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8/6/2019 Entertainment Marketing - Extract
1/9
2009
SPECIAL REPORTS
ENTERTAINMENT MARKETING
8/6/2019 Entertainment Marketing - Extract
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chapterschapters
CONTAGIOUS
13 /
reFereNces
12 /
FUtUre
11 /
steps
09 /
BUZZ
10 /
cOMMUNItIes
08 /
eXpert VIeW
07 /case stUDIes
06 /
MarKetING
05 /
aDVertIsers
04 /
BUsINess
03 /
NUMBers
02 /
cONsUMers
01 /
INtrO
ninmn mking / indx /
01 / g 03 - 04
INtrODUctION /
02 / g 05 - 16
LaNDscape / cONsUMer BehaVIOUr /
03 / g 17 - 18
NUMBer crUNchING /
04 / g 19 - 27
LaNDscape / BUsINess IMpLIcatIONs /
05 / g 28 - 31
rOLe OF aDVertIsers /
06 / g 32 - 35
MarKetING OVerVIeW /
07 / g 36 - 52
case stUDIes /
08 / g 53 - 55eNtertaINMeNt MarKetING:aN eXpert VIeW /Q&a wi Jonn Blok-Vk, pomx/BDa
09 / g 56 - 57
MaKING stOrIes BUZZ /
Q&a wi sv Wx & c. c. cmn,cmfi
10 / g 58 - 59
creatING cOMMUNItIes arOUNDeNtertaINMeNt LaUNches /by hi Own, hylunDMG
11 / g 60
NINe steps tO a sUccessFULcONVersatION /by Univl Mcnn
12 / g 61
LOOKING aheaD /
13 / g 63 - 64
reFereNces /
.02
eNtertaINMeNt MarKetINGINDeX /
8/6/2019 Entertainment Marketing - Extract
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8/6/2019 Entertainment Marketing - Extract
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chapterschapters
CONTAGIOUS
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reFereNces
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FUtUre
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steps
09 /
BUZZ
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cOMMUNItIes
08 /
eXpert VIeW
07 /case stUDIes
06 /
MarKetING
05 /
aDVertIsers
04 /
BUsINess
03 /
NUMBers
02 /
cONsUMers
01 /
INtrO
ninmn mking / inoduion / .04
watched a video on Hulu in July 2009 - more than on
Time Warner Cable, Americas second biggest cable
company. TV is also nally making the leap to mobile,
with UK-based media owner BSkyB now making live-
streaming o Premiership ootball matches a reality on
the iPhone, or 6 per month.
Meanwhile, Stephen Kings most recent book was
broken up into 5,196 pieces and hidden around theinternet or ans to nd and piece together (see p. 43),
and newspapers like the New York Times are adapt-
ed daily or the iPhone or Kindle. The music industry
has been decimated by the rise o illegal download-
ing, with technological players like Apple and more
recently games developers like Harmonix taking the
lead in the monetization o audio content. Anyone or
a round o Beatles Rock Band?
Crucially, the lessons learned by the entertainment
industry are relevant to anyone with even the slight-
est interest in marketing. As with all advertising,
competition or eyeballs is erce, the media landscape
has changed beyond recognition, and co-opting
consumers into the dissemination o messages is held
up as the only valid way in which to court success.
In addition to this, synergies are emerging between
properties in order to guarantee the strength o a
launch. The nal months o 2010 saw the launch o yet
another game-to-movie lm trailer or Prince of Persia:
The Sands of Time. Not only was the lm based on
the hugely successul video game ranchise, the trailer
eatured usion o live action with a aithul representa-
tion o the movement o video game characters, thus
neatly leaping over the Uncanny Valley - the point at
which computer generated graphics start to look too
real and reak us out. And Penguin, poster child or
the role o both design and digital communication
in modern publishing, have teamed with games pro-
ducer Ubisoft to release a novel, Assassins Creed
Renaissance, alongside the much-hyped second in-
stallment o videogame Assassins Creed.
What do these examples show us? That the most
successul entertainment marketing is that which
embraces fuidity, in the content itsel, in the way it
is distributed, and in the way it is promoted. Armed
with a product that people want and a thousand ways
to get it to them, entertainment marketers have start-
ed considering, not television and the internet and
mobile and consoles, but how to make all o these
things work together. Not TV, but ways to deliver
content to that screen in the corner o your living room.
Not a passive cinematic experience, but an immersive
user-controlled narrative with an army o enthusiastic
participants. Not a relationship that stops once the
purchase o a gaming title is over, but ways to create
a community o ans eager to share, modiy and create
within the parameters o the game itsel. And nally,
not a dumb and docile audience, but a partner in thecreation and distribution o engaging content.
For this Contagious Special Report on Entertain-
ment Marketing, weve drawn together the various
landscapes in which these marketers operate. Weve
identied a series o successul case studies in lms,
music, TV shows, games and publishing because we
believe that the principles o successul entertainment
marketing are vital knowledge or any brand owner.
As producers o all persuasions increasingly look to
brands to und and curate their content, the bounda-
ries between Hollywood and Madison Avenue, be-tween Silicon Valley and Akihabara will seem like
mere geography.
pnguin / ain cd rnin
aiviion / cll of Duy: Modn Wf 2
8/6/2019 Entertainment Marketing - Extract
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chapterschapters
CONTAGIOUS
13 /
reFereNces
12 /
FUtUre
11 /
steps
09 /
BUZZ
10 /
cOMMUNItIes
08 /
eXpert VIeW
07 /case stUDIes
06 /
MarKetING
04 /
BUsINess
03 /
NUMBers
02 /
cONsUMers
01 /
INtrO
05 /
aDVertIsers
ninmn mking / dvi / .30
HBOs True Blood & Gillette, BMW/MINI,
Harley-Davidson, Monster.com and Geico /
To promote the second season o the vampire-
drama, HBO created a campaign eaturing c-
tional products aimed at vampires. The ads or
MINI, or example, carry the tagline Feel thewind in your angs. As well as traditional out-
lets, the ads ran on microsites created at the
shows launch such as www.bloodoy.om,
www.fllowiofun.og and www.mi-
nvmilgu.om. (See also the case study
on page 36.)- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MTVs The Hills & ASOS.com /
This tie-up oered ans o the show the chance
to win a Hills-style night out or a winner and
our riends. ASOS urnished the winners withree outts or their night out. This kind o tie-
up allows people to build a community, creating
content around nights out. For us, this is a really
good brand t which proles really well with The
Hills, says Kerry Taylor, VP marketing, creative
and consumer press, MTV.
www.mv.o.uk/ow/-ill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ABCs FlashForward & Sprint /
To create buzz around the US network ABC
drama, telecoms company Sprint sponsoredkeywords hidden in the end credits o the rst
13 episodes o the series. Viewers - and Sprint
mobile users - could text the keyword to receive
access to exclusive content as well as string
the words together to create a sentence that
would solve the mystery at the heart o the plot.
://b.go.om/ow/fl-fowd
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AMCs Mad Men & Banana Republic /
The partnership saw the launch o a competi-
tion where participants could win a walk-on
role in an episode o the drama. The cloth-
ing store also created a window campaign
in the run up to the launch o the shows
third season with mannequins dressed in
1960s style to refect the style o the show.
www.mv.om/oiginl/mdmn
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ITVs The X Factor & TalkTalk /
In the UK, broadband provider TalkTalk brought
its sponsorship o hit ITV talent show TheX
Factor to lie with a campaign based around
bright dancing, using light to create grati pat-
terns. The company gave viewers the chanceto get involved by creating their own light gra-
ti bright-dance which could appear on prime-
time TV during The X Factor idents. The X
Factor / TalkTalk microsite gave viewers tutorials
on how to bright dance and submit their clip.
://xfo.lklk.o.uk
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Summit Entertainments Twilight & Volvo /
Volvo extended its partnership with cult movie
series Twilight, in which the central character
EXAMPLES OF ENTERTAINMENT & BRAND PARTNERSHIPS /
http://www.americanvampireleague.com/http://www.americanvampireleague.com/http://www.americanvampireleague.com/http://www.americanvampireleague.com/http://www.americanvampireleague.com/8/6/2019 Entertainment Marketing - Extract
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chapterschapters
CONTAGIOUS
13 /reFereNces
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FUtUre
11 /steps
09 /BUZZ
10 /cOMMUNItIes
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06 /MarKetING
05 /aDVertIsers
04 /BUsINess
03 /NUMBers
02 /cONsUMers
01 /INtrO
07 /case stUDIes
ninmn mking / udi / .43
sony / sIreN: Nw tnlion /
Sony Computer Entertainment Japan /
SIREN: New Translation /
For the launch o horror PlayStation game SIREN:
New Translation in summer 2008, Hakuhodo cre-
ated an experience blurring the lines o ction and
reality.
The creative was based around the Japanese legendthat the deceased rise in August. The story played
out online, with the ocial website announcing that
a TV crew would be visiting the actual village where
the game takes place. Over the ollowing 13 days, a
video was released each day showing the demise o
the crew.
Phase two o the campaign saw the launch o an
ocial website or the TV production company which
eatured two 24-hour live video streams rom the vil-
lage. At midnight on the night beore the release o
the game a siren rang and the village turned red withlight. From then on a new incident happened every
couple o hours.
30,000 users accessed the site at midnight and
over 1000 comments were received throughout the
day as gamers tried to get to the bottom o the story.
Tatsuro Sato, executive creative director and execu-
tive producer or Hakuhodo DY Media Partners who
worked on the campaign, comments: the uture o
advertising lies in the challenge o adapting to new
orms such as branded utility, branded content, and
so on. Linking the online and ofine worlds is one othe most important areas o those challenges.
He added: Japan has a unique and strong culture,
but it was also a closed society or a long time. Now,
things are changing. As ar as online creativity is con-
cerned, Japanese people love new technology.
www.j.lyion.om/j/il/in_n
Hodder & Stoughton / Stephen King /
Under The Dome /
For the release o Stephen Kings latest epic in No-
vember 2009, UK publisher Hodder & Stoughton
working with Unity London created what it described
as the biggest ever game o literary hide-and-seek.
The 335,114 word novel was broken down into5,196 pieces and scattered across hundreds o web-
sites and locations throughout the UK, including an,
horror, thriller and liestyle websites. Using clues given
on www.stephenking.co.uk, participants were encour-
aged to hunt them down and deliver them back to the
site. As pieces were ound they appeared on the site,
enabling ans to link them together, gradually orming
bigger sections o the book.
Everyone playing the game was entered into a
competition to win a weekend at a London hotel,
where they could read a limited edition copy o thebook on the weekend beore its general release.
Unity co-ounder Gerry Hopkinson commented:
Stephen King is known to be innovative and crea-
tive in the way he publishes and markets his work as
well as through his storytelling, so weve developed
a unique concept that will work across multiple plat-
orms to really bring the launch to lie.
www.nking.o.uk
Sony BMG / Raygun / Freeway Fallguy /
For UK band Rayguns new single Just Because,Sony BMG gave UK digital and advergaming spe-
cialists Kempt ree reign to make a game around the
new video in order to break the single to a massive
audience. The brie was to engage users, increase
awareness and encourage views o the ocial video
in order ultimately to drive sales.
sony BMG / rygun /
sn King / Und Dom /
8/6/2019 Entertainment Marketing - Extract
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CONTAGIOUS
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reFereNces
12 /
FUtUre
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steps
10 /
cOMMUNItIes
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eXpert VIeW
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06 /
MarKetING
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aDVertIsers
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BUsINess
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NUMBers
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BUZZ
ninmn mking / buzz /
.56
Campfre is a New York agency that specialises in using
storytelling and community engagement to build buzz around
brands and entertainment properties. Two o its co-ounders,
Mike Monello and Gregg Hale, were part o the team whocreated The Blair Witch Project, and together with third co-
ounder Steve Wax they have built Campfre into an award
winning agency, behind such ground-breaking campaigns
as the one or HBO True Blood (see case study, page 36).
Contagious asked Steve Wax and creative director C.C.
Chapman what makes stories buzz.
What would you consider the most important dos and donts
o a successul buzz driven campaign?
The frst thing to remember is that youre dealing with a story and
getting people to play along and become part o it. This is not
about being on brand, so step away rom your brand strategy or
a ew moments and enjoy your new reedom.
Having said that, youre creating a marketing program, so dont
play rustrated screenwriter and simply work on their story; most
likely the show or flm has plenty o writers. And, most critical,
marketing, even movie marketing, is a dierent animal.
Entertainment marketing has to stand on its own; it has to
be much more grabby, even i a campaign plays out over three
months. Your audience is not sitting in a movie theatre or in ront
o their TV ater a long days work. They are probably at work grab-
bing a couple minutes to sur the net, or hurrying by your live stunton their way to lunch.
The key or us is coming up with an instigating event, one that
will draw attention even rom the most casual observers o the
campaign. A good campaign makes people wonder whats going
on here? and start the quest to fnd out more.
As with any good story, its important to know the audience you
MaKING stOrIes BUZZ /Q&a wi cmfi sv Wx & c.c. cmn
09 /g 56 - 57
hBO / tu Blood /
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eXpert VIeW
07 /case stUDIes
06 /
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BUsINess
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ninmn mking / di /
creDIts
Produced by Contagious Communications
Contagious Editorial Director
Paul Kemp-RobertsonSeries Editor
Georgia Malden
Written by
Suzy Bashord
Edited by
Jess Greenwood, Georgia Malden
Additional research by
Lucy Aitken, Greg Copeland, Katrina Dodd,
Emily Hare, Stacey Jacobs, Robin Leeburn,
Will SansomContributors
Jonathan Block-Verk, Promax/BDA /
www.promaxbda.org
C.C. Chapman & Steve Wax, Campre /
www.camprenyc.com
Harriet Owen, HyperlaunchDMG /
www.hyperlaunchdmg.com
Cover image
Call o Duty: Modern Warare 2, Activision /
www.calloduty.com
Illustrations by
Chellie Carroll / www.chelliecarroll.co.uk
Loulou & Tummie / www.loulouandtummie.com
Design
FLOK Berlin / www.fokline.com
Production
Smita Mistry, Ellie Kilburn, Dean Dorat
Contagious Communications
45 Fouberts Place
London, W1F 7QH
T: +44 (0) 20 7575 1981www.contagiousmagazine.com
Published in partnership with
Xtreme Inormation
T: +44 (0) 20 7575 1800
www.xtremeinormation.com
Xtreme Inormation is the market leader in the
provision o media Intelligence and competitive
advertising monitoring rom around the world.
Xtreme works with the majority o FTSE 100
and Fortune 500 multinational companies, andwith every major advertising and media agency.
The company is backed by leading US media
investors, Veronis Suhler Stevenson.
www.vss.com
No parts o this publication may be reproduced, copiedor transmitted in any orm or by any means stored in anyinormation storage or retrieval system without the pub-lishers written permission. Where source material has
been reproduced the copy-right remains the property o thecopyright owner and material may not be reproduced in anyorm whatsoever without the owners prior consent.
Published December 2009
CONTAGIOUS SPECIALREPORTS /
This report is part o a series o Special Reports
produced by Contagious.
The series also includes reports on Mobile Apps,
Branded Entertainment, Goodvertising and
Branded Utility.
For more inormation,
call +44 (0) 20 7575 1886/1882
or vist www.contagiousmagazine/shop
Mobil a /
Goodviing /
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chapterschapters
ninmn mking /
CONTAGIOUS
13 /
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12 /
FUtUre
11 /
steps
09 /
BUZZ
10 /
cOMMUNItIes
08 /
eXpert VIeW
07 /case stUDIes
06 /
MarKetING
05 /
aDVertIsers
04 /
BUsINess
03 /
NUMBers
02 /
cONsUMers
01 /
INtrO
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