| Digital Media Convergence
Advertising & New Media |
Setting the Scene - Digital Media Convergence
In the present day, our 21st Century
context is often regarded as being characterised by extensive technological
developments, with the impacts of such innovations resulting in the formation
of new practices concerning the production, distribution and consumption of
various media forms. Such comprehensive developments, within which digitisation
and the advent of the Internet have served a prime role, primarily centre on a
process of “adaptation, merging together and transitioning” widely known as convergence (Dwyer 2010: 2).
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Traditional 50's family audience congregated around the TV set |
The rise of digital culture, or what Jenkins (2006: 2)
termed “convergence culture”, has hence precipitated a shift in the traditional
producer/consumer paradigm characteristic of the pre-digital era, creating a
new participatory culture. This
demise of the one-directional flow of media content has enabled for the
dissemination of information across “different media systems, economies and
nations” (Sheehan and Morrison 2009), thus resulting in new opportunities for
content producers, particularly in advertising. As a consequence of this overall technological, industrial
and social convergence in the new digital media environment, advertisers have
explored new avenues in an attempt to adapt to the fracturing and fragmentation
of audiences from the 1980’s onward (Spurgeon 2008: 38). However, it is
essential to note that each of these new marketing endeavors have presented
multiple challenges to advertisers.
Tough
Times Ahead - How Advertisers Have Adapted to the New Digital Age
Initially, the growth of new digital media
technologies/practices and convergence culture presented a range of challenges
to the advertising industry, most particularly, the practice of time-shifting coupled with the rise of
the personal video recorder (PVR) and the demise of scheduled programming. The
rapid shift of content from traditional media forms (especially the TV) to the
Internet resulted in the increased fragmentation of audiences associated these traditional
media. Advertisers and media industries alike have thus undergone a multitude
of changes to address this new “confluence culture” (Sheehan and Morrison 2009).
According to Stafford (2005: 9) the rapid and
extensive growth of new media technologies, particularly the Internet, is
observable through advertising expenditure, with the participatory
opportunities offered by the medium driving the Internet as a “crucial
marketing and trading medium for many businesses”. The consequential development and rise of interactive methods
of advertising has since been widely adopted to enable more specific, targeted
and personal engagement with increasingly distracted consumers (Lombard and
Snyder-Duch 2001: 56). Prominent examples of new advertising trends include the
sophistication of product placement, in the form of branded entertainment, and
the emergence of the viral campaign through social media platforms.
The
Rise of ‘Madison & Vine’ - Branded Entertainment
The convergence of both the advertising and
entertainment industries has become a defining feature of the new confluence
culture. Such co-adaption has largely assisted in the survival of both fields in
the current climate of diminishing brand loyalty and increased consumer
resistance and cynicism (Sheehan and Morrison 2009). The prime intention behind
this evolution in integrated product placement involves the embedding of
products/brands into an entertainment context in order to influence consumer
brand judgements in a manner that is favourable to advertisers (Hudson and
Hudson 2006: 492). This new marketing direction has involved the placement of
brands in television programs, storylines of short films and even music videos.
This trend has also overturned the traditional 90:10 distribution and
production ratio (Spurgeon 2008: 24), with advertisers progressively allocating
greater expenditure to the production process. A number of scholars (Sheehan and
Morrison 2009) have termed such brand integration as the “renaissance of
strategic creativity in brand communication.”
Whilst the optimism surrounding this movement is evident in the success of BMW’s 2001 series of short films, which resulted in an unprecedented spike in sales for the corporation, there remain multiple instances in which overly ambitious attempts at branded entertainment have backfired. A recent example includes the controversy surrounding the integration of the Nokia 7610 mobile phone in a music video for pop-punk band Fall Out Boy in 2008. This case illustrates the risks for creative content producers and advertisers, with a version of the video, described as a “product placement extravaganza” (Topolsky: 2008) being released without any prior consultation. This lack of control that marketers have encountered with this branded entertainment model also coincides with the unpredictability of consumer attitudes and ethical concerns regarding the subliminality of these brand messages, with the “loss of creative freedom” a key concern amongst critics. (Hudson and Hudson 2006: 499).
Coming
Down with the ‘Viral Campaign’ - Viral Marketing & Social Media
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Screenshot from Tourism Queensland's website |
Like branded entertainment, the new convergent media
environment has witnessed an abundance of campaigns in which this emergent
viral marketing strategy has flourished. Tourism Queensland’s 2009 ‘Best Job In
The World’ campaign is a prominent example of the potential of viral marketing,
with the campaign reaching an estimated audience of 3 billion people, with
budding employees from across the globe generating 35 000 applications
(Stanaland 2012: 393). The sophistication of Tourism Queensland’s integrated
media approach, through the employment of a website in addition to other social
media outlets, is largely attributed to the campaign’s unprecedented success.
Advertising & Convergence - Where to Next?
It hence becomes clear that the future of advertising in this new interactive, convergent, digital media climate is dependent upon the industry's capabilities to respond to the ever-evolving needs of an increasingly fragmented, distracted and powerful audience. Through capitalising on the interactive opportunities offered to content producers through convergent media forms, advertisers can then continue to develop more sophisticated methods of targeting more specified audiences via a range of mediums.
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References -
Dwyer, T. (2010) Media
Convergence. Berkshire: McGraw Hill, 1-23.
Fall Out Boy - I Don't Care. (2009). Fall
Out Boy - I Don't Care. (Online Video). 19 December 2009. Available from: http://www.youtube.com/watch?v=Alh6iIvVN9o.
Accessed 27 August 2012.
Hudson, S. and Hudson, D. (2006) ‘Branded
Entertainment: A New Advertising Technique or Product Placement in Disguise?’
in Journal of Marketing Management 22
(5-6): 489-504.
Jenkins, H. (2006) Convergence
Culture: Where Old and New Media Collide. New York: New York University
Press, 2.
Lombard, M. and Snyder-Duch, J. (2001) ‘Interactive
Advertising and Presence: A Framework’ in Journal
of Interactive Advertising 1 (2): 56-65.
Mangold, W.G., and Faulds, D.J. (2009) ‘Social Media:
The New Hybrid Element of the Promotion Mix’ in Business Horizons 52: 357-365.
Richardson, M. and Domingos, P. (2002) ‘Mining
Knowledge-Sharing Sites for Viral Marketing’, Seventh International Conference on Knowledge Discovery and Data
Mining.
Sheehan, K., and Morrison, D. (2009) ‘Beyond
Convergence: Confluence Culture and the Role of the Advertising Agency in a
Changing World’ in First Monday 14
(3).
Spurgeon, C. (2008) Advertising and New Media. London: Routledge, 38.
Stafford, M.R. (2005) Advertising, Promotion and New Media. New York: M.E. Sharpe, 9.
Stanaland, A. (2012) ‘The Best Digital Marketing
Campaigns in the World’ in Journal of
Consumer Marketing 29 (5): 393-394.
Subramani, M.R., and Rajagopalan, B. (2003) ‘Knowledge
–Sharing and Influence in Online Social Networks via Viral Marketing’ in Communications of the ACM 46 (12):
300-307.
Topolsky, J. (2008) 'Screen Grabs: Fall Out Boy rails against product placement, enjoys the rewards of product placement', Engadget, http://www.engadget.com/2008/09/30/screen-grabs-fall-out-boy-rails-against-product-placement-enjo/, Accessed 27 August 2012.
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