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j   

By: M. Salman Fayyaz


SP05-MB-0084
M.A. Jinnah University,
Karachi.
±  j     

         
   
     
  
         

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±  j    is also
called as v   whish is a
combination of an audio-visual program and
a brand.

Initiated either by the   or by the  


j 
· It is the integration of a product or a brand into a
film or televised series.

· Simply advertisements in entertainment. Film,


Tele-series, play, novel, song, stage show,
videogame etc.

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Branded Entertainment in Games
Branded Entertainment
in Games

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þ

· Promotes brand image to their target audience
by creating positive links between the brand and
the program for viewers.

· Branded Entertainment is not simply product


advertising or product placement - branded
entertainment is a piece of entertainment that
perfectly aligns with the brand attributes, and is
a reflection of the advertiser's brand personality
Î 
· Started more than 100 years ago.

· Mainly speeded up with invent of camera,


cinema and television.

· In earlier days it was the source of free use of


accessories, vehicles, services for the producers
being that they were allowed on screen.
· But slowly time changed and brands were asked
to pay for that.

· Sometimes storyline requires use of such


products and brands.

· Sometimes brands pays, and sometimes


producers require them for storyline.


· on ± TagHuer, Motorola, Garnier, Citibank.
· hoom 2 ± coke, Penzoil, Pepe, Sony, isney.
· Krish ± Singapore Tourism Board, Sony, John players,
Bournvita, Tide, Boroplus, hp.
· esh ki hadkan ± song by Hero Honda.
· ye Bubly ± song by Pepsi
· Indian Idol ± Garnirer, Nokia
· oadies ± Karizma
· Fear factor ± Thumps up
· Star voice of India ± Amul
ð ð 
· In 2006 ± brand cameos earned 80 crores.
· In 2007 ± it was 200 crores.
· Expected to be 800 crores by 2010.
· Babul earned 4 crores.
· Eros and audi contributed 40 lakhs to its music
release.
· Eros jewelry for tajmahal.

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j 
· Source of finance.
· Helps in brand placement.
· Makes entertainment a bit real, people are able
to connect it with real world.
· Means of communication.
· Technique accepted by audience.
· Potential powerful vector of positive image.
· Influences purchasing decisions.
· ocation of placement.
· Integration into the story.
· Exclusively for the brand.
· ecurrent placements.
· The distribution size and type.
j  
  v  

According to a report from PQ Media, branded


entertainment grew more than 14% in 2007 to
reach $22.3 billion. Branded entertainment is
expected to continue this growth rate into
2008, reaching more than $25.4 billion (13%
increase)
± 

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