alternative marketing chapter 10 copyright © 2010 pearson education, inc. publishing as prentice...
TRANSCRIPT
Alternative Marketing
Chapter 10
Copyright © 2010 Pearson Education, Inc. publishing as Prentice Hall 10-1
Chapter Objectives1. How do buzz marketing, guerilla
marketing, product placement and branded entertainment, and lifestyle marketing fit into an IMC program?
2. What is the difference between a product placement and branded entertainment?
3. What conditions must be present in order to develop a successful guerilla marketing program?
4. How can alternative marketing methods be integrated with in-store programs?
5. Why is it important to attempt to strengthen brand communities?
Copyright © 2010 Pearson Education, Inc. publishing as Prentice Hall 10-2
Red Bull’s Buzz
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• Launched in Australia, 1984• By 2001, held 70% of energy drink
market in U.S. ($140 million in sales)• Entry in United States
Buzz marketing Consumer educators -- parties Extreme sporting events
• Competitive reaction slow• Recently – more traditional
advertising
Chapter Overview
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• Traditional media declining• Alternative media rising• Ugg – fashion conscious
consumers• Alternative approaches
Buzz marketing Guerilla marketing Product placement Branded entertainment Lifestyle marketing In-store marketing Brand communities
Alternative Media Programs
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• Requires creativity and imagination
• Identify intersect paths• Alternative media programs
Buzz marketing Guerilla marketing Product placement Lifestyle marketing
Buzz Marketing
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• Word-of-mouth marketing Higher credibility
• Fast growth – now $1 billion annually
• Methods of generating buzz Consumers who like a brand Sponsored consumers Company or agency generated buzz
Buzz Marketing Stages
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• Three stages1. Inoculation2. Incubation3. infection
• Buzz marketing difficult during inoculation stage Must use brand ambassadors or customer
evangelists
• True customer-generated buzz occurs after awareness Awareness generated through traditional
advertising
Buzz Marketing Preconditions
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• Brand must be unique, new, or perform better
• Brand must stand out• Memorable advertising helps
• Intriguing, different, and unique
• Customers must get involved• Buzz marketing works because
• People trust someone’s else’s opinion• People like to give their opinion
Guerilla Marketing
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• Developed by Jay Conrad Levinson• Instant results with unique, low-cost
approaches• Focus on region or area• Create excitement• Involve interacting with consumers• Goal is to generate buzz• Harley Davidson “Cat shoot”• Grassroots efforts• Alternative media
Product Placement
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• Advertisers believe• Increased brand awareness• Positive attitude towards the brand
• No immediate impact on sales• Nielsen Research shows positive
impact• Low cost per viewer
Branded Entertainment
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• Brand woven into the storyline
• Use increased sharply with reality shows
• Also found in novels, plays, songs, and movies
Product Placement and
Branded Entertainment
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• Works because no call to action• Goal is to increase brand awareness and liking• Placements work best when logical fit• Negative/positive scene impacts reaction• Bypasses legislation• Increase in placement budgets
• Brand’s appeal stronger in non-advertising context• Perception of what others think is important to
consumers• Provides postpurchase reassurance• Program can provide evidence of a brand’s
advantage
Video-Game Advertising
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• In-game advertisements• Rotating in-game advertising• Interactive ads• Game-related Web sites• Advergames• Sponsored downloads
Video Game Advertising
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• Benefits• Online games allow Web analytics• Ads can be targeted to match
audience• Disadvantage• Ads soon become static
• New technologies• Ad rotations within game• New ads can be added to online games• Time-sensitive ads can be used• Ads can be made interactive
Alternative Media Venues
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• Cinema• In-tunnel, subway• Parking lot• Escalator• Airline in-flight• Leaflets and brochures• Carry home menus• Carry home bags• Clothing• Mall signs• Kiosks
In-Store Marketing
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• 70% of purchase decisions made in store
• In-store atmospherics• Sight, sound, and scent
• Video screens and television monitors• Customize messages
• The Salon Channel• Wal-Mart
• 127 million shoppers per week
• Unilever
Point-of-Purchase Displays
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• Location is key• Last chance to reach buyer• Facts
• 70% of decisions are in store• 50% of money spent at mass-merchandisers and
supermarkets is unplanned• 50% of Coca-Cola products from displays
• Average increase in sales is 9%• Half of POP displays not effective
• Half that are effective – 20% increase in sales
Measuring POP Effectiveness
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• Both retailers and manufacturers want displays that are effective
• Point-of-sales (POS) data• For retailers
• Indicates time to withdraw or change display
• Identify POP displays with largest impact• Test market different displays
• For manufacturers• Data can improve quality of displays• Strengthen relationships with retailers
Combination Approaches
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• Digital, LED displays• Interactive displays• Integration of advertising and marketing with
POP• Interface of digital technology with in-store
networks• Interface with retail computers
Brand Communities
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• Ultimate demonstration of• Brand loyalty• Brand devotion
• Symbolic meaning• Interactions between brand and
consumer• Shared values and experiences• Cannot be created by brands itself• Marketing can enhance community
experience
Enhancing a Brand Community
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• Create benefits to encourage new customers to join.
• Provide materials not available anywhere else.
• Involve firm representatives in the groups.
• Sponsor special events and regular meetings.
• Promote communications among members.
• Build a strong brand reputation.
International Implications
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• Alternative marketing - U.S. minorities• Alternative media used in other countries
• “A Sunny Day” – China (Pepsi and Starbucks)• Brand communities developing in other
countries• Jeep - China
• Ad clutter a global problem• Growing use of alternative media tactics• New alternative marketing programs