Archive September, 2008



The most ordinary products to be promoted in a way of product example are automobiles. Quite often, all the significant vehicles in a movie or television serial will be supplied by one manufacturer. For instance, The X-Files used Ford automobiles, as do leading characters on 24. The James Bond movies pioneered such placement. The 1974 movie The Man with a golden Gun featured widespread use of AMC automobiles, even in scenes in Thailand, where AMC cars weren’t sold, and had the steering wheel on the wrong side of the cars for the country’s roads. The last two Bond movies had used vehicles from Ford or its subsidiaries. In Bad Boys-2as well as The Matrix Reloaded, almost every automobile was made by General Motors, the only exception being the Ferrari in Bad Boys 2.



The first generation of virtual product placement has tended to be built upon sports arenas where the geometrical dealings of camera and the exterior of the flat area onto which the billboard is projected, can be calculated with no difficulty. Second generation of product placement or dynamic product placement is more focused on commercial products. Third generation of virtual or dynamic product placement permits targeting of customers with different products that can be energetically switched based upon, for example, demographics, psychographics or behavioral information about the customer.



Virtual product placement implements computer graphics to include the product into the program after the program is absolute.

As of 2007, a new trend is rising in product placement, the development of abilities that permit dynamic or switchable product placement. Formerly post production tools have permitted one time introduction of new product placement images and billboard advertising, for example at baseball or hockey games. As of 2007, new startups are providing or developing the ability to switch product placement.



Regarding to PQMedia, a consulting firm that observes the product placement market, 2006 product placement was evaluated at $3.07B rising to $5.6B in 2010. Nevertheless, these figures are somewhat misleading in PQMedia’s view in that nowadays, many product placement and brand integration deals are a mixture of advertising and product placement. In these transactions, the product placement is often dependent upon the purchase of advertising revenues. When the product placement that is bundled with advertising is billed to part of the spending, PQMedia states that product placement is closer to $7B, rising to $10B by 2010.



Certain consumer groups such as Commercial Alert object to product placement as “an affront to basic honesty”, that they claim is too usual in today’s society. Commercial Alert asks for complete disclosure of all product placement preparations, arguing that most product placements are unreliable and not clearly disclosed. They support notification before and during television programs with surrounded advertisements. One explanation for this is to allow greater parental control for children, whom they claim are without difficulty influenced by product placement.



At the same time as the tobacco industry has characteristically denied active involvement in entertainment programming, beforehand secret tobacco industry documents made possible in the USA show that the industry has had a long and strong relationship with Hollywood. Placing tobacco products in films and on television, encouraging celebrity use and endorsement, advertising in entertainment oriented magazines, designing advertising campaigns to reproduce Hollywood’s glamour, and sponsoring entertainment oriented events have all been part of the industry’s relationship with the entertainment sphere.



Evaluating previously secret tobacco advertising documents, the British Medical Journal has stated:

The tobacco industry gets new smokers by associating its products with joy, excitement, sex, riches, and power and as a means of expressing revolt and independence. One of the ways it has found to encourage these associations has been to support smoking in entertainment productions.

Disclosure to smoking in entertainment media is related with increased smoking and favorable attitudes towards tobacco use amongst adolescents.



Quantification techniques track brand integrations, with both fundamental quantitative and more demonstrative qualitative systems used to ascertain the cost and effective media value of a placement. Rating systems calculate the type of placement and on-screen exposure is gauged by audience recall rates. Products may be featured but hardly identifiable, obviously identifiable, long or recurrent in exposure, related with a main character, verbally mentioned and they might play a key role in the storyline. Media values are as well weighed over time, depending on a exact product’s degree of presence in the market.



Product placement can be used in books (especially novels) and video games, for example, Crazy Taxi, which featured several real retail stores as game destinations. Nevertheless, sometimes the economics are reversed, and video game makers pay for the rights to make use of real sports teams and players.

Product placement can be noticed as a modern version of the exhibit displays seen at world’s fairs, performances, sporting events, or anywhere that huge numbers of potential consumers gathered.



An alternative of product placement is advertisement placement. In this case an advertisement for the goods (rather than the goods itself) is seen in the movie or television series. Examples contain a Lucky Strike cigarette advertisement on a billboard or a truck with a milk ad on its trailer.

Barter systems (the director, actor and producer wishes one for himself) and service deals (cell phones offered for crew use, for example) are also ordinary practices. Producers may as well seek out companies for product placements as another savings or income stream for the movie, with, for instance, products used in exchange for help funding advertisements together  with a movie’s release, a show’s new season or other occasion.