically work on 42 them, rather, the majority agreed that they could see how the different types of advertisements shown to them could work for other people. The only focus group that was not hesitant to explicitly admit that advertisements are effective on them was the Teens Group. The older groups could potentially feel that admitting to the effectiveness of advertisements means they have given in to the marketers. Both of the older groups felt they needed to defend their purchases. By not explicitly admitting to purchasing products because of advertisements or unknowingly contradicting themselves throughout the focus group discussion, they still maintained control in the sense that they buy products on their own terms and not because someone told them to do so. One major difference that emerged in the comparison of the different age groups was that the Teens Group felt the use of celebrities was a particularly important component of an effective advertisement. The Young Adults Group and Middle-Aged Adults Group both mentioned celebrities as an ineffective component of an advertisement and both adamantly asserted that the use of celebrities would not work on them. Outright, this suggests that teenagers are more likely to be influenced by celebrities than older generations, but beyond the obvious, this finding also supports the notion that targeted marketing is extremely important in the advertising sphere. What is extremely effective and works for one age group is not necessarily true for another. Also, with the Teens Group the parasocial relationship phenomena, where audiences feel deeply connected to characters, was more pronounced. The parasocial relations for the teens were enhanced through celebrity connection, an association that was clearly lost on the two older groups when it came to advertising. In fact, the two older groups felt more of a connection to the use of “real people” in advertisements because they felt they were more representative of them. 43 While the two older groups felt differently about celebrity association in advertisements, they still experienced the parasocial relationship with what they viewed to be real people. As long as audiences are able to emotionally connect with the people in an advertisement or entertainment program, the more likely it will be successful. There is an elevated importance on the ability to create an advertisement that is emotionally relatable to the audience. Further, the Teens Group emanated an attitude that embraced the fact that advertisements were meant to sell them products and that sometimes they were successful in garnering their attention, whether it influenced them to look a product up on the Internet or to actually buy the product. Their willingness to accept advertising in this way was drastically different than the Young Adults Group and Middle-Aged Adults Group. The older the ages of the participants, the more cynical and negative the commentary was toward advertising, whether it was about traditional commercial messages, product placements, product integrations or branded entertainment. This finding suggests that as people get older, they become more skeptical of advertising and the advertisers’ intents. The younger the participants were, the more willing they were to embrace change and different ways of advertising. These feelings were more enhanced when the groups were asked questions about the advertainment typology specifically. When asked about product placement, product integrations and branded entertainment, the Teens Group continued to assert diverging attitudes and perceptions when compared with the two older groups. The teens were the only ones to explicitly state positive feelings about brand integrations within entertainment content and all the participants in that group admitted that this type of embedded advertising worked for them. This further emphasizes their willingness to 44 accept innovation regarding the enhanced use of technology and branded integrations to sell products. As aforementioned in the literature review, this implication supports the affective disposition theory first posited by Dolf Zillmann (Vorderer, 2006). The theory emphasizes the relationships that audiences develop with media characters and is characterized by deeply immersive elements. The willingness and overall positive attitude of the Teens Group supports the literature that contends that younger generations are seeking an experience that is more immersive and requires a higher level of interactivity, like branded entertainment for instance. According to the literature, younger generations, similar to the teenagers in this study, are adapting to the transition from passive viewers to active users. Additionally, it is interesting to note that as the ages increased, so did the participants’ overall skepticism toward this type of embedded advertising. This could be due to the fact that the teens were more technologically advanced than the older generations. Further, the digital landscape of today’s contemporary world allows individuals, especially teenagers, the opportunity to multi-task virtually any time of the day in any place they choose. This generation is used to the infiltration of new media and innovative technologies so the introduction of advertainment practices like product integration and branded entertainment is not only accepted, but welcomed. In contrast, the majority of the Middle-Aged Adults Group could not even fathom how the concept of branded entertainment could ever be successful in the advertising realm. Their reactions to the branded entertainment example shown in their focus group (Degree Antiperspirant), where they asserted it was “terrible” and “useless,” could not have been more 45 oppositional to the reactions received by the teens, who described their branded entertainment example (K-Mart clothing) as “cool,” “different” and “entertaining.” Only a couple of the participants in the Young Adults Group admitted that they could see how this type of advertising could work if it was done right, however, their initial group reaction to the branded entertainment example shown to their group (Absolut Vodka) was generally not favorable. Another notable finding to mention is that the results in this study do not reflect the conventional concerns critiques have argued pertaining to the practice of embedded or stealth advertising. As previously mentioned, the literature suggests the controversial debate surrounding this type of advertising revolves widely around the fact that it is deceptive and unethical due to its subversive qualities. Further criticisms continue to circulate about the expanding practice of product integrations in entertainment content. However, while the literature asserts that one of the main reasons audiences dislike the branded entertainment advertising techniques is because it is viewed as deceitful, the majority of the participants in the Middle-Aged Adults Group agreed they did not like the branded entertainment because the product was not visible and not because they felt it was deceptive. The branded entertainment technique, especially when the brand name or product is almost nonexistent, does not align with the conventions of traditional advertising. This left the MiddleAged Adults Group in disaccord and they simply would not consider this type of marketing as a viable technique to employ. Furthermore, their reactions could potentially mirror their collective skepticism they had regarding advanced technologies. The trend that emerged as a result of this finding was that the more technologically advanced a participant was, the more willing he or she was to accept or 46 assert positive feelings toward branded entertainment. The teens were the most receptive, the young adults had mixed feelings and the middle-aged adults, for the most part, would not even consider the possibility that branded entertainment could be a successful advertising technique. In fact, the middle-aged adults remained fixated on the fact that the product or brand name was non-existent throughout the entirety of the branded entertainment example. They were much more receptive to traditional commercial messaging where the product is the focal point. As a group, they felt this type of advertising was not only more successful, but also more acceptable. This further defines the generational lines and emphasizes the differing attitudes and perceptions the separate age groups asserted. Interestingly, all of the participants across all three focus groups felt that they did not need to know when they were being advertised to, did not need to be told if they were viewing an advertisement and had no interest in knowing about the paid deals between the entertainment networks and product marketers. Generally, the participants were unconcerned with regulatory disclosure and brand transparency in the context of marketing products via the integration of brands within entertainment content. The divergence in attitudes emerged as questions about product integrations and branded entertainment were asked. Overall, the younger the participants were, the more willing and accepting they were of innovative advertainment practices that did not include explicit brand disclosure, like branded entertainment. Conclusion The purpose of this research is to gain a better understanding of consumers’ attitudes, feelings and overall perceptions of the fusion of advertising and entertainment to sell or promote 47 products. The contemporary technological landscape of today is saturated with digital innovations, which has led to an entirely new and revamped way of advertising to consumers. The integration of branded products within entertainment content is becoming more and more commonplace. In order to determine how advertainment impacts consumers’ purchasing decisions and how effective such practices are across different age groups, a generational analysis was completed. Three focus groups comprised of teens, young adults and middle-aged adults were assembled, conducted and analyzed. The participants’ responses were qualitatively examined and the implications, trends and patterns that emerged as a result were discussed in-depth. Since advertainment marketing techniques are becoming increasingly popular, this research is purposed to gain a better understanding of how audiences perceive such innovative strategies. Summation of results: Overall, the results were indicative of several notable implications regarding advertising in general, product integrations and branded entertainment. To summarize, the six following trends, patterns and assertions emerged as a result of an in-depth analysis of the three focus groups. Significant generational differences are highlighted: ■ Consumer purchasing decisions are influenced by affective emotional appeals. ■ Advertisements do influence consumers’ decisions to buy products. ■ Branded entertainment is more effective when it is extremely nichetargeted. 48 ■ Consumers are more receptive to branded entertainment if they are technologically advanced. ■ The younger generation is more accepting of product integrated marketing techniques, especially branded entertainment. ■ The older generation prefers the conventions of traditional commercial messaging where the product is visible in the advertisement. Study significance: This research provides results that have the potential to benefit several people including marketing professionals, communication strategists, advertisement creators and even innovators. The significant findings indicate important advertising components that marketers should include in their marketing strategies. For example, the results suggest that all advertisements must have an affective emotional appeal in order to successfully connect with the audience. This finding was consistent across all ages. This research offers insider consumer insight into what makes an advertisement effective or ineffective. This information is particularly useful to marketing professionals, ad creators and communication strategists. Further, the results of this study may also serve a purpose to innovators as well. Since the entire project emerged as a result of increasing innovations and advanced technologies, innovators may be interested to know how consumers feel about the modern advances and why they feel that way. Innovators can keep this information in mind and use it to their advantage when creating, designing and introducing new products to the market. 49 Study limitations & future recommendations: The results of this research cannot be generalized to the broader public due to the qualitative nature employed for this study and the limited time in which the research was completed. Since the research used a convenience sample, the results are not representative of the entire population and cannot be generalized to each age grouping in the study. Also, the participants lacked diversity in ethnicity and gender. All of the respondents were white and out of the 16 that participated, only four were men. There were no male participants in the Teens Group. Additionally, all focus groups were conducted in a localized area so there was no geographic diversity. For future research, it is recommended that the research be conducted on a wider geographic scale with more than three focus groups. Additionally, the results would be more representative of the general population with the inclusion of a more diverse participant pool that includes all races, ethnicities and genders in all age-specific groupings. Also, it may be interesting to include a Senior Group with participants that are 65 years or older. Having this group may be significant to include for a more accurate generational analysis. However, further quantitative methods of research need to be employed to accurately reach a more representative portrait of consumers’ attitudes and perceptions regarding current advertainment practices. 50 References Avery, R. J. & Ferraro, R. (2005). Verisimilitude or Advertising? Brand Appearances on Prime Time Television. Journal of Consumer Affairs. Vol. 34, No. 2. (pp. 217-244). Bagozzi, Richard P. (1983). A Holistic Methodology for Modeling Consumer Response to Innovation. Operations Research. Vol. 31, No. 1 (pp. 128-176). INFORMS http:// www.jstor.org/stable/170279/. 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American Marketing Association. Vol. 57, No. 3 (pp. 99-114). INFORMS http://www.jstor.org/stable/1251857. Raney, A. A. (2006). The Psychology of Disposition-Based Theories of Media Enjoyment. Psychology of Entertainment. (pp. 137-150). Russell, C. A., PH.D. (2007). Advertainment: Fusing Advertising and Entertainment. Yaffe Center for Persuasive Communication, University of Michigan. (pp. 3-21). Slovic, P., Finucane, M., Peters, E., MacGregor, D. G. (2004). Risk Analysis and Risk as Feelings: Some Thoughts about Affect, Reason, Risk, and Rationality. Risk Analysis. Vol. 24. No. 2. 52 Snyder, W. (2003). Ethics in Advertising: The players, the Rules, and the Scorecard. Business & Professional Ethics Journal, Vol. 22. No. 1. (pp. 37-47). INFORMS http://www.jstor.org stable/27801301. Traktor (Director), Craft, M., Golightly, H., Powersolo (Music). 2010. ABSOLUT Lemon Drop [video]. Retrieved March 10, 2012 from http://www.youtube.com/watch v=_XJgCZON2og. Trend Hunter Marketing. 2011. Tween-Targeted Webisodes: The Kmart First Day Series Bubbly Clothing Campaign. First Day [video]. Retrieved March 10, 2012 from http:/ www.trendhunter.com/trends/kmart-first-day1 Vorderer, P. & Klimmt, C. (2004). Enjoyment: At the Heart of Media Entertainment. International Communication Association. Communication Theory. (pp. 388-408). Vorderer, P. (2006). Entertainment Theory. Psychology of Entertainment. University of Southern California. (pp. 131-153). Ziploc (Sponsor). 2012. Brett’s Ziploc Advice [video]. Retrieved March 10, 2012 from http:/ www.nbc.com/the-biggest-loser/exclusives/sponsors/ziploc/video/ 53 APPENDIX: Focus Group Moderator Guide Moderator Guide and Script __________________________________________________________________ Introduction - Explanation of Project Good Morning (Afternoon). First, I would like to thank all of you for participating in this focus group. My name is Judy Millili, I am a graduate student at American University and I will be serving as your moderator today. The goal of this session is to obtain your feedback about current advertising practices. The valuable comments and group discussion you provide today will shed light on consumer attitudes toward and feelings about the different types of advertising. Your participation in this study is helping me complete my master’s degree. Directions In the next hour, I will be taking notes and audio recording your discussion. I would like everyone to talk and contribute as much as possible, as it will help to evaluate the how your age group feels about this topic. I will begin by asking a series of questions related to advertising. I will also be showing you a short clip(s) of advertising examples and then ask for your thoughts and feelings about them. Consent Forms Now, I am going to pass out consent forms. I will read it aloud and answer any questions that you may have. [READ CONSENT FORM] Does anyone have any questions about what I am asking you to do today? [HAVE THEM SIGN CONSENT FORMS AND PASS THEM TO ME] Questions The first series of questions I am going to ask you have to do with advertising in general. I will ask you to have a discussion about advertising, your personal experiences and purchasing decisions. 1. When you think of advertising what first comes to mind? PROBE: What else comes to mind when you think of advertising? 2. What do you think makes an advertisement work? PROBE: What else makes it work? 3. What makes an advertisement not work? PROBE: What else makes it not work? 4. What needs to be in an advertisement to make it good? PROBE: What else needs to be in it to make it good? 5. What is in an advertisement that makes it not work? PROBE: What else is in an ad that makes it not work? Now I am going to ask you some questions about your advertising experiences. 54 6. How would you describe your advertising experiences? [IF THIS QUESTION IS UNCLEAR ASK: How do you feel about advertising--good, bad, etc?] PROBE: Why would you describe your experience in this way? 7. Where are you most likely to come across or see advertising? [IF UNCLEAR ASK: What media do you watch the most (tv, online, movies, etc) where you see advertising? 8. What do you like about advertising? PROBE: What else do you like? 9. What do you not like about advertising? PROBE: What else don’t you like? The next few questions are about your entertainment experiences. 10. There are many different kinds of media where you can watch entertainment, such as TV, online, theatre, etc. What media do you most often use to watch entertainment? PROBE: What media do you use to the second most? third most? 11. Why do you prefer one media over another? [EXAMPLE: Why do you prefer TV over online streaming?] 12. How do you feel when you see advertising included in the entertainment program you are watching? PROBE for negative and positive responses Now I am going to ask you a couple of questions about your purchasing decisions. 13. So when you see an advertisement, can you think of what makes you want to buy something? PROBE What makes you not want to buy something? 14. When a product is included in an entertainment program, what about it makes you more or less willing to purchase it? 15. Have you ever bought a product on an impulse? PROBE: If yes, do you remember what products? Why did you buy the product on impulse? 16. What is it about a product that makes you buy it on impulse? PROBE: What else? OKAY, now I am going to talk a little about specific types of advertising. I am going to ask you a series of questions about each type. It is okay if you have not heard of these terms before. I will explain anything that is unclear to you. The first specific type of advertising I am going to ask questions about is called Product Placement. 17. How many of you have heard of the term product placement? [COUNT HOW MANY PEOPLE AND MAKE A NOTE OF IT] 18. What first comes to mind when you think of product placement? PROBE: Can you think of any examples of product placement? DEFINE PRODUCT PLACEMENT FOR THE PARTICIPANTS: Generally, product placement is defined as: When a brand or product is included within the entertainment program. For example, it is the visual appearance of a brand in a show such as Sony in Britney Spears’ music video for Hold it Against Me, Coors Light in It’s Always Sunny in Philadelphia, Apple Ipad in Modern Family or Manolo Blahnik in Sex & the City. 19. How do you feel when products are included in entertainment programs? PROBE: for negative and positive responses 20. Does product placement work for a person like you? PROBE: Why (or why not) does product placement work for a person like you? Now, I am going to show you an example of product placement. [SHOW GROUP THE SELECTED EXAMPLE OF PRODUCT PLACEMENT: “American Idol” for teens and “The Biggest Loser” for the young adults and middle-aged adults] 55 21. How do you feel about the product placement in this entertainment program? PROBE: What about it makes you feel that way? The second type of advertising I am going to ask questions about is branded entertainment. 22. How many of you have heard of the term branded entertainment? [COUNT HOW MANY PEOPLE AND MAKE A NOTE OF IT] 23. What do you think branded entertainment is? 24. Can you think of any examples of branded entertainment that you could share with the group? DEFINE BRANDED ENTERTAINMENT FOR THE PARTICIPANTS: Generally, branded entertainment is when products are included in entertainment shows as part of the story. The product has to make sense to the plot of the story. For example: Style Me with Rachel Hunter partnered with L’Oreal and Payless Shoe Source, FedEx and Wilson in Castaway, Reece’s Pieces in ET, etc. Does anyone have any questions? 25. How do you feel about including brands as part of the story in entertainment programs? PROBE: Why do you feel that way? 26. Do you feel that branded entertainment works for a person like you? [IF UNCLEAR, ASK: Does including products in the story lines of entertainment work for you as a good way to market a product?] PROBE: What works about it? PROBE: What doesn’t work? Now, I am going to show you a clip of branded entertainment. Today, advertisers are looking for new ways to reach their audiences so they have started to advertise to the public by making their products the center of entertainment. I have selected an example, about 10 minutes, to show you. As you watch, please think about how, as a consumer, this advertisement strategy works or doesn’t work for a person like you. [SHOW GROUP THE SELECTED EXAMPLE OF BRANDED ENTERTAINMENT: Show teens K-mart clip, young adults Absolut Vodka and middle-aged adults Degree Antiperspirant] 27. How did you feel about this advertisement? PROBE: What about the advertisement made you feel that way? 28. This type of advertising does not outright mention the brand it is promoting throughout the mini film. Do you feel this is a good way to sell a product? PROBE: What makes you feel that way? 29. Do you feel the product name should be mentioned during an advertisement? The last series of questions I am going to ask you have to do with ethics in advertising. 30. Do you feel that you should be told when you are being advertised to? 31. Do you feel that you should know if companies are being paid to include certain products in their entertainment programs? 32. Can you describe any advertisements that you believe to be offensive? PROBE: What is it about these ads makes them offensive? 33. Have you ever not purchased a product because you did not agree with the advertising? PROBE: What about an advertisement would make you not want to purchase the product? __________________________________________________________________ Ending Does anyone have any questions? Thank you very much for your participation. 56