UNIVERSITY OF VAASA FACULTY OF BUSINESS STUDIES DEPARTMENT OF MARKETING Emmi Jyly THE USE OF HUMOROUS BRANDED CONTENT IN ORDER TO IMPROVE BRAND IMAGE– Case: Brändärit and Crazy Ones Master ´s Degree Programme in International Business VAASA 2015 2 3 TABLE OF CONTENTS LIST OF FIGURES AND TABLES ............................................................................ 7 ABSTRACT .................................................................................................................. 11 1. INTRODUCTION .................................................................................................. 13 1.1. Background of the study .....................................................................................................15 1.2. Purpose and objectives of the study ...............................................................................17 1.3. Delimitations and the key concepts of the study .......................................................17 1.4. Structure of the study ...........................................................................................................19 1.5. Methodological choice .........................................................................................................20 2. FROM THE USE OF SPONSORSHIP AND PRODUCT PLACEMENT TO THE USE OF BRANDED CONTENT IN ORDER TO IMPROVE BRAND IMAGE .......................................................................................................................... 23 2.1. Definition of a brand ............................................................................................................23 2.2. Brand image .............................................................................................................................25 2.2.1. Things affecting brand image ............................................................................................... 25 2.2.2. Differences between an image and an identity ............................................................ 28 2.2.3. How to bring the brand image closer to the identity ................................................ 29 2.3. Meaningful marketing communication .........................................................................30 2.3.1. Sender and receiver on marketing communication ................................................... 32 2.3.2. Goals of marketing communication on three different levels .............................. 33 2.3.3. Mass communication ................................................................................................................ 35 2.4. Sponsorship .............................................................................................................................36 2.4.1. Consumer focus ........................................................................................................................... 38 2.5. Product placements ...............................................................................................................40 2.6. Branded content......................................................................................................................43 2.6.1. Originals .......................................................................................................................................... 47 2.6.2. Platforms ......................................................................................................................................... 47 2.6.3. Why branded content? ............................................................................................................. 48 2.6.4. The risks of branded content................................................................................................. 49 3. HUMOR AND CULTURE .................................................................................... 51 3.1. Finnish and American culture ...........................................................................................52 3.1.1. Power distance ............................................................................................................................. 52 3.1.2. Individualism vs collectivism ............................................................................................... 52 3.1.3. Masculinity vs femininity ....................................................................................................... 53 3.2. Theories and styles of humor in Finnish and American cultures ........................54 3.2.1. Superiority, relief and opposites ......................................................................................... 54 3.2.2. Affiliative, self-enhancing, aggressive and self-defeating humor ...................... 55 3.3. Humorous advertising .........................................................................................................57 3.4. Summary of the theoretical framework .........................................................................59 4. RESEARCH METHODOLOGIES ....................................................................... 60 4 5 4.1. Data collection ........................................................................................................................60 4.1.1. Questionnaires ............................................................................................................................. 61 4.2. Data analysis ............................................................................................................................64 4.3. Reliability and validity ........................................................................................................65 5. RESULTS AND DISCUSSION ............................................................................ 66 5.1. Case Brändärit .........................................................................................................................66 5.2. Case Crazy Ones .....................................................................................................................77 5.3. Finnish group interview about Brändärit .....................................................................79 5.4. Finnish group interview about Crazy Ones .................................................................80 6. SUMMARY AND CONCLUSIONS ................................................................... 82 6.1. Summary ...................................................................................................................................82 6.2. Conclusions ..............................................................................................................................84 APPENDICES .............................................................................................................. 88 Appendix 1. Mainostoimisto Official´s Brändärit ads on Youtube, the amount of views 20.2.2015. ............................................................................................................ 88 Appendix 2. The shorter version of Michael Monroe´s advice, the amount of views 20.2.2015 ............................................................................................................. 90 Appendix 3. The questionnaire Brändärit ............................................................... 91 Appendix 4. The questionnaire Crazy Ones ........................................................... 97 Appendix 5. Group interview. .................................................................................. 98 LIST OF REFERENCES ............................................................................................. 99 6 7 LIST OF FIGURES AND TABLES Figure 1. Brand Value Pyramid. 25 Figure 2. AIDA-model. 33 Figure 3. DAGMAR-model. 33 Figure 4. Hierarchy of communication effects. 34 Figure 5. The recognition scores. 41 Figure 6. Attitude change scores. 41 Figure 7. Viewers´ opinion about Super Bowl TV commercials. 44 Figure 8. Age of the respondents. 65 Table 1. Differences between a Finnish and American cultures according to Hofstede´s dimensions. 53 Table 2. Current attitudes towards humorous TV shows. 66 Table 3. Current image about the brands. 67 Table 4. Current attitudes towards the brands. 68 Table 5. Episodes watched. 69 Table 6. Attitudes towards the humor used on Brändärit. 70 8 9 Table 7. Adjectives that describe Brändärit. 71 Table 8. Seen advertisements. 72 Table 9. The number of views on Youtube per publisher. 72 Table 10. The most liked advertisements. 73 Table 11. Attitudes towards the humor used on the advertisements. 74 Table 12. Changed image after seeing the episode and/or the advertisement. 75 Table 13. Changed attitudes after seeing the episode and/or the advertisement. 76 Table 14. Episodes watched. 77 Table 15. Attitudes towards the humor used on Crazy Ones. 77 Table 16. Adjectives that describe Crazy Ones. 78 10 11 UNIVERSITY OF VAASA Faculty of Business Studies Author: Topic of the Thesis: Name of the Supervisor: Degree: Department: Degree Programme: Year of Entering the University: Year of Completing the Thesis: Emmi Jyly The use of humorous branded content in order to improve brand image – Case: Brändärit and Crazy Ones Minnie Kontkanen Master of Science in Economics and Business Administration Marketing International Business 2010 2015 Pages: 112 ABSTRACT: It is easier than ever before to avoid advertising. Current market situation forces the brands to invent new ways to reach and attract consumers´ attention. It is nowadays important to be able to evoke feelings, arouse conversations, amuse people and engage them in order to differentiate from the competitors. The content of the marketing message is today the thing to be focused on. Branded content is today “the marketing communication method” and it is becoming more utilized every day. Only few bands have been able to utilize it successfully for years. Also a humor is a popular way to communicate with consumers and its effectiveness have also been proved with several studies. For that reason the purpose of this study is to find out if it is possible to improve brand image by utilizing branded content and humor together and how does Finnish and American culture affect on an individuals´ sense of humor or does it. Two cases called sitcoms were studied; Brändärit and Crazy Ones. The focus of the theoretical framework will be on sponsorship, product placement, branded content, brand image, humor and culture. Several books, articles and other online content were used as a source of information. Methods that were used in this study were mostly descriptive. The results were collected through questionnaires and group interview. The objectives were achieved and the research question were answered. The results were strongly related to the previous studies and supported the theoretical framework. KEYWORDS: branded content, brand image, humor, culture 12 13 1. INTRODUCTION It is easier than ever before to avoid advertising. (Valiquette 2013). Some recording devices have made traditional television advertisements useless because they allow consumers to fast forward through the commercials. (Marken 2006). According to Grey (2006) “…it is becoming harder to make an impact using traditional advertising”. Also Myung-Jin and Hye-Jin (2013) argued ”… media digitalization has progressed and consumers have become able to voluntarily select desired information, businesses are changing marketing paradigms in line with the changes in the media environment.” On top of the basic advertisements people are used to see on TV, printed media and bus stops, people are nowadays forced to see advertisements all around them, such as on movie tickets, on movies, receipts, inside the busses, on the busses, inside of an aircraft, on side of an aircraft, all over the Internet and so on. Most of these advertisements people do not register at all. People are unconsciously selecting and processing information they see. It is a self-defense mechanism they use because people´s brains cannot process all the information they see around them every day. The filter selects the information that it wants to be processed. This is also the reason why people are mostly reading and watching things they are interested in; to deliberately select certain information. There is way too much information for a human brain to process at the same time, so the brains are forced to choose only a small percentage of all the stimuli they see. That is one of the reasons why companies are struggling every day to get the consumers´ attention. (Aaker 1996:16.) Almost 20 years ago, Aaker said, ”in the coming decades, the firms that become skilled at operating outside the normal media channels … will be the most successful in building brand awareness.” With this “outside the normal media channels”, he meant for example promotion, sponsorship, publicity, sampling, and other attention-getting approaches. (Aaker 1996:16). Companies should all the time think new innovative ways to execute marketing communication. Still, even if they did, many times they are not able to get the attention of their target audience. Methods of marketing are changing and keeping companies on their toes. It forces the brands to invent new ways to reach and attract current and 14 potential consumers. It is more and more difficult to get people´s attention and create interest towards their own products or services, so brands are forced to find new ways to find and reach the consumers and affect their emotions. The role of marketing is changing and advertising becomes harder and harder to execute. A bias can also be a huge burden to a company. A bias towards changes may prevent innovations and companies dare to try something new. Because the changes may also be risky and cost a lot of money, companies are more likely to keep the battleground unchanged. Also, it is not rare that the companies become blind to the changes in the competitive situation. By ignoring these changes or possibilities companies make their brands vulnerable and face the risk of missing huge opportunities. (Aaker 1996:32.) Collaboration between several different parties from several different fields is nowadays really common. Companies need experts from different fields in order to execute successful marketing campaigns. This collaboration is priceless when each party gives their best and the parties share the same goal. For example the broadcasters are used to pay large amounts of money about different productions but sometimes they cannot afford it, mostly because they are supporting so many different shows at the same time. It is not that rare anymore that at least some of the costs are provided straight by the brands. This can be seen as clear changes in working methods. (Canter 2011). A couple of good examples are Lidl´s Challenge Hans and Jamie Oliver by Tefal. Canter (2011) also argued that “the trend is for broadcasters to commission on the basis of "deficit funding", where a broadcaster has decided that it wants to commission a program but is only prepared to cover a proportion of the cost itself. It is then up to the production company to find the remaining funding from a brand.” Also the way of thinking has been changed from product-centered closer to the value chain approach. It is important to know and understand what the consumers really want and appreciate. It is important to affect them and evoke feelings in order to differentiate from the competitors. According to Stewart (2014) “in a world of fragmented audiences and constant disruption, branded content is a key link to establish and cement relationships with customers and brands.” Though according to Grey (2006) “engaging with consumers is still one area where many brands fall short.” 15 1.1. Background of the study This study has been assigned by Juha-Matti Raunio ja Theodor Arhio, from TBWA\Helsinki. They invented and own the original idea of a Finnish sitcom called Brändärit. Also an American sitcom called Crazy Ones is included into this study so that these two cases could be compared and the possible role of culture could be identified when utilizing humor. It is assumed that the role of culture needs to be taken into account when planning to use a certain type of humor and identifying the target group. The topic is relatively new in this field. Both Brändärit and Crazy Ones are new TV series called sitcoms which are based on humor. It is interesting to find out what the Finnish and American consumers feel about these humorous marketing communication methods, and is it possible to improve brand image on consumers´ minds by utilizing branded content. That is going to be examined in this study. What makes this study current is that conversations about branded content have already started and it is becoming a quite hot topic. Brändärit has already started a lot of conversations and reached a lot of attention in Finland and also overseas. The format has already won a number of respected national and international awards. Crazy Ones started to air in Finland 16th of February. The traditional marketing communication methods that were mentioned earlier include channels such as television, radio, print and outdoor advertisements. Traditional communication methods also include the utilization of publicity and word-of-mouth. Nowadays companies are also commonly executing case videos on Youtube and Vimeo, companies are internally managing their own Facebook pages, and innovative events and tastings are organized all the time. Companies are relatively used to execute passive marketing methods, such as sponsorship and traditional product placements in their marketing communication plan. Now a new kind of marketing method is starting to increase its popularity. This method is called an active marketing communication method, branded content. Some brands, such as Red Bull and Manolo Blahniks in Sex and the City have already found out years ago how to utilize branded content successfully. All of these three methods; sponsorship, product placement and branded content will be explained later in the chapter two. 16 “The real challenge is not to get your advertisement on a newspaper, though it is to attract the interest of the media”. (Kotler 2005:167). The biggest challenge is not only to attract the media anymore, though it is to get the attention of the consumers and create interest towards your brand. Consumers are nowadays the most important ones who are sharing the stories, messages and any other content companies are publishing online, not just media. A media has many times become a secondary source since people had an access on the information that can be shared and found on the Internet. In order to get their content shared among other consumers, companies need to be able to evoke feelings, stimulate discussion and entertain the viewers. Traditional marketing methods are increasingly becoming less profitable. (O´Leary 2014). Products can no longer speak for themselves and according to Salzer-Mörling & Strannegård (2004) “the real route to commercial success is supposed to be found in the artful creation of images and brands… When branding is the core business, the activities of marketing, advertising and branding are no longer categorized as supportive functions, but rather as the essence of the enterprise”. From the consumers´ point of view, many brands and companies are nowadays seen as a bit old-fashioned and boring. By being innovative companies are able to change their image, evoke emotions and conversation, and then appear to be more up-to-date. Emotions are a big part of remembering the received information. People are most likely to remember the information, when there have been enough emotions attached to it. People also make a lot purchasing decisions based on emotions, which is why a good brand image is priceless for a company. (Laakso 2003:66&71-72). Late 90´s advertising methods have also proven that using humor is an effective way to succeed in marketing communication. The marketing message will more likely be remembered, especially when the humor has been understood. (Laakso 2002:67). The role of culture when utilizing humor will be studied and discussed on chapter three. Stewart (2014) argues that “for businesses, having a website, being easily found online, interacting with consumers on social media and having a local online presence are no longer optional – these are the foundations.” The effective content on strategic marketing messages is now the thing to be focused on. The 17 role of Youtube and Vimeo, and consumers´ will to share these videos should not be ignored when planning on the content of the marketing message. People need to entertained and impressed. 1.2. Purpose and objectives of the study The purpose of this study is to find out is it possible to improve brand image by utilizing branded content and humor together and how does Finnish and American culture affect on an individuals´ sense of humor. The research question is that what is the effect of humorous branded content on brand image and how does the culture effect on Finnish and American consumers´ sense of humor? In order to be able to answer the research question, I have identified four (4) objectives that I try to achieve. 1. The first goal is to define and explain brand image as a term. 2. The second goal is to define and explain the term branded content through sponsorship and product placement. 3. The third goal is find out the role of culture when trying to utilize humor on branded content. 4. The fourth and final goal is to find out through questionnaires and interview if branded content combined with humor can improve brand image on consumers´ minds and how culture affects individuals´ sense of humor. 1.3. Delimitations and the key concepts of the study From all marketing communication methods, only sponsorship, product placement and branded content will be studied. The reason why only sponsorship and product placement will be studied is that the branded content 18 is kind of like a modern combination or up-to-date version of those two methods. The case studies Brändärit and Crazy Ones are based on branded content. both of them will be included into this study in order to be able to identify the role of humor on consumers´ sense of humor. When defining the basics of marketing communication the focus will be on mass communication because all of these three methods; sponsorship, product placement and branded content, are utilizing and based on mass communication. Sponsorship will be seen as a consumer-focused, from a commercial point of view. The focus will be on sponsorship in television programs. The focus area was chosen based on the case study Brändärit and Crazy Ones which are TV shows. The study about product placement will be focused on television programs, for the same reason as the previous one. Branded content will include the definitions and examples of platforms and originals, which will be explained later. Also the positive features and challenges of branded content will be studied and discussed. When defining a brand as a term the focus will be on brand image. This term is included into a research question so it is a really important term in this study. Products and services will not be studied separately. Only the term “products” will be used. The meaning of humor and role of culture when trying to utilize humor on branded content will be examined. The relationship between these two features is trying to be identified. This study will be executed from the consumers´ point of view. That is why a consumer research will be executed through questionnaires and group interview. Both Finnish and American consumers will be included into this study. The focus of theoretical approach will be on sponsorship, product placement, branded content, brand image, humor and culture. Several books, articles and other online content will be used as a source of information. 19 1.4. Structure of the study The first chapter is the introduction of this study. This chapter includes the background of the study, the purpose and objectives of the study, the delimitations and key concepts of the study, the structure of the study and it also introduces the methodological choice of this study. The second chapter includes the definition of a brand and brand image. Also the differences between an image and identity will be discussed. This chapter also includes the definitions of passive and active marketing communication methods. The chapter will explain the differences and similarities between sponsorship, product placement and branded content. The sender and receiver on marketing communications will be explained and the definition of mass communication will be studied. The main focus of this chapter will be on branded content. The positive features and challenges of branded content will be examined at the end of this chapter. The third chapter includes the final part of the theoretical framework. Theories and styles of humor will be examined and explained at this chapter. The focus will be on humor that can be found from television shows. This chapter will also present three cultural dimensions and will study the relationship between these dimensions and the preferable style of humor in Finnish and American cultures. At the end of this chapter the summary of the theoretical framework and hypotheses will be presented. The fourth chapter will present the chosen research methodology. At this chapter the chosen method to collect data will be explained. The chapter also includes the analysis, reliability and validity of the data. In the fifth chapter the results will be presented and described. The analysis will be mostly descriptive. The sixth chapter includes the summary and final conclusions of this study. Objectives and research question will be answered and hypotheses will be tested. 20 1.5. Methodological choice A new kind of marketing concept has born during the past few years and it is bringing together the TV series, marketing agencies, their clients, and the products and brands of the their clients through a fictional, humorous way. ”Brändärit” is a Finnish sitcom, which started September 7th 2014. Brändärit is also a new kind of comedy TV-series that takes you to an adventure into a fictional advertising agency called “Mainostoimisto!”. Brändärit is a co-operation project between TBWA\Helsinki, Maikkari and Fremantle Media Finland. Even though the whole “Mainostoimisto!” and its employees are fictional, the products and projects are real cases. Some of the brands that participated in this project were Paulig, Gigantti, Nissan, Fazer, Atria, Lambi and Lidl. (MTV 2014.) ”The Crazy Ones” is an American sitcom, which started September 26th 2013 and aired until April 17th 2014. It is a story of a fictional advertising agency and its employees who are trying to fulfill all the crazy needs of their customers. In order to be creative they are always planning and executing the craziest ideas, case after case. According to the Futon Critic (2013) the Crazy Ones is ”a single-camera workplace comedy about a larger-than-life advertising genius whose unorthodox methods and unpredictable behavior would get him fired... if he weren't the boss“. The series was starred by Robin Williams and Sarah Michelle Geller. The series used the real big brand names in order to make the show more believable, but the companies behind these brands did not pay anything for them. Since the first episode the series has received both positive and negative feedback and reviews. (The Futon Critic 2013; Hochman 2013.) At this study a quantitative and descriptive method will be executed. This method were chosen because the received information is not that statistic and certain computer programs such as SPSS were not available. Some statistic methods were utilized in this study in order to make the study more scholarly. The topic is relatively new and specific information about consumers´ attitudes towards certain brands and sense of humor were needed in order to execute this study. 21 When talking about succeeded marketing communication methods, the increased amount of sales and/or market share is easy to prove statistically. But it is lot more difficult to see and prove the difference when talking about improved brand image. (Vuokko 1997:24.) That is why the focus of this study is on consumers´ point of views rather than on statistics of the companies. So, on this study two questionnaires and group interview were executed and statistics were not included. Structured and semi-structured questionnaires were organized for both Finnish and American consumers. The questionnaire for Finnish consumers was about Brändärit and the questionnaire for American consumers was about Crazy Ones. The first questionnaire was executed to a group of Finnish consumers who had watched at least two to four episodes of the Brändärit. The goal was to receive at least 50 answers. All of the episodes and advertisements were included into the questionnaire in order to receive as reliable information as possible about consumers´ attitudes towards humorous branded content and their sense of humor. The second questionnaire was executed to a group of people who had watched at least one episode of Crazy Ones. The goal was to receive at least 30 answers. This second questionnaire was made in order to receive more information about how people feel about branded content combined with humor, how Finnish and American consumers´ feelings may differ and to make the survey international. These people were contacted through an American friend who was willing to invite his American friends to answer to the questionnaire. The questions were not randomly chosen rather they were the quite the same questions that were used in some of the similar studies. The findings are based on a relatively small sample however they provide a useful framework for future research. In both cases the respondents were contacted through Facebook in order to reach people fast and remind them to answer to the questionnaire if needed. The people were not chosen randomly though it was taken into account how likely they would be willing to the answer to the questionnaire. Also a group interview about Brändärit and Crazy Ones was organized for a small group of Finnish consumers. The group interview were executed at the interviewer´s home. 10 people were invited to participate in a group meeting and talk about Brändärit and Crazy Ones. Only a few questions were prepared 22 beforehand but otherwise the interviewees were able to discuss and comment freely. In order to minimize tension the interviewees were familiar with each other. The participated interviewees will be presented at chapter four. Their comments about Brändärit and Crazy Ones will be presented at chapter five. The data for this paper was collected through secondary sources such as academic journals, books and other online sources. 23 2. FROM THE USE OF SPONSORSHIP AND PRODUCT PLACEMENT TO THE USE OF BRANDED CONTENT IN ORDER TO IMPROVE BRAND IMAGE “There is coffee. And then there is Starbucks´ coffee” said Russel Hanlin, the CEO of Sunkist Growers. (Kotler 2005:166.) “An orange…is an orange. Unless, of course that orange happens to be a Sunkist, a name eighty percent of consumers know and trust.” (Aaker 1996:1). “Even though all of our manufactures would burn to the ground tomorrow, it would not affect the value of our company because it is based on our brand.” (Kotler 2005:166.) This chapter will discuss about the definition of brand and brand image. Also the differences between an image and identity will be discussed. Advertising agencies are increasingly looking for new innovative ways to engage and “wow” their audiences. (Day 2010). The line between the entertainment and marketing communication methods has become increasingly blended. (Zhang 2010). This chapter will also introduce an active marketing communication method called branded content. Branded content as we know it today combines two traditional marketing communication methods; sponsorship and product placement. (Pena 2011.) 2.1. Definition of a brand Almost anything can be a brand; a person, product, store, symbol and so on. A brand has a meaning and different associations on people´s minds. A strong brand is one of the most important resources for a company, because it cannot be stolen like so many other resources, such as employees, welfare and production equipment of a company. Creating a brand is a long-term process that can take years and a lot of resources. Most of the times a strong brand creates brand loyalty and increases sales of a company. A successful brand needs to have an interesting name, maybe a totally new category and it needs to tell a story. There 24 needs to be commitment to quality, maintenance of brand awareness and loyalty, and a strong and clear brand identity. (Kotler 2005:166-167; Aaker 1996:2.) A certain brand represents a certain status, image and values. Through a certain brand people can express themselves and create, maintain or strengthen their own personal brand and image. All the attributes of a product, such as color, packaging and design, communicate something to the consumers. Just the name of a brand can represent something about the quality, manufacturer, country of origin or the price category of the product. (Vuokko 1997:12.) A brand includes several different characteristics, such as the brand personality, organizational associations, the country-of-origin, self-expressive and emotional benefits, and brand-customer relationship. (Aaker 1996:74.) When talking about a brand as organization, rather than focusing on the attributes of a product, the focus will be on the attributes of an organization. These attributes include for example innovation, pursuit of quality and environmental responsibility. These attributes are based on the people, culture, values or programs of the company. Organizational attributes are more resistant than product attributes to a competition, mostly because they are much more difficult, or even impossible to copy or imitate. Some of the attributes, such as innovativeness are hard to evaluate and to compare. (Aaker 1996:82-83.) A brand as a person is based on a more interesting brand identity than when it is based on just product attributes. Brand can be seen as fun, trustworthy, humorous, active, impressive, and so on. The personality of the brand may create even a stronger brand. Through the brand´s personality people can express their own personality by using the brand. These kinds of brand personalities may create or increase the brand loyalty of the consumers because the brand is part of who they are or what they want to be. When certain type of people are using the product it may also tell both to the company and consumers whether the brand is modern or old-fashioned, interesting or boring and ordinary or exotic. (Aaker 1996:83-84; Laakso 2003:116.) A brand as a symbol helps to create a structure to the identity. This kind of structure makes it easier for the consumers to recognize and recall the brand. A symbol is one of the key elements when developing a brand and it can be anything that represents the brand. Symbols that include a visual imagery are 25 usually the most powerful and easiest to recognize and recall. With a metaphor the symbols can be even more powerful and meaningful. Even the heritage of a brand can create a meaningful and strong symbol, so strong that it can increase the brand image and equity, and consumers´ brand loyalty. (Aaker 1996:84-85.) A well-planned and recognizable symbol can make a brand even stronger and create competitive advantage towards the competitors. The meaning of symbols has not changed during all these years. The cognitive outcomes of information process are called brand awareness and image. The latter one will be presented below. 2.2. Brand image According to Keller (1993:2) ”brand image refers to the set of associations linked to the brand that consumers hold in memory". The brand image is a current reality of a brand. How the brand is seen on the eyes of a consumer? How does it differ from the competitors? What kind of associations the brand is linked on? What kind of benefits the brand is offering? What kind of attitudes the consumers have towards the brand? (Keller 1993:2; Laakso 2003:112.) If the brand image is negative, there will be no demand towards the brand. (Vuokko 1997:10). Brand image relates to the consumer perspective and it is based on the consumers´ subjective attitudes towards a company and its products. (Lindberg-Repo 2005:67.) As the use of Internet is becoming more widespread the companies are facing a lot of challenges in order to keep their brands´ images strong and positive. It is not that easy to lie to the consumers anymore because the user reviews spread rapidly on the Internet. These bad and disappointed user reviews can easily damage or destroy the brand image for good. 2.2.1. Things affecting brand image ”Attributes, benefits, and attitudes developed over time—essentially other informational nodes linked to the brand and containing meaning—can be 26 considered to be brand associations”. (Cornwell et al. 2005). Brand value pyramid contains attributes and functional, emotional and self-expressive benefits. (Figure 1.) Figure 1. Brand Value Pyramid. (Davis 2002.) When trying to examine the current brand image, consumers can be asked what kind of associations they get when they see the logo or hear the name of the brand. (Laakso 2003:115). Brand associations have a direct link to the overall image of a brand. Associations can either create competitive benefits or decrease the value of the brand on consumers´ minds. If the associations are negative, it is highly important to change these associations to positive. If the associations are positive, it is highly important to strengthen these associations. (Laakso 2003:149- 151). Associations give a reason to buy a certain brand. They can be anything a consumer links to a brand or the company behind the brand. Associations are important because they are a way to differentiate from the competitors. (Laakso 2003:160-161.) Attributes are product-related. They are directly linked to the brand choice decisions and the use experience. Attributes can provide functional or emotional benefits for consumers and they can create a value proposition by offering something extra or by offering something better than the competitors. Quality is one of the most important product-related attributes, which and it is usually used as a core identity element. Link to country or a certain region, which will add more credibility or quality for the product, is one of most used strategic option. Emotional and self-expressive benefits Functional Benefits Attributes 27 So the associations included on this category are: a brand differentiates with a certain product feature, a brand provides certain benefits from using the product or a brand has a competitive advantage based on the price of a product. (Aaker 1996:78&80-81; Laakso 2003:162; Davis 2002.) Functional benefits have a direct link to a decision-making process of the consumers and use experience. These kinds of decisions are based on rational motives. People are buying certain products because their functional features fulfill consumers´ needs. When a consumer is purchasing a certain brand because the brand is providing a positive feeling for the consumer, it is called an emotional benefit. These kinds of purchasing decisions can be made even unconsciously. Consumers may also use certain brands in order to express themselves. This is called a self-expressive benefit that a brand provides to a consumer. By using a certain brand they are able to express their own self-image. These benefits are highlighted especially during economic boom. Emotional and self-expressive benefits are as important as the functional benefits. (Aaker 1996:25&96-99; Laakso 2003:93-97&162; Davis 2002). According to Aaker (1996:97) “the strongest brands identities have both functional and emotional benefits.” Functional, emotional and self-expressive benefits explain consumers buying behavior. But buying behavior is also driven by the values of the consumer, which are creating the base for attitudes. These values can be either extroverted or inward. Social acceptance is one example of extroverted values. Self-esteem and happiness are some examples of inward values. (Laakso 2003:119-120, 162; Davis 2002.) Attitudes can be positive, negative or neutral. Attitudes can also be the strongest of all the associations and they are really hard to be changed, especially if the three components of attitude; cognition, affect a conation, are in balance. Attitudes are based on the things that the brand represents; company´s heritage and values, the country of origin of the product and so on. It is a learned tendency to respond to a certain brand. Individuals´ attitudes are shaping their motivations. (Blythe 2000:9). At the introduction part it was presented that if a brand seems to be out-of-date on consumers´ minds and be less humorous than the competitors it may decrease also its desirability. 28 By entertaining and engaging consumers brands are able to affect on consumers´ attitudes and their image about the brand. Brands should evoke feelings, and cause discussions and sensations. A really good examples are Fazer Pantteri with their Gigolo advertisement and Instrumentarium with their Naisen katse advertisement. One person requested a statement from the Council of Ethics in Advertising because he felt that the advertisement strengthens the prejudices of immigrants and it is insulting. The Council of Ethics in Advertisin did not agree. This caused a lot of media attention for the advertisement and it got a lot of free visibility and evoke conversations. The Gigolo advertisement has been watched on Youtube almost 55 000 times. (Appendix 1). The second good example; Instrumentarium´s advertisement called Naisen katse also evoked a lot different feelings, emotions and opinions. Some people thought it was brilliant and some people thought it was totally out of line. The Naisen katse advertisement has been watched on Youtube almost 36 000 times. (Appendix 1). It will be studied and discussed in chapter four how these advertisements affected Fazer´s and Instrumentarium´s brand image. 2.2.2. Differences between an image and an identity Image and identity can be considered as the two different sides of the same thing. As it was mentioned before, brand image relates more to the consumer perspective, while identity refers to the economic perspective. (Lindberg-Repo 2005:67.) Brand identity can be built based on brand as a product (product scope, product attributes, quality, uses, users, country of origin), brand as an organization (organization attributes, local vs. global), brand as a person (personality, brand- customer relationship) or brand as a symbol (visual imagery and metaphors, brand heritage). Brand identity is based on the name, slogans and symbols of the brand. (Aaker 1996:68&232.) The identity structure includes two identities; the core and extended identity. According to Aaker (1996:85-86) the core identity “is the center that remains after you peel away the layers of an onion or leaves of an artichoke.” The core does not change when the time goes by and it should represent the values of the company. The core identity makes the brand unique. (Aaker 1996:87) 29 Without developing a brand identity, companies are not able to build strong and successful brands. In order to be able to create brand equity, companies have to understand and manage the brand identity. (Aaker 1996:25&105.) Brand identity helps to identify the purpose, meaning and direction for the brand. “Brand identity is a unique set of brand associations that the brand strategist aspires to create or maintain.”(Aaker 1996:68). The brand identity reflects the soul of the brand also what it wants to achieve. (Aaker 1996:70.) Brand image is passive and it tells how the consumers see the brand. It is based on the previous campaigns, advertisements, promotions and so on. It is a current reality. (Aaker 1996:70&180.) Identity is active and it tells how the company sees the brand. Brand identity is a part of company´s business strategy and vision. Its focus is on the future. Identity can also be a goal what a brand wants to represent. (Aaker 1996:70&180.) Brand identity includes the important values a company wants to communicate to its consumers. The main purpose is to communicate the values to the consumers and also clarify the image of the brand. A brand identity is a combination of several factors such as the name, symbols, sponsors, products and the legacy of a brand. (Lindberg-Repo 2005:67-68.) 2.2.3. How to bring the brand image closer to the identity If the company´s brand identity is too far away from the current brand image, there is a possibility to augment, reinforce or diffuse the brand image. The brand position should be actively communicated. (Aaker 1996:181-184.) Augmenting the brand image becomes useful when the current brand image is too restrictive. This means that the brand has seen to be focused on more narrow target audience that it actually is. For example Clinique has been a brand for young people who have an oily skin. The brand has been struggling to maintain its current strong image while trying to reach for a wider audience without any skin problems. (Aaker 1996:180-181.) 30 To be able to reinforce the brand image, it requires that the associations of the brand image are consistent with the identity. There is no point trying to create a new brand position if the consumers already have really strong image about the brand and its current position. These kinds of attempts can turn out to be really risky for a brand and its current brand image. Though, if the brand is already seen as fun and humorous, these kinds of features can and should be reinforced in order to increase the image strength. (Aaker 1996:180-181.) If the brand image is inconsistent with the brand identity, the image should be diffused, softened or deleted. According to Aaker (1996:181-182) it is not only important to communicate what the brand is, but also what it is not. 2.3. Meaningful marketing communication Marketing communication is one of the competitive factors of companies and it has a certain meaning; it tries to create positive impact on consumers and it is focusing on external stakeholders in order to indirectly or directly create demand towards a brand. Without proper communication there can be no demand, especially if the consumers are not already familiar with the brand. Companies are using marketing communication in order to inform, convince or remind the consumers about their products or services. (Vuokko 1997:9-11). Most of the marketing communication methods are executed and targeted for big audiences, and the marketing message and the chosen communication method is impersonal. There is a change that sometimes the company´s understanding about their product does not coincide with the consumers´ understanding about the same product. By communicating to the consumers, companies are trying to narrow this gap and to create a mutual understanding about the product between the consumers and the company. There is also a chance that the understandings do not coincide with each other because consumers have never heard about the company, brand or the product before. (Vuokko 1997:13-16 & 92.) Anand&Shachar (2007) argue advertisements are especially noisy marketing communication methods. According to them marketing communication can be improved by just increasing the number of ads. They are not emphasizing the 31 content but the number of the ads. They also believe that even though advertisements are noisy they are able the deliver the wanted results and the right choice of marketing communication channel can ensure that consumers are fully informed. Keller (2009) and Gilbreath (2009) are today emphasizing the concept of meaningful marketing which means a noninterruptive marketing communication that “can be seen in most of the major modes of marketing communication”. According to Puligadda, DelVecchio & Gilbreath (2012) by utilizing a traditional marketing communication consumers are being interrupted with a marketing message while they are watching some other content, such as seeing ads between TV episodes. On the otherwise, meaningful marketing communication is something that consumers choose to engage with. Meaningful marketing communication should add value to consumers’ lives instead of just pushing the companies´ products and services. The main goal of meaningful marketing communication is not to just inform about the benefits of the product but to build a relationship with the consumers by building up their trust towards the brand. (Puligadda et al. 2012). For example, after the launch of Nike+ which tracks running distance and time, uploads data to website, allows goal and challenge settings, Nike grew total profits by 8% in its first year and market share grew up from 48% to 61% between 2006 and 2008. (Gilbreath 2009). Typical features of meaningful marketing are that it normally involves an activity-based interaction, it does not explicitly inform about the features of a product, and the gained contribution is immediate and unconditional. It has also been argued that “consumers are willing to give brands credit for being benevolent and do not penalize them if they advertise themselves in the process.” (Puligadda et al. 2012). They also suggest that companies can use meaningful marketing “to build relationships with consumers even while advertising their brands”. 32 2.3.1. Sender and receiver on marketing communication Communication has been seen to involve four factors which are the sender (company), the message (stimuli), the receiver (consumer) and the response (the effect). (Sweeney, Soutar & Mazzarol 2008). The sender is the one who is somehow trying to affect the other party, the receiver. Senders have a motivation or a certain goal they are trying to achieve through the marketing communication. The sender plans and creates the message and then sends it to the receiver by using some of the marketing communication channels. (Vuokko 1997:22-23). By creating a marketing message a sender (company) can inform a receiver (consumer) about product attributes. (Anand&Shachar 2007). Also according to Anand&Shachar (2007) senders are facing a lot of competition when trying to communicate their message to the receivers and their fundamental problem is that the message they send might be misunderstood, in other words they cannot control the perceptions of the receivers of the message. The receiver can be either active or passive. An active receiver means a consumer who is interested about a certain thing, constantly looking for information about it and can be seen, for example, as a person who is watching certain type of TV programs (about cooking, traveling, extreme sports, documents and so on). These people are more likely to be interested also about the brands concerning these programs. (Vuokko 1997:22-24). For example people interested about fishing are more likely to be interested about the advertisement of the fishing gear. So it sounds more than logical that a fishing gear brand would utilize sponsorship, product placement and/or branded content on fishing programs. However, even the passive viewers are sometimes randomly watching these kinds of shows, so also they can occasionally be the receivers of the marketing message even though they are not actively looking for any new information. So, companies who are using sponsorship, product placement and/or branded content on TV formats and/or advertisements are able to reach both active and passive receivers. If the awareness of the brand will not increase after these kinds of marketing methods, something has gone wrong. (Vuokko 1997:22-24.) 33 Like in any communication, also marketing communication may face some disruptions. These disruptions include for example negative attitudes and images or ignorance towards each other, or there can be too much going on at the same time so it is impossible to get the receivers´ attention. Disruptions on marketing communication can be caused by the sender, receiver or the chosen marketing communication channel. (Vuokko 1997:24-25). According to Anand&Shachar (2007) disruptions and miscommunications can be due to several different reasons such as misread of a message, misinterpretation or the receiver is not paying enough attention towards the sender´s message. They also believe that in equilibrium situations “the content of the message is ignored by the receiver” which means that even though the sender´s product is not the type the receivers are looking for or prefers, they would still buy the product. According to Sweeney et al. (2008) the receivers and their responses are the most difficult to study. 2.3.2. Goals of marketing communication on three different levels There are three different levels a marketing communication can affect on; a cognitive, affective or on a conative level. On a cognitive level people are familiar and aware of things. It represents knowledge. When a company is trying to affect on a cognitive level, some of its goals could be to share information, increase awareness or change the image among the consumers. (Vuokko 1997:35&93.) On an affective level people have certain attitudes, opinions and beliefs towards a certain brand, product or company. When a company is trying to affect on an affective level, some of its goals could be to change or strengthen people´s attitudes and beliefs about the product, brand or the company, or to create the interest to test a new product. (Vuokko 1997:35&93.) A conative level is based on people´s actions, such as their testing and buying behavior. When a company is trying to affect on a conative level, some of its goals could be to maintain brand loyalty, or to increase sales by using for example price reduction campaigns. (Vuokko 1997:35-36&93.) One of the most-known and still widely used models describing these levels is called the AIDA-model. (Figure 2). The letters stands for attention, interest, desire 34 and action. The attention is representing the cognitive level, the interest and desire are representing the affective level and the action is representing the conative level. This is a very simple model that does not take into account many different variables, such as the interplay between the marketing communication and its target audience. (Vuokko 1997:36-37; Blythe 2000:12.) Another of the most-known models is called the DAGMAR-model. (Figure 3). On that model the awareness is representing the cognitive level, the comprehension and conviction are representing the affective level and the action is representing the conative level. (Vuokko 1997:36-37.) Figure 2. AIDA-model. Figure 3. DAGMAR-model. According to Blythe (2000:3) the hierarchy of marketing communication effects has seven different levels that are called brand ignorance, awareness, knowledge, liking, preference, conviction and purchase. (Figure 4). This does not mean that ATTENTTION - Cognitive INTEREST - Affective level DESIRE - Affective level ACTION - Conative level AWARENESS - Cognitive level COMPREHENSION -Affective level CONVICTION - Affective level ACTION - Conative level 35 the process would always go directly from one level to next one. It depends on the situation and the brand. This hierarchy does not take into account impulse purchasing. Consumers may be ignorant towards a brand when they are either not familiar with the brand, or they do not care about to be familiar with the brand. Awareness is needed if the company wants to sell its products. Without the awareness there is no demand towards the products. Figure 4. Hierarchy of communication effects. (Blythe 2000:3.) 2.3.3. Mass communication Several kinds of typical features can be identified when talking about mass communication. One significant feature is that instead of one or few people, the target group can be anything from zero to N. One of the benefits of mass communication is that the same message can be delivered directly at the same time to a various number of people. It has been argued that by using mass communication methods it is quite easy to effect on people´s emotions, and use different kind of associations and symbols. (Vuokko 1997:26-28.) Some challenges can also be identified. Feedback is indirect and certain situations, for example the ads of competitors on the same channel cannot be controlled so they should be somehow to be predicted. Most of the disruptions the marketing communication faces cannot be controlled and the ability of the receivers to end the communication whenever they want is rather high. Even Brand ignoranc e Awareness Knowledge Liking Preference Conviction Purchase 36 though through television programs it is quite easy to affect on people´s emotions and use different kind of associations and symbols, one of the biggest challenges is that there is no guarantee that all of the receivers will see or understand the message the way it was supposed to be. (Vuokko 1997:27-29.) Between 1994-2000 several people predicted that a mass communication is a dying communication method. (Laakso 2003:131-132). But over 20 years later, it is still commonly used. Rappaport (2007) argues mass communication is not a dying communication method but the conventional “interrupt and repeat” is going to change more engaging, on-demand advertising. Sponsorship, product placement and branded content are based on mass communication and they will be studied below. 2.4. Sponsorship A sponsor means a subject, individual or a group of people, who is financially supporting an event, activity, person or organization by buying someone else´s image. It normally has a big target audience. (IEG 2000; Vuokko 1997:75). Sponsorship has been defined as "a cash and/or in-kind fee paid to a property such as sports, entertainment, non-profit event or organization, in return for access to the exploitable commercial potential associated with that property". (IEG 2000). According to Tuori (1995) “a sponsorship means renting an image of an individual, group or an event and utilizing it for some marketing communication purposes.” According to Meenaghan (1991) sponsorship is ”an investment, in cash or kind, in an activity in return for access to the exploitable commercial potential associated with this activity”. It is commonly used marketing method and both of the parties, the sponsor and the sponsored party, are actively looking for a partner. (IEG 2000; Kotler 2005:131). Especially the event sponsorship is a highly popular way to increase the awareness and image of a brand. (Blythe 2000:115). According Meenaghan and Shipley (1999) “Sponsors´ motives are perceived as being more altruistic than commercial”. The main point of being someone´s sponsor, is to get more positive visibility for your own brand. Companies are using sponsorship in order to achieve media 37 attention and to benefit from its positive effects. For example Coca-Cola has sponsored Olympics, World Championships and Super Bowl for years, mostly because they are trying to increase the positive visibility of their brand. Through sponsorship it is possible to increase positive visibility, media attention, brand awareness, brand image, brand loyalty and sales. (Kotler 2005:131; Vuokko 1997:76-77). According to Blythe (2000:116) at 1998 the top four reasons for executing sponsorship were the press exposure, TV exposure, to promote brand awareness and to promote corporate image. According to Vuokko (1997:76) several different objectives can be identified when a company is thinking about choosing a sponsorship as their marketing communication method. They may want to increase the brand awareness, change or improve the brand image, or increase the sales of their product. They may also want to improve their customer relationships or show social responsibility. The objective is totally dependent on the subject the company is trying to affect on; the consumers, business partners, a huge audience or its own employees. Still, sponsorship is not an ordinary advertising because the sponsor cannot advertise or communicate any specific information about its products. It is indirect advertising. (Vuokko 1997:78-79). Cornwell, Weeks and Roy (2005) has explained the difference between the sponsorship and advertising the following way: “Sponsorship involves a fee paid in advance for future potential communication values, while advertising offers a more knowable and more controlled communication”. It is very common that brands are utilizing the positive reputation of the celebrities´ because most of the times they can give the product more positive visibility and credibility. (Kotler 2005:131). It has been proved that “sponsorship generally creates positive consumer perceptions”. (Meenaghan & Shipley 1999). But sponsorship can also turn up to be more a burden than an investment. (Kotler 2005:132.) According to Laakso (2003:72-73) sponsorship is part of testimonial and “the effect of experts” marketing. This means that when for example a celebrity or a doctor recommends for some sort of product, people are more likely to believe it and the message becomes more reliable on the eyes of the consumers. 38 Sponsorship is anything but cheap. Some researchers have estimated that companies are sometimes forced to use two or three times more money on advertising about being a sponsor, than they are using for the sponsored party. Sponsorship is more likely to be understood and work as it was supposed to, when there is a clear and understandable link between the sponsor and the sponsored party. (Blythe 2000:116). Blythe (2000:116-117) has represented four criteria that need to apply when a company is considering of utilizing sponsorship. Most of all, the sponsorship needs to be cost-effective. The sponsored party or event needs to be also consistent with the company´s brand image and the overall marketing communication plan. It needs to be considered that it should be possible to reach the target audience through the sponsored party and the sponsored event. And if the event has been sponsored before, there is a possibility to benefit from the earlier sponsors or to be mixed up with the other current sponsors. There are two different forms of sponsorship; providing a financial or in-kind assistance. (Carrillat & d’Astous 2012; Cornwell, Weeks & Roy 2005). According to Carrillat & d´Astous (2013) the official partners, who buy property rights and provide a financial assistance “benefit from the presence of their name or logo on the event site. Their objectives in these cases are mainly image or reputation improvement and increased awareness”. When implementing in-kind assistance ”…the sponsor´s products or services are used to support the event logistically…to demonstrate the functional soundness of the products…”. Program sponsorship is a really good communication method when the target group is well defined and the main goal is to increase brand awareness. (Laakso 2003:142-143.) 2.4.1. Consumer focus Sponsorship is a commonly used marketing communication strategy. The main goal of the consumer-focused sponsorships is to improve brand awareness, attitude, image, or behavioral intention to purchase products among the current and potential consumers. As it was mentioned earlier, sponsorship generally creates positive consumer perceptions and that is because the company is seen as supporting a good cause, so it also has a huge impact on the brand image on the consumers´ minds. (Carrillat & d’Astous 2013.) According to Meenaghan and 39 Shipley (1999) sponsors´ motives are perceived as being "more altruistic than commercial”. Several different marketing communication actions have been proved (McDaniel 1999; Olson & Thjømøe 2009; Quester & Thompson 2001) to increase consumer awareness and attitude towards the sponsor, such as sales, promotion activities and actively advertise their engagement as event partner. (Carrillat & d’Astous 2013). In marketing literature (e.g. Carrillat, d’Astous, & Colbert 2008; Cianfrone & Zhang 2006; Meenaghan 2001; Meenaghan & Shipley 1999; Prendergast, Poon & West 2010; Rajaretnam 1993; Stipp 1998) it has been proved that a consumer- focused sponsorship is an effective marketing communication tool when trying to increase brand awareness and image without executing traditional advertising on TV, radio, and print. (Carrillat & d’Astous 2013.) A several different kinds of psychological and communication theories have been used to explain the links between the sponsor and the consumers. Carrillat & d’Astous (2013) argue that one of the most important findings of the different studies of commercial sponsorship is that the brand will achieve the best possible outcome from the sponsorship when there is logical link between the sponsor and sponsored party. This link means that when the consumers are thinking of the brand it may trigger event-linked associations, and when they are thinking of the event it may trigger brand-linked associations. However, Cornwell, Weeks and Roy (2005) have shown that it is possible for the brands to benefit from the sponsorship also without the logical link, for example through the effect of the memory of the consumers, as explained a little bit earlier. When a brand is using a sponsorship on television it is financially supporting the television program and it has a control over the TV shows´ story lines or how the products are presented on the show. (Russell 2002.) According to Laakso (2003:140) the better the program has been targeted the more the program sponsorship will increase the awareness of the brand among the consumers. Program sponsorship is a really good communication method when the target group is well defined and the main goal is to increase brand awareness. (Laakso 2003:142-143.) 40 2.5. Product placements Product placement is executed in order to create a positive image for a brand. It means placing the products in movies and TV shows. The main difference between the sponsorship on television programs and the product placement is the control of the brands. By using a sponsorship a brand is financially supporting the television program and it has a control over the TV shows´ story lines or how the products are presented on the show. But when the brands are willing to execute product placement on the television shows, they are only paying for the produce of a movie or TV show in order to get their products to be seen somewhere in the show. The second biggest difference is that on sponsorship the brand is clearly seen and visible. Product placements are sometimes so subtle that people notice them only on unconscious level. (Blythe 2000:114; Russell 2002). According to Avery and Ferraro (2000) companies are utilizing product placement in order to sway the consumers´ brand attitudes. According to Blythe (2000:115) and Pena (2011) product placement is based on associations people have linked on for example celebrities. When they have positive associations towards celebrities, they will most likely also feel positive about the product they are using on the show. But of course this is not always the case. For example a consumer may have so strong attitudes and negative image about a brand, that it makes no difference who uses the brand in a movie or TV show. Product placement is seen to be a relatively easy way to expose consumers to companies´ products, but it is not the cheapest one. According to Blythe (2000:115) “product placement is academically under-researched.” He also argues “there is a high entry level in terms of cost because the cost of funding a movie or TV shows is high, even when the firm placing the products is only meeting a fraction of the cost… “. Not all companies can afford to do product placement. It usually requires a lot of time through extensive negotiations. (Blythe 2000:115.) Usually the companies´ main goal is to affect on a brand´s image by using the product placements on the various TV shows. Often the product placement is invisible to the audience because it fits to the show and to the specific scene so 41 well. Though sometimes the product placement can also affect negatively on consumers´ attitudes towards the brand. Although product placement has been studied a lot, only a little evidence has been found how it affects on people. (Russell 2002.) DeLorme´s and Reid´s (1999) qualitative investigation of product placements suggests that “consumers welcome the reality-enhancement aspect of product placement”. On the other hand, Gupta´s and Gould´s (1997) survey “investigating viewers' attitudes toward the practice of product placement also indicate that too much repetition, obvious commercial motivations, or the use of ethically charged products, are less acceptable”. (Russell 2002.) According to Kim, Kim, Song, & Tak (2002) a product placement can be defined either in a narrow or a broad sense. A narrow sense usually refers to a product that is used as a prop on a broadcast set. A broad sense refers more to an “indirect advertisement that promotes any product but the sponsors´. Product placement could be used to develop a marketing campaign strategy that uses indirect methods to promote the sponsors by exposing consumers to their images, names, or location. According to Shashidhar (2014) the easiest way to utilize product placement is to place a product of a brand within a popular TV show. And “a more clever way is to integrate the brand with the show's script so that actors use the product and talk about it… The consumer has so many options to consume content today that if the brand doesn't look at participating in the content creation process it could face the risk of completely missing out its target audience.” By engaging the consumers of a brand, it is possible to create immense value for the brand. This engagement can be achieved by utilizing branded content in marketing communication. Product placements can be categorized along three dimensions. These dimensions are called visual, auditory and plot connection. “The visual dimension refers to the appearance of the brand on the screen”. The second “refers to the brand being mentioned in a dialogue” … and the third “refers to the degree to which the brand is integrated in the plot of the story…the level of plot connection will determine the role and meaningfulness of a placement in a story”. (Russell 1998; Russell 2002). Some of the previous researches have focused 42 primarily on “encoding the differences between visual and auditory information”. (Russell 2002.) Russell (2002) used a theater methodology and experiment to study the effectiveness of product placements. The purpose of the study was to “investigate whether the ways a brand is placed within audiovisual media programming affect memory for the brands and attitudes toward those brands”. 107 marketing students were invited to join a live performance. “The stage readings were presented as the pilot of a new television sitcom”. Afterwards the students completed a five-paged survey. The main point was to measure their attitudes towards the show. The experiment included five one-hour laboratory sessions with approximately 30 undergraduate marketing students. The students watched 27-minute sitcom and afterwards completed a questionnaire. According to Russell´s study (2002) auditory placements are better recalled than visual placements in both the lower and higher plot connection but there was no significant difference between higher and lower plot auditory placements. (Figure 5). Though higher plot visual placements were better remembered then the lower plot visual placements. Figure 5. The recognition scores. (Russell 2002.) Russell´s study (2002) also presented that lower plot visual placements were more persuasive than higher plot visual placements. (Figure 6). Russell also 43 argued that that higher plot auditory placements were more persuasive than lower plot auditory placements. H congruous placements were more persuasive in this study than incongruous ones. In this study incongruent placements were found to adversely affect brand attitudes because such placements appear unnatural. Figure 6. Attitude change scores. (Russell 2002.) 2.6. Branded content On 2009 Schweppes launched a short movie called “Signs”. In 2009 Red Bull created an online series based on mountain bikes, targeted to extreme-sports fans. In 2012 Red Bull executed “Stratos” together with Austian skydiver and base jumper Felix Baumgartner. In 2014 Brändärit was launched. Branded content refers to an advertiser who is either taking part of the funding or the creation of a TV show rather than just buying s traditional ad. When done properly products can be even embedded within the chosen TV show. (Shashidhar 2014). Unlike the traditional editorial content, branded content is generally funded entirely by a brand. Branded content is also known as branded entertainment because it is an entertainment-based marketing tool. Branden entertainment can be used on several channels, such as on television shows, movies, video games and online. According to Vincento (2010) the main difference between sponsorship and branded content is that “sponsorship is 44 adding a brand’s logo to an already existing event or entertainment property, whereas branded content involves coming up with the creative idea together with the brand and the producers. It is an effort of collaboration in order to bring consumers entertainment that they want, in the form that they want it.” According to Pavlou (2010) branded content “is the technique used by brands to create a direct relationship with a type of entertainment through funding or creative content.” Pavlou also argues that branded content “allows brands to play a much more central part in the project, tailoring content to fit its message and reflecting the brands personality.” Branded content projects are based on content partnerships between brands, advertising agencies, producers and broadcasters. Even though the meaning of engaging the consumers has been recognized for decades, the term branded content was born in 2001 when the BMW project called Hire was launched. The Hire was a collection of eight short movies starred by Clive Owen and the BMW car was the real star of the action. According to Vincenzo (2010) “as consumers had begun to be engaged with much more interesting, relevant and definitely longer content, in 2001 this was considered a breakthrough innovation… The new decade has definitely started with a BANG within this marketing environment… 2010 being the year for branded content.” The history of branded content goes way back when brands used to sponsor radio shows so the audiences were able to receive free entertainment and from time to time they had listen to the marketing messages of the sponsoring brand. Stay-at-home moms used to enjoy day time radio shows featuring dramatic story lines and they were consistently interrupted with ads of the sponsoring brand. These ads were intentionally engaged with specific radio programs in order to reach their target audiences. This was the first introduction to the branded content as we know it today. (Pena 2011.) Branded content is not a new way to execute active marketing communication but its popularity is increasing. It kind of combines the positive effects sponsorship and product placement and it is “more evolved form of advertising… because it takes the association between advertisers and content producers to a whole new level.” (Shashidhar 2014; Pena 2011.) 45 A humor and entertainment has a huge role in branded content. As it can be seen below, viewers can see advertisements as part of entertainment. (Figure 7). On Super Bowl 2015 over 77% looked the advertisements as entertainment and only 4,5 said that the advertisements bothered them. Figure 7. Viewers´ opinion about Super Bowl TV commercials. (Marketing Charts 2015.) When companies are utilizing branded content “consumers can expect to be informed, entertained and get more involved in communication than they could with traditional marketing”. (Goodale 2014). According to Stewart (2014) “It is important to create content that customers want to see rather than what we as marketers want to say”. According to Bernardo (2010) “branded entertainment is becoming more and more important as audience habits shift from live, linear broadcasts, to an on-demand, PVR based or Internet based consumption of moving images.” Cresswell (2011) argues that it can be expected to see an increase in advertiser-funded content, both on TV and online and “there is a growing need for collaboration between broadcasters, commissioners, schedulers, advertisers and their agencies.” One-time deals have changed into long-term commitments. (Atkinson 2008). According to “as commercial ratings continue to decline, and companies constantly struggle to maintain viewership 46 during ad breaks, this sort of partnership is a very valuable mechanism.” (Hampp 2008). Atkinson (2008) believed that branded content is quickly becoming the most effective form of advertising. The main goal of branded content is to create relevant and valuable content which attracts, acquires and engages the target audience. The goal is to target potential consumers better and win consumers´ heart. (Shashidhar 2014; Stewart 2014). Stewart also argues that useful content is one of the main reasons people follow brands in the first place. Branded content “influences purchase decisions, improve brand loyalty and ultimately increase the long-term value of brands”. Content should always be consistent and allow the consumers to interact with the brand. Content should include a story that is interesting or somehow relevant to the target audience. It should also have a strong voice or a personality that has an effect on people. According to Gray (2006) “branded content can add entertainment value to brands by integrating them into the editorial content of media channels”. Stewart had a strong opinion that those that invest in great content will have an advantage over their competitors. (Stewart 2014.) “If people are skipping commercials to get to the programming they want, we're naturally going to try to embed ourselves in that programming”, argues Valiquette (2013). He also argued that “the problem is that people who have a story they want to tell think about characters, plot, and pacing -- not brands”. According to Valiquette, the biggest problem of advertising agencies is that they are trying to be movie makers instead of focusing on a content starred by brands. He also argues that too many times agencies first design and make the content, and after that they try to brand it. It is also really hard to create s successful TV show and according to Wood (2010) and when these attempts are made based on a brand brief it is even more challenging and extremely difficult. The best results of branded content can be achieved when a brand is buying wider media strategy, such as radio, television and blogs, rather than just the branded entertainment program. (Marlow 2010; Marken 2006). When talking about branded content two different categories can be identified. These categories are called the originals and platforms. Both of them will be examined below. 47 2.6.1. Originals Originals are based on one product, one brand and one concept. This means it does not matter whether the Lego-movie is popular or not. If the concept of Legos will change, there will not be a sequel. This means that there is a full dependence of the one brand. The concept is totally dependent on the original brand and product that was used in the original program. Branded content originals are quite expensive to execute and are tend to be executed online. Only few brands can afford to execute originals on TV. (Raunio&Arhio 2014.) Red Bull is one of the brands that has executed interesting and exciting content for a really long time by collaborating with some of the most adventurous people of the world (Stewart 2014) such as previously mentioned Red Bull and Strato and Red Bull Crashed Ice. 2.6.2. Platforms Platforms can be also called extended product placements. Branded content platforms have several positive features. One is that the format owner owns the whole story. Brand platforms are not dependent on a certain brand which makes it flexible and adaptable. Platforms can be scaled also for a smaller markets. (Raunio&Arhio 2014.) Brand content platforms have also some negative features. Brands need to be able to negotiate and be flexible. Usually there are a lot of different parties to work and deal with. Timing is crucial on platforms. Also, only few brands have money to be proper broadcasters by themselves. (Raunio&Arhio 2014.) Manolo Blahniks in Sex and the City has proven the effectiveness of the brand platforms. Manolo Blahniks has been placed in Sex and the City since the TV show started to air over 10 years ago. The brand is really part of the show and it is mentioned numerous times by the main character, fashion icon Sarah-Jessica Parker who also wears Manolo Blahniks in most of the episodes. The brand has a direct link to the television show, the Sex and the City-movies, the main character called Carrie and even to Sarah-Jessica Parker in real life. After so many years people have a lot of associations towards the brand. It cannot be separated 48 from the show anymore. This is an excellent example of a highly succeeded brand content platforms. Challenge Hans is a Finnish TV program that started to air in 2014. It is totally sponsored by Lidl. Brändärit is a platform where brands have an active role in a scripted sitcom. 2.6.3. Why branded content? The pros of using advertiser-funded programming is that advertiser-funded content can entertain and inform like few other media. (Gray 2006). People are nowadays watching a lot of shows on the Internet, so they are also seeing a lot less ads than before. Sometimes they are able to even skip the ads on the Internet if they want to. That is why the content and engagement are so important. By using branded content companies are able to engage their consumers, increase brand awareness and improve their brand image and consumers´ attitudes towards a brand. On Cannes Lions categories there is own entry category for branded content and entertainment. One thing is for sure; branded content is here to stay. “The definition of branded content and entertainment for the purpose of Cannes Lions is the creation of, or natural integration into, original content by a brand. Entrants will show how a brand has successfully worked independently or in association with a content producer or publisher to develop and create or co-create entertaining and engaging content for their audience. This could be either by creating original content or programming for a brand or by naturally integrating a brand into existing formats by partnering with a publisher or media partner”. (Cannes Lions 2014.) According to Stewart (2014) “if advertising helps win minds then content helps win hearts … The evolution of content has opened up a world of possibilities for business. But only companies that harness the power of technological advancement and adapt to change quickly will flourish and future-proof their profitability”. 49 It is very common that brands want to move away from the traditional marketing communication methods and advertisement because of the endless amount of competition. According to Shashidhar (2014) companies can no longer afford to ignore the meaning of branded content, mainly because the consumers already have so many options to consume content. A company can face a risk of missing out. According to Hackley (2008) branded content has become an extremely effective marketing communication tool. “The most successful branded content programs are able to blend the advertising message… and make it a part of the storytelling…” A study has shown that over one-third of people are skeptical about traditional ads and only one-tenth trust the companies producing such adverts. According to the study "in the overwhelming majority of cases consumers preferred the more innovative approach compared with traditional advertising. (Branded Content Marketing Association 2008.) 2.6.4. The risks of branded content Simple product placement or boring and un-engaging content can create unwanted results. Like in any business, also branded content includes some risks. Even though the branded content has been seen to be extremely effective tool, there are risks involved if the content has not made properly. (Hackley 2008; Pavlou 2010). Gray argues that the cons of using advertiser-funded programming is that “most proposals fail to make it to the screen, falling foul of product- placement regulations or broadcasters' demands for content that is engaging and impartial”. (Gray 2006.) Brands should have enough time and money to create long-term strategic commitments. If not, it is likely that branded content fails. Developing the right content and reaching the target audience is rather challenging. There is also a risk of breaking product placement regulations. (Pavlou 2010). The target audience should also be able to see the content as something more than just an advertisement. (Hackley 2008.) According to Cresswell (2011) one of the biggest challenges of branded content is that usually the brand owners want to see returns for their media budgets after 50 a certain timeframe and most of the times when dealing with branded content campaigns this cannot be guaranteed to happen in that given timeframe. According to some people, branded entertainment has gotten some mixed reviews and it has lost its shine. Some people have even argued that mobile marketing has already supplanted branded entertainment as a marketing method. Some people argue that it will take years until someone make branded entertainment work as it should. 51 3. HUMOR AND CULTURE The role of culture when utilizing humor will be studied in this chapter. The three dimensions that are included into this study are Hofstede´s power distance, individualism vs collectivism and masculinity vs femininity because the humor used in a certain culture are highly linked to those three dimensions. Humor is a way to communicate and interact with its audience through funny and entertaining ways. The main purpose is to make people laugh and entertained. (Leins & Müller 2013). Humor is specific kind of mood on people that determines the way people deal with life and humorous situations. Preferred styles of humor in Finnish and American cultures will be studied in this chapter. Several different factors can be identified that are affecting how different people may see the same humorous situations differently. Some of these factors are the culture, age, gender, level of education and intelligence of people and also the personal sense of humor of an individual. (Kalliny, Cruthirds, and Minor, 2006; Martin et al.2003; Wang 2014). The sense of humor is also based on individuals´ intellectual talent, aesthetic sensitivity, way to behave, temper, attitudes and defense mechanisms. Intellectual talent means an individual´s ability to understand jokes. Aesthetic sensitivity means that an individual is also enjoying jokes. A way to behave includes certain characters such as telling jokes and sensitivity to laugh other people´s jokes. The good sense of humor requires also a certain temper, such as hilarity. Attitude towards life is positive and playful. Defense mechanisms include the ability to laugh at difficulties and challenges the life brings along. Several studies have proved that a good sense of humor will most likely increase the quality of life, stress control and social relationships. It will also help an individual to overcome stressful life situations. (Leins & Müller 2013; Kuiper & Martin 1998:159). How people see the world, determines their sense of humor. According to Critchley (2002:14) a good sense of humor includes the ability to separate good and bad humor. A good type of humor will never insult anyone or enjoy other´s misfortune. A good type of humor always includes a little bit of self-irony. Humor is a not a direct communication, it needs to be understood. Humor is a good way to change people´s attitudes and perceptions 52 about brands that seem old-fashioned and boring to them. It is good and an effective way to differentiate from the competitors by making bold decisions. 3.1. Finnish and American culture After presented the three dimensions, the table one presents more clearly the dimensional differences between the Finnish and American cultures. The Hofstede´s dimensions were used because they are the most-known and used dimensions that has many times proved to be still functional and useful. 3.1.1. Power distance Cultures with high power distance have very centralized management that moves from top to down. An individual´s possibilities to effect on things a rather low and there are no possibilities to influence on decision-making processes. This dimension also tells how much an individual expects equality on a daily basis. People working in cultures with high power distance feels inequality is natural and acceptable. Everybody has a certain role in their family and men and women are not seen as equal. Attitudes towards authorities are clearly shown and authorities are respected. (Hofstede 1993:46-47, 54-56.) Cultures with low power distance have more shared management which gives a lot more possibilities to effect on different decision-making processes. Equality is expected and valued and the role of management is not that controlling, The role of children are much more equal with their parents and rising a child is not as strict as in cultures with high power distance. Both Finland and America are examples of cultures with low power distance. (Hofstede 1993:46-47,56.) 3.1.2. Individualism vs collectivism This dimension studies the relationship between an individual and the surrounding society. An individualistic culture highlights the rights of an individual rather than focusing on a whole group of people. An individual is 53 seen more important than a group and people are trying to pursue their own interest and fulfill their own needs. Sometimes these actions made by someone´s else expense. Independence and financial solidity are highly appreciated and valued. America is one good example of an individualistic culture. But as presented earlier also Finland has more individualistic than collectivistic culture. (Hofstede 2001:209; Hofstede 1993:78.) A collectivistic culture highlights the rights of a whole group of people. The meaning of an individual is lot less important and social cohesion is highlighted. Individual´s loyalty towards a group is expected and highly important. The benefits of a group are highly more important than the benefits of an individual. A social network has a huge importance when an individual is building up one´s identity. (Hofstede 1993:81-87) 3.1.3. Masculinity vs femininity The third dimension divides cultures based on their feminine and masculine features. This dimension examines how much the traditional gender roles are appreciated in a certain culture. In masculine cultures money and power are highlighted and appreciated. Men are seen as competitive and aggressive whereas women are seen as caring and gentle. American culture is seen as a masculine culture. (Hofstede 1993:130-135.) In feminine cultures women have broken their traditional roles. They are allowed to build up a career or stay at home with their children. In feminine cultures also men can be seen as househusbands and their masculinity is not based on only their status or a role in a company. In feminine cultures competition and inequality are not appreciated. High quality of life and helping others is what people are trying to do and achieve. People do not boast about their economic success, it is not appropriate in feminine cultures. Finland is seen a lot more feminine than masculine culture. (Hofstede 1993:130-135.) 54 Table 1. Differences between a Finnish and American cultures according to Hofstede´s dimensions. COUNTRY Power distance Individualism vs collectivism Masculinity vs femininity Finland 33 63 26 USA 40 91 62 The dimensions are presented on a scale from 0-100. Power distance: 0= low power distance, 100= high power distance. Individualism vs collectivism: 0=highly collectivistic, 100=highly individualistic. Masculinity vs femininity: 0=highly feminine, 100=highly masculine. 3.2. Theories and styles of humor in Finnish and American cultures When talking about humor, three types of theories and four styles of humor can be identified. These theories and styles provide the basic information in order to understand humor theoretically. The preferred theories and styles of humor in Finnish and American cultures will be studied below. 3.2.1. Superiority, relief and opposites The theory of superiority is very close to a term called schadenfreude, which means that a person is laughing about an accident that happens to someone else. Superiority is based on a situation where a person is seeing himself better than anyone else. Superiority can be based on for example culture, ethnicity and lack of intelligence. (Laes 1998:278; Wang 2014). Youtube is full of American videos where people scare each other on a daily basis and laugh at each other when someone gets hurt. America is an example of an individualistic culture and its humor is many times based on the theory of superiority. Laughing release tension and creates more positive energy. A negative feeling that follows after a negative experience, such as falling on an icy road can be turned to more positive by laughing at the accident. Laughing creates relief and