Elsevier

Telematics and Informatics

Volume 34, Issue 7, November 2017, Pages 1081-1092
Telematics and Informatics

The survival strategy of branded content in the over-the-top (OTT) environment: Eye-tracking and Q-methodology approach in digital product placement

https://doi.org/10.1016/j.tele.2017.04.016Get rights and content

Highlights

  • How branded content may be adopted to succeed with the over-the-top market using digital product placement.

  • A multiple research methodology comprising eye-tracking analysis and Q-methodology.

  • The physically optimized places that would attract users’ visual attention.

  • User centric perspective on branded content.

Abstract

The goal of this paper is to discuss how branded content may be adopted to succeed with the over-the-top (OTT) market using digital product placement (PPL). Analyzing the eye movements of 34 subjects with manipulated experimental materials we also examined their fundamental attitudes toward branded content using digital PPL in the OTT environment. In the first part of the experiment, eye-movements and fixation durations on our nine equally divided areas of interest (AOIs) were analyzed. In the second part, we used the Q-method to classify users’ underlying factors for the digital PPL into three types, namely pragmatism, conservatism, and rationalism. Despite intensive differences, there are some common attitudes among these three types with respect to regulations. Based on three research questions, our results recommend that both practitioners and researchers should identify the physically optimized places that would attract users’ visual attention based on their brand characteristics. At the same time, they should formulate psychological strategies whereby users are unable to recognize the intentional exposure of a particular brand or the brand becomes integral to the plot.

Introduction

With the advent of the cord-cutting over-the-top (OTT) services, many users have changed their consumption patterns of video content from television (TV) to mobile and tablet PCs. OTT refer to online streaming services that deliver video clips of various forms over the open, universal Internet through existing set-top boxes. In this environment, the traditional TV providers who had hitherto, enjoyed advertising revenues simply by owning broadcast channels, are placed on the crossroads of survival. In other words, the wall between mobile and TV is disappearing in the environment called the all-IP era. In fact, US subscribers of Netflix registered at 43,180 million people in the third quarter of 2015 (Zara, 2015). This number grew to 3340 million subscribers in the fourth quarter and recorded sales of approximately $ 4.9 billion. Netflix surpassed the number of subscribers and revenues of Home Box Office Inc. (HBO) in the same period (Jin, 2016).

Recently, the Netflix Chief Executive Officer (CEO), Reed Hastings, announced at the US Consumer Electronics Show (CES) 2016 that Netflix has significantly expanded their online streaming services from the existing 60 countries to more than 130 countries. In addition, Netflix has succeeded as the service that recommends the most appropriate content to subscribers based on cloud and big data. The current OTT services have high potential to develop with the convergence of different media and sophisticated big data technologies. The OTT has the potential to grow gradually into the favored service among ultra-high definition (UHD) broadcasting systems. It is generally agreed that the OTT would be the catalyst to change the paradigm of the future media industry to an environment in which consumers may watch desired content over the internet with different devices regardless of place or time. This is in line with the claim that the OTT services represent users’ ongoing shift in video content consumption pattern from the TV to mobile and Internet.

Based on this trend, Cheil Worldwide, the largest advertising agency in Korea, formed a partnership in 2015 with Mirriad, Britain’s digital advertising firm, to secure new product placement technologies, specifically digital PPL, that insert elements of product placement in pre-made videos using computer graphic technology. After advertisers select their preferred video and determine the exposure type, hours, and advertising size, the concerned products and brands are inserted into the video using computer graphic technology (Lim, 2015). This partnership between the two companies illustrates the importance of branded content in OTT services. Branded content is described as the fusion of advertising and entertainment into a marketing communications product that is integrated with the organization’s overall brand strategy and intended to be distributed as entertainment content of a highly branded quality (Horrigan, 2009).

The OTT is experiencing significant growth but its business models and interdisciplinary aspects are not well known. The intent of this paper is to discuss how branded content may be adopted to succeed with the OTT market using the digital PPL technology which allows brands to be digitally integrated into TV shows and music videos in the form of products, signage, videos and other branded assets. Specifically, this study employed a multiple research methodology comprising eye-tracking analysis and Q-method to investigate the effects of branded content in the OTT service. Through an empirical approach, this research explores the potential of branded content as a new revenue model of the OTT environment.

Section snippets

Product placement by eye-tracking analysis

Product placement is the inclusion of brand identifiers in entertainment media programming in return for commercial considerations (Morton and Friedman, 2002). As product placement in entertainment media has become more common, examining how people process the brand messages that are embedded in such entertainment media has emerged as an important research topic in advertising and information-processing literature (Shin and Biocca, 2017, Shin, 2016, Russell et al., 2004, Russell and Stern, 2006

Eye-tracking analysis through experiment

The current study, firstly, conducted an experiment based on eye-tracking analysis. On the basis of the PPL research model proposed by Lee (2007) and using the eye-tracking analysis, we divided the screen into nine equal parts as the AOI (Area of Interest) for the first research question. The experimental materials consisted of 377 video content clips randomly selected from those broadcasted from January 1, 2015 to June 30, 2015 by Korean Broadcasting System (KBS), the national public

Results

The eye-tracking and Q-methodology analyses were performed on the same subjects. Even though the gender ratio of the final sample is 50:50 in order to ensure research credibility, the sample remains imbalanced in terms of the age, education, and experience of the respondents. The sample consists of female (50 percent) and male (50 percent) respondents, aged 31–53 years (N = 34). Table 2 presents the demographical characteristics of the sample.

Discussion

As users’ entertainment content consumption patterns have been changing in accordance with the advances in various media formats, the brand management strategy faces new challenges. In this regard, Internet based media such as OTT services have become a privileged media for advertisements. Despite its increased popularity, previous studies shared that Internet users tend to skip or avoid looking at advertisements. Branded content has been proposed as an alternative solution to this problem. By

Limitations and future studies

This study has several limitations, all of which provide opportunities for future research in this area. In addition to investigating the digital PPL proposed in this study, it would also be necessary to conduct theoretical and empirical research that may affect the branded content strategy for the over-the-top environment. Since the technology and policy associated with digital PPL is still in the early stages, future research may consider more variables and factors that could produce deeper

Acknowledgement

This work was supported by the National Research Foundation of Korea Grant funded by the Korean Government (NRF-2014S1A5B1014964).

References (36)

  • A. Hollingworth et al.

    Does consistent scene context facilitate object perception?

    J. Exp. Psychol. Gen.

    (1998)
  • D. Horrigan

    Branded content: a new model for driving tourism via film and branding strategies

    Int. Multidiscip. J. Tourism

    (2009)
  • Jin, D.R. 2016. ‘Netflix’ Landing, Change The Content Consumption Places. Retrieved from:...
  • M.A. Just et al.

    A theory of reading: from eye fixations to comprehension

    Psychol. Rev.

    (1980)
  • J.A. Karrh

    Effects of brand placement in motion pictures

  • S. Kim

    Q-Methodology and Social Science

    (2007)
  • T.Y. Kim et al.

    User experience (UX) of facebook: focusing on users’ eye movement pattern and advertising contents

    Int. J. Contents

    (2014)
  • Y.J. Lee

    Effective PPL arrangements in the screen of multimedia contents

    Korea Inst. Info. Commun. Eng.

    (2007)
  • Cited by (12)

    • A diary study of information encountering triggered by visual stimuli on micro-blogging services

      2019, Information Processing and Management
      Citation Excerpt :

      In stimulus-driven selection, the characteristics of the stimuli provide a basis for establishing attentional priority (Vecera, Cosman, Vatterott, & Roper, 2014). Online stimuli with certain external characteristics are more likely to be noticed by users, such as larger size, more prominent position, and higher luminance (Jansen, Liu, & Simon, 2014; Kim & Shin, 2017; Peschel, Orquin, & Loose, 2013). Images, the dominating visual stimuli on micro-blogging services, further include photos, graphics, maps, screenshots, and animated pictures, etc.

    View all citing articles on Scopus
    1

    Both authors contributed equally to this study.

    View full text