Iris Vermeir, Snezhanka Kazakova, Tina Tessitore, Verolien Cauberghe and Hendrik Slabbinck, International Journal of Advertising, Vol. 33, No. 4, 2014
This study investigates the moderating influences of brand congruence and placement prominence on the impact of game-evoked flow on cognitive and affective outcomes for in-game brand placements. In two studies, the authors demonstrate that experiencing flow while gaming tends to contribute positively to affective outcomes, leading to more positive brand attitudes, but it has no impact on cognitive processing or brand recognition.
Natalie Chalmers, Mihir Warty, Michelle Vickerstaff, Jane Dorsett, Derry Simpson and Nigel Richardson, Institute of Practitioners in Advertising, Entrant, IPA Effectiveness Awards, 2014
This case study explains how Ikea, the furniture and homewares retailer, increased interest in its catalogues in Australia to boost sales.
Kate Kopperman, Warc Prize for Innovation, Bronze, 2014
This case study describes how Colgate, the dental care brand, found a fresh way to engage with Australians about oral protection by creating a branded mouthguard to be worn by a popular Rugby League team.
Bijal Pathak, Warc Prize for Innovation, Shortlisted, 2014
This case study describes how pharmaceutical brand Lifescan created a new diabetes management system and complete education curriculum for diabetics and their caregivers in Kingdom of Saudi Arabia (KSA) to increase sales of its products.
Mimi Deb, Vikram Pareek and Subodh Bhatt, Warc Prize for Asian Strategy, Entrant, 2014
With this campaign, Dabur Chyawanprash, an Ayurvedic healthcare brand, associated itself with an Indian reality TV show in order to boost awareness.
Nora J. Rifon, Elizabeth Taylor Quilliam, Hye-Jin Paek, Lorraine J. Weatherspoon, Soo-Kyong Kim and Karen C. Smreker, International Journal of Advertising, Vol. 33, No. 3, 2014
Food marketing is under increased scrutiny for its implicated role in the childhood obesity epidemic. Free branded online advergames are ubiquitous.
Karine M. Charry, International Journal of Advertising, Vol. 33, No. 3, 2014
Although many scholars have raised concerns about product placement directed at children, the practice may offer interesting outcomes when used for pro-social objectives. This study investigates the effectiveness of placements promoting the consumption of fruits and vegetables.
Haming Hang, Journal of Advertising Research, Vol. 54, No. 2, 2014
Is brand-placement effectiveness immune to competitive interference? This study explored that question in the context of entertainment media, specifically children's video games. Results showed that brands placed in a video game were recalled by only a minority of children and that brand choice was significantly influenced even when the placement was not recalled - suggesting that brand placement may influence children's choice without any explicit cognitive processes.
Louise Osilaja, MEC, March 2014
This article discusses developments in the UK of personalised product placement in on-demand television. Advances in technology allow different viewers to be shown different products based on the information on them held by broadcasters.