The Branded Entertainment sector is composed of three major segments: 1. Event sponsorship and marketing. 2. Product placement. 3. Advergaming and webisodes. Brief It is a combination of an audio-visual program and a brand. Initiated either by the brand or by the broadcaster.
The Branded Entertainment sector is composed of three major segments: 1. Event sponsorship and marketing. 2. Product placement. 3. Advergaming and webisodes. Brief It is a combination of an audio-visual program and a brand. Initiated either by the brand or by the broadcaster.
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The Branded Entertainment sector is composed of three major segments: 1. Event sponsorship and marketing. 2. Product placement. 3. Advergaming and webisodes. Brief It is a combination of an audio-visual program and a brand. Initiated either by the brand or by the broadcaster.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as PPT, PDF, TXT or read online from Scribd
± 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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· 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 ðð · 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) ±