Thursday, April 29, 2004

Clear Channel to Trump: You're hired

NEW YORK -- The syndication arm of radio giant Clear Channel Communications is getting ready to play the Trump card this summer.

Riding the wave of success of his NBC hit show "The Apprentice," real estate mogul Donald Trump will use the Clear Channel network to launch a national radio show, "Trumped!" starting June 15, the company said Wednesday.

Read the article: www.hollywoodreporter.com

Tools to measure ads in online games likely to lag until market evolves

Console-based video games have increasingly become fertile ground for advertising and product placement, so it's only a matter of time before online single- and multiplayer games are brimming with ads and promotions that might be tracked. Right? Not necessarily.

The announcement on April 8 of a plan by Nielsen Entertainment and Activision to track the effectiveness of advertising within console-based video games begs the question: When will advertising and promotion be monitored in online games? While online and wireless gaming via handheld devices and cell phones is on the rise, it hasn't reached critical mass yet compared to the installed base people who play console-based video games. And advertising and product placement within online games, handheld gaming devices, and wireless handsets is quite nascent.

According to Nielsen//NetRatings, 46.8 million unique visitors spent time during the month of March on online gaming sites which include properties such as Electronic Arts, Yahoo! Games, Microsoft Corp.'s MSN Games, America Online's AOL Games, Shockwave.com, CNET Networks' GameSpot, IGN.com, Kraft Entertainment, UGO Games, and MiniClip.

Read the article: www.mediapost.com

Monday, April 26, 2004

Advertising set to be shaken but not destroyed by PVRs

LONDON - The imminent demise of television advertising has been overestimated, according to new research on the rise of personal video recorders that downplays the threat to traditional TV ads. According to research by MindShare, PVRs have received almost universally positive attention, a fact that sets them aside from other forms of new technology.

MindShare says that PVRs are destined to destroy the linear viewing model in place since the launch of television, and that TV will become more like cinema, with a number of "blockbuster" programmes taking a high proportion of audience ratings.

The company quotes research from the US showing that audiences skip from between 65% to 90% of ads during time-shifted viewing, compared with 15% of ad avoidance without a PVR.

Read the article: www.brandrepublic.com

Thursday, April 22, 2004

Powell to broadcasters: 'Evolve or die'

LAS VEGAS--Broadcasters could be made obsolete, if they don't adapt to consumers' needs in the face of emerging technologies.

That's the message Federal Communication Commission Chairman Michael Powell sent Tuesday during a keynote speech at the National Association of Broadcasters conference here.

"Broadcasting is the original mass media. On the other end, there's a rise of a digital generation that has access to highly individualized and customized news and information," Powell told an audience at the annual NAB conference.

"Where does broadcasting go as a business? Adapt, evolve or die."

Powell's comments reflect the tension for free, over-the-air broadcasters, as they struggle to compete amid a rise of for-pay cable and satellite services and new digital media offerings via the Internet, video-on-demand, and wireless and gaming technologies.


Read the article: www.news.com

Consumers respond favorably to product placement of brands in TV, movies

About half of consumers surveyed say they've noticed brands involved in product placements in movies and television, according to a recent Mediaedge:cia study.

The study finds that 60 percent of those consumers are willing to try the brands advertised, with the percentages a little higher for TV than movies. While product placements have been around since the beginning of television--and have a long history in the cinema as well--what's been lacking is a lot of widespread, strong research on consumers' attitudes toward the media. As the impact of new technology--such as digital video recorders and video on demand--forces the advertising industry to look for alternatives, product placement has come into vogue again.


Read the article: www.mediapost.com

Tuesday, April 20, 2004

Space invaders: Advertisers infiltrate world of videogames

In another sign of video games going mainstream, advertisers who once largely ignored the medium now are trying to dot digital game landscapes with product placement.

Where advertisers once merely placed "billboards" with product messages in games, they now are making their gear -- and logos -- essential components. Mountain bikers can hop aboard Treks in "Downhill Domination." Street drivers in EA's "Need for Speed Underground" can tune up their cars with parts from Auto Zone. Online, players can outfit their virtual selves with Levi jeans in the community There.com.

"Depending on where in-game branding is put, companies get dozens to thousands of impressions [views] per gamer," said Erik Whiteford, director of brand marketing for gaming colossus EA Sports.

Read the article: www.chicagotribune.com

Monday, April 19, 2004

MindShare, ABC slate "The Days," scripted series for Unilever and other clients

The first project to grow out of MindShare's program development agreement with ABC is "The Days," a dramatic series that is already being backed by Unilever and another large, unnamed client of the media agency. As part of the deal, the two MindShare clients have already made commitments to advertise in the show, a scripted series that is aimed at a broad family audience.

Terms of the deal were not disclosed but MindShare North America CEO Marc Goldstein said the agency has an ownership stake in the series, and that Unilever participates in it directly, as well. Other MindShare clients who sign on to support it will have limited advertising exclusivity in certain categories.

"We're putting an investment into this," Goldstein told MediaDailyNews, though he declined to elaborate other than to say, "I think everybody benefits from it. That's the beauty of this."

Aside from the financial arrangements, Goldstein said the early involvement of the agency and its clients in the development process enhance the possibility for integrating brands and products into the scripted series, though he emphasized there still are no guarantees that will come to fruition.

Read the article: www.mediapost.com

New tool will evaluate impact of online sponsorships

LONDON - A new tool is claiming to measure the effectiveness of online sponsorship initiatives, including sweepstakes, events, interactive games, branded microsites and editorial content.
Known as AdIndex Sponsorship, the tool has been created by Dynamic Logic and claims to help marketers evaluate whether the sponsorship successfully links the cause, activity or content to the brand.
It also measures whether sponsorship increases brand favourability among the target audience, and the influence on their intent to purchase or engage in a particular activity.

Pete Robins, media director of Media.Com, said: "Stating the obvious, there's an increasing need for agencies and advertisers to properly evaluate all their media. "Non-direct digital activity will become more prevalent, and Dynamic Logic's AdIndex Sponsorship offering can only help us deliver best practice media."

Read the article: www.brandrepublic.com

Friday, April 09, 2004

Nielsen Plays New Game, Adds Videogame Ratings Service

In a move that could bring video games into the advertising mainstream, Nielsen today will release findings of a preliminary report on video game advertising and will unveil plans for a new service that will measure video game advertising exposure on an ongoing basis.

During a press conference scheduled to be held this morning in New York City, the companies will reveal benchmark research showing that advertising in video games already is having a significant impact among hardcore gamers. The survey claims 27 percent of active male gamers noticed ads in the last video game they played. More than a third (35%) of male gamers also agree that advertising in video games helps them decide which products to buy, suggesting that not only are ads salient to gamers, but they positively affect gamers' purchase decisions.

Read the article: www.mediapost.com

Monday, April 05, 2004

Meet the pluggers

While there are stringent rules regulating how brands are portrayed on television, advertisers have considerably more freedom if they want their products featured in films, computer games or music.

“With films it isn’t just about how much money a brand owner is willing to pay, but what they can offer the movie in terms of global cross-marketing support, including raising awareness at retail,” says Michael Wood, executive producer of brand entertainment agency Cocojambo.

The “advergaming” market is also expanding as games publishers target brands that want to reach their target market in nontraditional ways. Research firm Forrester estimates this sector will be a $1bn global industry by 2005. Among the brands already getting name checks in games are Heinz, Nestlé, HSBC, Tesco Personal Finance, MTV, The Sun and Thomas Cook.

“In the past, brands have tended to use this medium if they were aiming at teenage boys, but, as the creative possibilities increase, brands targeting other groups are getting involved,” says Wood. He is currently devising a life-simulator game for a pension provider to persuade 25 to 35-year-olds to think about their retirement.

Read the article: www.mediaweek.co.uk

Video Games Emerge As 'No. 4' Medium, Displace Print Among Young Guys

NEW YORK - Video Games have emerged as the fourth most dominant medium, displacing print media and vying with other major electronic media in the lives of both young adult and teenage males, according to findings of a unique multimedia usage study scheduled to be released today. The findings, which indicate that men 18-34 devote 6 percent and teenage males devote 15 percent of the time they spend with media each day to playing video games, may help explain the corresponding drop in TV viewing that has manifested among young males this year.

Read the article: www.mediapost.com