PRODUCT PLACEMENT IN HORROR FILMS (It's time...
To get over your fears)
IT'S TIME... TO GET OVER YOUR FEARS
Marketers
who previously shuddered at the thought of horror films should embrace the
genre – especially with the millennial demographic – to gain an engagement
factor that will strongly influence and drive future brand sales.
Let go of
your fear of overspending for a product placement - it doesn't have to be
costly!
Every
Halloween, the streets are once again be lined with the paranormal: zombies,
vampires, ghosts and more in search of tricks and treats. So, in honor of this
now global tradition we shine a light on the films and TV shows that celebrate
this holiday and, most importantly, the brands that take a starring role
through product placement.
There once
was a time where companies were scared of being connected to horror films, yet
a rise in this genre’s popularity (especially amongst the hard to reach 15-25
male demographic) has led to a rise in the number of brands using product
placement to appeal to that audience. Ever since the Scream and Twilight
franchises, the latter of which went to gross over $1 billion, brands have been
waking up to the appeal of these films and have not been frightened off by the
sometime gruesome content.
Most
recently with Get Out and Alien: Covenant’s opening weekends drawing in
$33million, and over $36million respectively, the genre and the appetite for
horror films has gone from strength to strength; culminating in this year’s
fright fest by the ultimate master of horror, Stephen King with It (2017)
becoming the highest grossing horror film of all time having netted over $600
million globally.
In Get Out,
the break out hit which saw a return of $253.1million off just a $4.5million
budget, it wasn’t just the Producers who cashed in on the film’s success.
Microsoft has a starring role in the film with the Microsoft Lumia 950 phone,
the Surface tablet and Bing search engine, all appearing prominently on screen.
Not only do
the characters use a Microsoft tablet, but they used Bing – a Microsoft search
Engine. This may be the most unrealistic bit of product placement considering
that when it comes to search engines Google is the go-to resource used by over
77.43% of people online. Apart from Bring, the tech placement in the film is
subtle, giving Microsoft products an organic presence in the film.
Microsoft
aren’t the only tech brand to benefit from on screen exposure with the Canon
EOS 7D making a cameo, with imagery that look like they could be an
advertisement.
Product
placement in Alien: Covenant was literally out of this world. A successful
science-fiction franchise, directed by Ridley Scott, was the perfect platform
for brands to showcase their longevity. From the glossy, black Steinway piano
played by Michael Fassbender’s character at the start of the movie to the AI-driven
Audi Lunar Quattro, brands were more than happy to showcase their latest and
greatest products in this terrifying movie.
The
AI-driven Audi Lunar Quattro in particular demonstrates Audi’s advances in the
field of Artificial Intelligence. “The ‘Alien’ franchise is the best way for us
to garner suitable attention for the Moon rover developed by Audi, and to
showcase Audi’s intelligent technologies in a visionary environment,” said
Giovanni Perosino, vice president of international marketing communication at
Audi.
Slightly
less luxurious but just as impressive, JCB also features prominently in the
film, with a fleet of over 20 gold wrapped construction vehicles appearing on
screen.
It’s not
just the big screen that is seeing a resurgence in the paranormal horror genre,
with product placement in paranormal TV shows also on the rise. In reference to
a previous tweet, Polaroid sales have increased thanks to Stranger Things. With
retro products such as Polaroid cameras featuring in the series, it is a fascinating
comeback for a brand that was at its height of popularity over 30 years ago.
Martin Franklin, the brand’s head of global marketing, has called it the
“Stranger Things Effect”. He says “people are enamored by that 1970s and 1980s
aesthetic.”
Why play
horror-themed videogames designed to shock and scare? As with horror films or
novels, they provide a means to indulge in the pleasure of frightening
ourselves.
Freakish,
monstrous characters programmed to challenge and destroy the player gratifies
the fear-induced thrill-seeking that drives gamers to immerse themselves in
such virtual worlds.
Until now
there had been no investigation into how the immersive nature of survival
horror games frightens us, and how our individual traits can affect the degree
to which they scare us. Researchers Teresa Lynch and Nicole Martins from
Indiana University published a study of fear response in 269 college students
playing popular survival horror games such as Resident Evil, Left 4 Dead, the
Dead Space and Silent Hill series, and the formidable Amnesia: The Dark
Descent. They applied a method used to measure viewer perception of fear in
film and television to survival horror games.
Participants
were asked questions about the games they played and how often, their
perception of survival horror games, and how sound, image and presence
influenced the fear they felt. Over half of the gamers experienced fear during
play and just over forty percent reported that they enjoyed this fear. The
study is a fascinating enquiry as to why we play video games, and how they make
us feel and what they make us feel.
THE ROLE OF EMPATHY
Empathy is
when we share the thoughts and feelings of others; when we see someone scared
or upset that evokes the same emotional response in us. This allows us to
sympathize with others and be compassionate. Lynch and Martins found that
overall, players with low empathy were more likely to play and enjoy horror games
than those with high empathy levels. Those that can relate to negative emotions
in others such as fear may seek to avoid feeling those negative emotions in
fear-induced games. Fear and anxiety may be increased in empathetic individuals
so they feel helpless and overwhelmed and are less able to disengage in the
real world.
While men
and women players experienced the same frequency of fear and felt scared at the
same times in a game, as shown by the monitor readings, men were less likely to
admit to being frightened. Instead men emphasized how much they enjoyed playing
horror games, putting on a brave front. Women were more likely to describe how
scared they felt, being less rational and stoic about their fear-response.
Lynch and Martins concluded that this may be due to typical gender
stereotyping.
PRESENCE AND REALISM
The element
of unexpected, ghastly surprise heightened the fear experience, especially when
the player felt immersed in that unpredictable environment. Participants
described panic at their lack of control, as if they were a hunted animal
desperately trying to escape their predators.
The effect
of presence, the immersive feeling of being “in the game”, was a factor in how
scared people were because the player is the decision maker, unlike a film when
the viewer only passively observes the action unfold. Rather than simply
watching a person being chased by mutant zombies, the player was the person
pursued, their life in their own hands, and consequently the outcome relies on
their skill and quick thinking.
The level of
detail and realism of the enemies the player faced increased player fear – the
more realistic the appearance and behavior of a (for example) zombie assailant,
the more frightened players felt. These uncanny representations of realistic,
non-human zombies enhanced the fear factor as a morbid reminder of death. This
fills players with dread as they frantically try to escape their own demise and
mortality.
Lynch and
Martin’s findings offer some support for the significant amounts of money and
time invested by game developers in creating virtual life-like worlds and
populating them with life-like characters that allow the player to suspend
their disbelief. As for the future, the exponential increase in computer
processing power and improving rendering techniques for creating game graphics,
alongside ever more convincing interactivity with characters suggest that video
games will continue feeding players the frights they’re looking for.
#1 IT
CREATES HIGHER BRAND RECALL
Scary
increases brand recall, and provides positive associations…
According to
research by Lea Dunn at the University of British Colombia’s Sauder School of
Business, brands are more likely to be recalled if they are associated with a
scene that induces fear or makes the viewer feel alone.
When a
moviegoer is frightened, feelings of loneliness are heightened. Despite going
to the cinema with a date or as a group outing, once the lights go down, each
person is virtually cut off from surrounding human engagement. Thus, as the
viewer watches the film, reactions are internalized. They are immersed into the
storyline.
The study
proved that when respondents were scared, they developed an increased emotional
attachment toward surrounding branded products, resulting in a higher recall
rate and a more positive association.
Why? The
emotional instinct a child feels to cling to a teddy bear when he/she is scared
is the same type of instinct all humans share – whether it be to potato chips
in-theater, or even just ten seconds, according to the survey findings, of
visual brand recognition on-screen.
HOW PRODUCT PLACEMENT & CO-PROMOTIONAL
MARKETING WORKS
#2 THE GENRE
IS JUST SO POPULAR
Horror has
been on the rise in the past few years, and is continuing to grow…
The horror
genre has been increasingly successful in both TV and film. From the past few
years’ zombie obsession with projects such as The Walking Dead, supernatural
thrillers such as American Horror Story, to serial killer-centered shows such
as Dexter – audiences are flocking to the cinema and getting hooked on these
shows. It is undeniable that the genre has increased in popularity, with
heightened gore, blood, and suspense to match.
#3 IT
REACHES A DIFFICULT DEMOGRAPHICS
Scary
engages (younger) males…
The young
male – from teen to 35 – is often elusive. They don’t sit in front of the
television set watching comedies and dramas as much as they are sitting in
front of their monitors playing video games. But they are sitting in theaters
watching their favorite horror films – and then re-watching them twenty times
over at home after DVD release. And having the opportunity to be front and
center in a starring role in that movie? A golden opportunity to influence and
drive brand sales.
#4 MASSIVE
AUDIENCE REACH
Horror
brings in big bucks…
Some of the
most profitable films of recent years, across all movie genres, happened to be
horror movies - both at box office and streaming views at home, including: The
Purge, Oculus, The Conjuring, and Insidious: Chapter 2 (and 3), Poltergeist,
The Gift, Ouija, Paranormal Activity, and Unfriended. More impressive than the
fact that these films brought in big numbers is what little money they needed
to make them in the first place. For example, The Purge debuted at number one
at the box office and has grossed $89 million at the box office. Its production
budget? Just $3 million.
#5
PRODUCTIONS WANT TO WORK WITH YOUR BRAND
Low budget
horror films are brand friendly due to $$$ interest…
Productions
that have low production budgets are notoriously open to creating brand
partnerships of any size – as they operate on the fact that even small dollars
can be put towards even better special effects. This allows brands who have
smaller to medium size budgets the ability to create very powerful and
strategized campaigns around the film – at a fraction of what the cost would be
with larger box office franchise pictures of other genres.
This is why
so many brands make exceptions to their typical marketing practice of making
sure content is clean and wholesome. Scary movies reach a very specific
audience, and with appearances in horror productions from the smaller
Paranormal Activity franchise to the zombie apocalypse thriller (and monster
budget eater) World War Z, big name brands are capitalizing on this profitable
marketing strategy.
#6 REACH
TRENDSETTERS
Edge of your
seat films appeal to early adopters…
Adventure
and thrill seekers' favored content includes horror films. Scary edge of your seat thrillers cause
adrenaline to course through the body, similar to the thrill of sky diving,
race car driving, and bungie jumping or even rock climbing. Just like when pursuing these activities, the
horror movie goer's palms sweat, muscles tense, and skin temperature drops
several degrees, and their blood pressure spikes. And of most importance to brands? These adventure seekers are possibly one of
the largest groups of early adopters for new trends - which includes brands.
"Hey,
remember that awesome part where those guys had a conversation in front of a
giant corporate logo?" said no one. And yet, product placement has been an
accepted way of life for moviemaking, particularly in an age where we’ve
struggled to come up with new and innovative ways to push product. On one
level, you know that our own lives have product placement: we go to Sears, we
drink Pepsi, and we (hopefully watch other people!) go to McDonald’s. But to
many, the movies are an escape, and you’re thrust out of the film’s world when
you see a familiar brand.
Nonetheless,
pricey movies can chop a good sum off their budgets by offering a chance for a
name brand to pop up in their film. In hoping you DO get taken out of the
movie, the company gets recognition for their product, and the movie studio
saves a buck or two, while audiences pay good money to watch people eat at
Benihana. But audiences look down upon them, and some would even argue that
they don’t even pay attention to them. A new study from the University of
British Columbia’s Sauder School of Business (via BusinessWeek) claims that you
do notice them. Particularly in scary movies.
Clips
featuring product placement were showed to test subjects in this study, who
were later quizzed about what products they could recall. The study showed that
"when people felt fear, they experienced an increased emotional attachment
to the brands." Emotional attachment to the brands. That’s some Verhoeven
shit right there. The tests discovered that "the emotional attachment
increased when the subjects felt alone." Which makes sense in a Psych 101
sort of way. It’s kind of a scary peek at the way the mind works, as the
article elaborates:
The need for
people to affiliate during fear is so strong that it doesn’t matter what the
other side of the affiliation is: an actual person, a bottle of water, a bag of
chips, or a corporate logo. It also doesn’t matter if viewers can touch the
products or not—simply being in proximity with the viewer makes brand
attachment possible.
This is
probably the reason why that one dude at your screening of Paranormal Activity:
The Marked Ones screamed, "Oh my god this movie is so scary god Coca-Cola love
you."
The question
is, is this article even relevant anymore? Product placement has evolved, to
the point where we expect it, and are more distracted when something like The
Amazing Spider-Man 2 has its hero dialing up Finder-Spyder* instead of Google.
Of course, do we even need to place products in the movie, when the movies
themselves are product advertisements?
A business
scholar says that there are fewer product placements in scary movies, and
therefore companies are missing a prime marketing moment.
Coca-Cola
doesn't want a half-naked sorority girl to be drinking their soda just before
she gets stabbed in the eye that is a much different association than cute
polar bears or, in the case of Budweiser, giant affectionate horses. Humor
product placements, good, adventure, of course, but not horror.
Yet
University of British Columbia PhD student Lea Dunn writes in an upcoming
article in the
Journal of
Consumer Research that consumers will cling to a product like Coke for comfort
if watching a scary movie on their own - people who experienced fear while
watching a film felt a greater affiliation with the present brand than those
who watched films which evoke happiness, sadness or excitement.
"People
cope with fear by bonding with other people. When watching a scary movie they
look at each other and say 'Oh my god!' and their connection is enhanced,"
says newly graduated Sauder PhD student Lea Dunn. "But, in the absence of
friends, our study shows consumers will create heightened emotional attachment
with a brand that happens to be on hand."
Dunn also
says that fear stimulates people to report greater brand attachment, even if
they are limited to just seeing the product but enhanced feelings toward the
brand were only generated if it was experienced at the same time as fear. If
the product is presented afterward, no bond is created.
"Marketers
are afraid of fear. Their worries about negative associations outweigh their
desire to tap into the massive market commanded by fear-based entertainment
such as horror films or video games," says Dunn. "But our study shows
advertisers should consider offering up their brands as something to cling to
in the dark when the knives come out and the blood starts to splatter."
Sources,
References & Credits: Google, Wikipedia, Pinterest, IMDB, Linked In, Indie
Wire, Cinema Blend, Variety, Creative Skill Set, Cinema Blend, Science 20,
Reddit, Business Dictionary, Cambridge Dictionary, See Saw Media, Angela
Tinwell, Collins English Dictionary, Investopedia, Study, English Oxford
Dictionaries, Lea Dunn, The Conversation, Hollywood Branded, University of
British Columbia’s Sauder School of Business, Business Weekly, Valve, The
Conversation, Teresa Lynch, Nicole Martins, Indiana University,
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Very interesting articles. Thank you.
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