Brand Integration In The Plot And Identification With Characters
A Research into the relationships between plot integrations of brands and viewer’s
identification with characters on brand attitude, product attributes and enjoyment.
Master’s Thesis
Graduate School of Communication Master’s programme Communication Science
Laurence Thomas Anthony Janssen
Student number: 10284990 Supervisor:
Gert-Jan de Bruijn
29 JANUARI 2016
UNIVERSITY OF AMSTERDAMAbstract
This research explores the effects of different forms of brand integration in a branded
YouTube user video, and testes for an interaction effect of identification with characters on
brand attitude, product attribute attitudes and video enjoyment. Based on an experiment, the
research was conducted among (N = 80) participants, testing the hypotheses with a 2x2
between-subject design using an edited video of popular Dutch YouTubers varying in brand integration
(weak / strong) and determining a participant’s level of identification with the characters (no
identification / strong identification). Results of brand integration were positive on brand
attitude, product attribute attitudes and video enjoyment, but they were not significantly different
between weak or strong integration stimuli. There was only a significant interaction effect of
brand integration, where strong brand integration causes higher positive brand attitudes for
people who do not identify with the main characters. Identification has significant direct effects,
strong identification with the characters leads to significantly higher brand attitudes. Identifying
strongly with the main character results in significantly higher positive brand attitudes, product
attribute attitudes and video enjoyment, compared to neutral or mild positive effects of people
who do not identify with the characters. Being subscribed to the YouTube channel also leads to
increased video enjoyment. This research concludes that using weak or strong brand integration
is equally beneficial for an advertiser. In the case that one knows that there are a lot of people
who do not identify with the main characters, then using strong brand integration is
recommended. When viewers identify strongly with the characters brand integration in the plot
Foreword
I express my gratitude towards my supervisor Gert-Jan de Bruijn who challenged me and pushed
me to exceed. Through his guidance I am pleased to able to present my thesis. Another
honourable mention is Mediakraft, in allowing me the freedom to concentrate on my thesis;
allowing me to use the Ponkers material and helping me find respondents. Lastly, I thank the
University of Amsterdam for all the knowledge and personal experiences that I have learned
during my Bachelor and Master. These lessons I’ve learned during this period of my life in
which my alma mater has had a profound impact, will be the foundation on which I will build
my professional life.
Introduction
People have become wary of advertisements and find new means to subconsciously and
consciously avoid them (Knowles & Linn, 2004). Advertisers can continue making traditional
advertisements or be creative, how about watching an incredible music video where Zeus fights
Thor in stop-motion? LEGO did that in cooperation with a famous YouTube channel ‘Epic
Rapbattles of History’ (Shukoff & Ahlquist, 2014). In a music video where the entire new LEGO catalogue is integrated it has drawn (to date) more than 25 million views. ‘Epic Rapbattles of
History’ regularly makes parodies where online audiences flock to, reaching between 20 to a 100 million views, some of the videos are branded while the majority are not. This raises questions
how effective brands integrated into creator content can be.
Product placements have been applied in movies as early as the 1920s (Newell, Salmon, &
Chang, 2006) despite that academic research started in the early 1990s. Expanding the field to
television (Gould & Gupta, 2006), movies (Gould, Gupta & Grabner-Krӓuter, 2000) and
videogames (Kuhn, Pope & Voges, 2007). A natural step from an academic viewpoint is to
YouTube user content that contains product placements and brand integrations are
effectively generating value and returns for advertisers. The societal relevance of this research is
how brand integration in YouTube user content can be made more effective for advertisers. This
is done by studying the effects of different forms of brand integration on brand attitude, attitudes
towards product traits and video enjoyment. The effects on video enjoyment are studied to
determine potential issues for YouTube content creator that want to integrate brands.
These YouTube users who create the content are often the main characters in their own
videos. Understanding how this relationship between user and viewer can affect the strength of
brand integration is of importance. Having the knowledge how to integrate a brand in the most
effective way using character identification allows for advertisers possibilities to create more
compelling YouTube video campaigns. Entertainment education messages have shown increased
persuasiveness by lowering viewer’s resistance towards it (Slater & Rouner, 2002), using
identification their favourite characters as a method for people to adopt new attitudes (Cohen,
2001; Eyal & Rubin, 2003). Identifying strongly with a YouTube video character should have
positive effects on brands that are strongly integrated with the associated characters.
Fusing product placement research and entertainment education research this study tries to
expand the scientific field by uncovering the role of identification with a character in branded
content in an experimental set-up. The latter is summarized for this research into the main
research question:
RQ: To what extent does integration of a brand in the plot of the video affect the attitudes
towards the brand, the perceived product attributes, the enjoyment of the YouTube user video
Theoretical Framework
To understand why researching the effects of brand integration in online videos is
beneficial, one needs to be aware of the previous research into product placements.
Balasubramanian (1994) determined that there are different forms of hybrid messages used for
advertising purposes, these messages are paid for, but hidden and intend to influence the
audience with persuasive cues. Product placements were defined by Balasubramanian (1994) as
messages that are meant to influence the audience through unobtrusive placements that have a
symbiotic relationship with the moviemaker and the product sponsor.
Brief History Of Product Placements Research
The use of product placement is not a recent occurrence and has been done for more than
century, the first placements were done in 1892 (Newell, Salmon, & Chang, 2006). Friedman
(1985; 1986) concluded that the use of brands in popular media such as songs and books grew a
500 fold between 1940 and 1970, however the deliberately planned and payed placements started
mostly from the late 1970s and in the 1980s the placements became more intricate with
advertisers exerting more control on the message. Due to the rapid growth of this advertising
vehicle product placements became a popular topic during the eighties and were greatly
discussed in professional media (Winski, 1982; Lipman, 1989), but empirical scientific research
into this topic was lacking. The potential risk of viewers’ incapability in differentiating between
an advertising message and informational content when product placements are used was
addressed seriously in the early eighties (Boddewyn, 1982). As the scientific field scrambled to
understand how this form of advertising was perceived only a few studies such as Steortz (1987)
tried to quantify the effectivity of product placements.
The scientific literature on this form of advertising surged in the nineties and continued
researched and how viewers evaluated this form of advertising. The majority of viewers have no
objection to the use of unobtrusive product placements, showing that the correct integration into
the content is essential in generating positivity towards the product placements (Nebenzahl and
Secunda, 1993). Prior to that research it was assumed that people would hold a negative attitude
towards product placements because of their perceived deceptive nature, the subtle unobtrusive
nature of product placements was preferred compared to the disruptive nature of traditional
advertising. It is therefore essential to understand how different forms of product placements can
be defined.
Product Placements Defined
Prior to 1998 researchers struggled in finding strong and consistent results of product
placements effects because they could not grasp the similarities and differences in product
placements (McCarthy, 2004). The research of Gupta and Lord (1998) was deemed a significant
advancement in understanding this modality and focused on differences between product
placement prominence, which is the variation in which a product is placed in the focal point of
attention. The research concluded that product placement prominence has significant effects on
recall; the more a product is prominently displayed the better it is explicitly recalled (Gupta &
Lord, 1998). These conclusions and their approach have been used as a foundation for many
other studies, amongst them the highly regarded researches of Russel (1998; 2002). Russel’s
(1998) theoretical concept of ‘the triparte typology of product placement’ presented a three
dimensional construct: A brand can be just a visual appearance on the screen in the background
(screen placement), have an auditory presence by being mentioned with an audio cue (script
placement) and the degree in which it is connected to the plot (plot placement). This construct
was tested and expanded in Russel’s (2002) research to understand the effects of congruency
between modality and plot connection. This research lead to conclusions stating that maximizing
following assumption: That a disruptive message would be recalled better, but by the fact of
being disruptive negates the desired increase in positive brand attitudes.
Influencing Attitudes Through Product Placements
Understanding how one can achieve desired attitudinal effects with product placements,
lies in accepting that increasing explicit recall should not be the goal of product placements.
Placements do not need to be explicitly remembered to cause a positive attitudinal impact,
placements that are remembered well even result in adverse reactance effects (Matthes, Schemer
& Wirth, 2007). A similar effect was found with the research of Van Reijmersdal, Smit and
Neijens (2010) which showed that more prominent placements cause increased recognition, but
do not influence affective responses. Having positive attitudes towards a video game and being
involvement with it leads to positive affective responses towards a brand. Manipulating
involvement with viewers is difficult in movies and one needs to seek a method in which one can
retain the positive attitudinal effects towards the content, to cause positive brand effects. It is
therefore essential to position placements in the right manner. Product placements can become
more persuasive when integrated (Knowles & Linn, 2004), but what is correct integration?
Plot Integration
Connection to the plot is essential to achieve positive attitudinal effects (Russel, 1998), by
a plot placement resistance of the message by the viewer is lowered. Having a strong integration
of the brand into the content leads to less disruption, and increases the immersion in the program
and bond with the character. Product placements can lead to positive brand perceptions and to
achieve these results no explicit recognition of the brand is needed (Van Reijmersdal, Neijens &
Smit, 2007). It is therefore important to understand how this process of influence works with the
explicit recognition is not required to foster positive attitudinal effects, one needs to investigate
how messages are best construed and what the reasons are behind the negative evaluations.
Persuasion Knowledge And Persuasive Intent
When users are constantly exposed to subtle product placements they learn to cope with
them and to negate their persuasive intent. According to Friestad and Wright’s (1994) persuasion
knowledge model (PKM), people’s persuasion knowledge develops over time and adapts to the
persuasive strategies they encounter. Persuasion knowledge can be learned through others,
personal experiences and observing known persuasion agents. They note that people’s attitudes towards the persuasion agent and their message changes the more they know and understand of
the attempt to persuade them. The PKM builds upon the knowledge of the two parties when a
persuasion episode occurs. Both the agent and the target have (some) topical knowledge,
persuasion knowledge and agent/target knowledge. The agent uses this in his persuasion attempt,
while the target uses it in their persuasion coping behaviour.
People who like a YouTube program hold stronger negative attitudes towards the brand in
subtle product placements as they recognise the (deceptive) persuasive intent (Verhellen, Dens &
de Pelsmacker, 2013). Using a known celebrity as a host in a YouTube program caused priming,
participants in the research recognised the celebrity in a video that normally would not involve
one, leading to assumptions that a celebrity was there with the sole purpose to persuade
(Verhellen, Dens & de Pelsmacker, 2013).
To negate the effects of reactance, advertisers increasingly use subtle product placements.
By increasing persuasion knowledge of the viewers Campbell, Mohr and Verlegh (2012) tried to
thwart the persuasive attempts. They found that only asking people to be aware of unrelated
placements lowers brand attitude in all other conditions there were no negative effects,
did not use strong integrated placements in their research but focused on the subtlety of the
placement, showing that unrelated subtle placements are a sore to the eye.
The PKM shows that people learn and develop new strategies to counter persuasive
strategies aimed at them, therefore using deceptive and subtle product placements is only a
temporary solution for advertisers. When people become aware that the program they watch
contains product placements they start to scrutinize the relevancy of the placement in the context
of the message, leading to a lowered attitude towards the brand. When brand integration is done,
is relevant and does not disrupt the viewer’s experience positive effects on attitudes should occur.
With the growth and popularity of online media advertisers spur to find new possibilities.
The most popular free online video platform is YouTube and it shares many similarities in the
form of its content, being short or long videos, with television or movies. Previous studies that
have researched those media would be (partially) applicable in determining the effects and forms
of product placements as stated before in this study.
Online media platforms, such as YouTube, users share their content with others, leading to
some users becoming more influential than others (Bakshy, 2011). Influential users are
frequently approached by companies to incorporate advertising messages into their content
(Lawry, 2013). The content these influential users make usually involves non-branded content.
When brands are increasingly advertised by these influential users, how do the recipients
evaluate the message? Through social media consumers have become to rely on the opinion of
fellow users for product information and recommendations (Cheong & Morrison, 2008). When
brands are placed obtrusively and viewers become aware of persuasive messages, these
of product placements in YouTube user videos. Strong integration of a brand into the content
should lead to positive brand attitudes, introducing the first hypothesis:
H1a: A YouTube user video with a strong brand integration in the story will have a more positive effect on the brand attitude, than a brand placed in a YouTube video with weak
integration in the story
Product Attributes Attitudes
The method of how a product is placed in a video can have different effects on the attitudes
that viewers have towards specific product attributes. As discussed earlier, prominent placements
of products lead to negative attitudes, the strongest positive attitudinal effects occur when a
brand is subtly integrated with a strong plot connection (Dens, de Pelsmacker, Wouters &
Purnawiran, 2012). Using strong plot integration is essential in persuading viewers to create
specific attitudes towards product traits, without plot integration viewers might only build
positive attitudes towards the brand. In the recent James Bond movie ‘Spectre’ (Wilson,
Broccoli, & Mendes, 2015) an Omega watch is introduced at the beginning of the movie which
is eventually used as a weapon in a plot device to free him from the villain. If the watch was not
used as a plot device it would not have created positive attitudes; when a product is used by
characters as a strong plot vehicle it builds attitudes through associative learning (Russel &
Stern, 2006). Understanding how these attitudes are learned can be explained through
Kruschke’s (2001) EXIT model, a continuation on Mackintosh’s (1975) theory of attention. The EXIT model determines how a cue’s associative strength can influence learning depending the context of a cue (in this research a product placement), the amount of attention that is given to it
and one’s pre-existing associations which can block or aid the learning process. Using the James bond example it is explained in context: Using the watch as a plot device draws one’s attention,
associations may manifest. The associations that one has of James Bond would be connected
with the watch, the association of the watch being a weapon is blocked due to pre-existing
knowledge of the use of watches. Integrating a product placement in a plot allows for a stronger
association to be established between the plot and product attributes. Therefore the second
hypothesis is:
H1b: A YouTube user video with a strong product integration in the story will have a more positive effect on the attitude towards product attributes, than a product placed in the video with
weak integration in the story.
Video Enjoyment
Since the 1990s studies have covered many different subjects related to product
placements, the perception of product placement use, different placement types and the effect of
placements in different forms of media. There is however barely any scientific research that tries
to explain the effects of product placements on the enjoyment of the content in which they are
placed.
Enjoyment is constructed out of affective feelings towards the actors and cognitive
responses caused by assessment of the actions within the story and the actors (Raney & Bryant,
2002). One of the key element of enjoyment is that individuals are drawn into the story world by
narrative transportation and identification with the characters (Green, Brock & Kaufman, 2004).
The degree of transportation into the narrative is paramount in increasing the persuasive effects
of narratives (Green & Brock, 2002). Media enjoyment is however a difficult concept to grasp
precisely (Nabi & Krcmar, 2004), there are multiple similar concepts that are used such as
attraction (Sparks & Sparks, 2000), appreciation (Tamborini & Stiff, 1987), preference (Weaver,
1991) and liking (Valkenburg & Cantor, 2000). Enjoyment draws more to the intricate definition
cognitive components, valence and measurement specificity (Nabi & Krcmar, 2004). Income
generated from product placements is required for the continuation of commercial programs,
however one needs to be ware if is at the loss of a viewer’s enjoyment. Previous research has
stated that the use of product placements in movies and tv-programs is accepted, as long as it
does not disrupt the viewing experience.
The appropriateness and relevancy of a placement is essential in creating positive attitudes
towards the brand, the placement and the program itself. When a gameshow regularly uses
products in a format a product can be placed without disrupting a viewer’s experience, whilst the
use of product placements in movies is accepted by viewers when it fits realistically within the
context (Gould & Gupta, 2006; Bhatanagar, Aksoy & Malkoc, 2004), placements that are not
strongly integrated into the storyline will raise suspicion and raise scrutiny.Consumers are
sceptical towards brand claims and will start doubting them when it evokes a sense of persuasive
intent, preferring defined sponsorships over subversive advertising (Obermiller, Spangenber, &
Maclachlan, 2005). When brands are not integrated within a message they ‘clash’ within their
surrounding making them unnaturally prominent to the viewer, when brands are perceived in
such a way they tend to elicit negative attitudes towards the movie (DeLorme & Reid, 1999).
Triggers that disrupt the experience that negatively affect the enjoyment of the content.
Therefore the stronger a brand is integrated into the program, the lesser it disrupts experience
and leads unhindered enjoyment of the content compared to weakly integrated placements. This
introduces the third sub-hypothesis:
H1c: A YouTube user video with weak brand integration in the story will have a more negative effect on the enjoyment of the program, than a brand strongly integrated into the story.
Moderating brand attitude. The identification of a viewer with the character is crucial in
understanding the persuasiveness of a message. According to Cohen (2001) identification is
closely linked to five other concepts: parasocial interaction (PSI), imitation, liking, similarity and
affinity. These concepts have different approaches in the role of the viewer in the narrative.
Identification entails an absorption in the text where one interprets it as their own experience.
While PSI, liking, similarity and affinity the position of the viewer is from their ‘own’ and is drawn by attachment to the character and affectional reasons. The role of narrative involvement
is essential in overcoming the resistance to persuasive messages (Moyer-Gusé & Nabi, 2010).
The more a person is drawn into the narrative and the characters their motivation to resist the
message is lowered (Moyer-Gusé, 2008). As discussed earlier the incorporation of branded
messages, such as product placements, should have negative effects caused by reactance. The
stronger the sense of identification (Cohen, 2001) with the character it should amplify the effects
of a message that is unobtrusively integrated into the story (Moyer-Gusé & Nabi, 2010).
Absorption creates engagement but identification defines the way in which it is experienced.
Identification with the media character is at the basis of understanding and accepting the
character’s beliefs and attitudes leading to the alteration of the people experiencing it (Tal-Or & Cohen, 2010). When a character is using a brand, especially when it plays an important role in
the plot the character it becomes an endorser of the product. Based upon this prior research one
assumes that viewers that have a high feeling of identification with the character should have a
more positive attitude towards the brand when it is highly integrated in the story. Therefore
sub-hypothesis two is introduced:
H2a: A viewer that identifies strongly with a main character in the video will have a more positive attitude towards the brand in a YouTube user video with a strong story integration,
Moderating product attribute attitudes. The attitudes that one holds towards a character
determine what kind of brands and products would befit a character. The familiarity that one has
with the source , which is the pre-existing knowledge one has of the source plays an important
role in determining if the brand connection feels ‘natural’ (Erdogan, 1999). Brands and endorsers should augment one other (Kamins, 1990) by having a strong match between the endorser and
the product depending on each their similarities (Till & Busler, 1998), when there is a positive
association it transfers from the character to the brand. The stronger the viewers’ feeling towards
a character the more important it becomes to have a congruent match-up between character and
brand, because a strong identification with a character or a celebrity leads to the adoption of
behaviour (McCracken, 1986). An example of that is when viewers perceive a character to
product association as strong, a negative outing towards a product by a character leads to
alignment of the attitudes of the viewers (Russel & Stern, 2006). Viewers that identify strongly
with their characters are able to remember in detail the products and traits they have, when a
brand can be naturally integrated into that kind of content positive attitudes towards product
traits occur (Russel, Norman & Heckler, 2004). Therefore one would assume that the stronger
the identification with the character is, using highly integrated placements more product
attributes are learned.
H2b: A viewer that identifies strongly with a main character in the video will have a more positive attitude towards product attributes in a YouTube user video with a strong story
integration, compared to a video with a weak story integration.
Moderating video enjoyment. As discussed with hypothesis H1c when a disruption
occurs it leads to a break in narrative transportation and identification with the character, causing
less enjoyment of the content. People who have high program liking pay more attention to the
details and therefore consciously elaborate the subtle persuasive cues in the content (Cowley &
attitudes towards brands are affected negatively with subtle placements. People that enjoy a
specific kind of content are likely to enjoy other similar content and might become heavy
consumers of that type of media, when people consume more of the similar content they build
pre–existing judgements and act on them (Busselle, 2001). Viewers learn from the content they
watch, and when they have a strong relationship with the character or the program recognition of
incongruences or subtle persuasive cues that have weak integration trigger reactance. The more
people identify with a character the more they have associations and expectations from them. A
similar effects were found by Verhellen, Dens and De Pelsmacker (2013) in their experimental
study using YouTube videos. Using a celebrity with subtle placements compared to integrating it
into the content lead to a disturbing and unpleasant experience of the viewer, therefore the final
hypothesis is:
H2c: A viewer that identifies strongly with a main character in the video they will enjoy the YouTube user video less positively when the brand is weakly integrated, compared to a video
Brand integratio n in story H1b H1c H1a H2a H2b H2c Brand attitude
Attitude towards product attributes
Program enjoyment Identification with
main character Figure 1, theoretical model
with strong story integration.
Method
Sampling
Most of the participants were gathered through a convenience sample of people known to
the researcher, these people were asked to participate either through e-mail or Facebook. A
sizable portion of the respondents were acquired through social media posts of the group Ponkers
who’s videos were used as stimulus material. In the stimulus material Dutch was spoken therefore the questionnaire was held in Dutch. In total there were N = 80 complete responses
after missing data was eliminated. 62.5% of the respondents were women, the average age was
(M = 24 , SD = 9.82). The education distribution was 30.8% university level, 20.5% applied
sciences, 24.4% vocational education and high school 17.9%. Out of all the participants 70%
were aware of the Doritos challenge before seeing the stimulus video, 46% had seen the original
video of Ponkers before and 60% were subscribed to the Ponkers YouTube channel.
Experimental Design
The experiment used a 2x2 (product placement is integrated or not integrated into the story
and if people identify themselves highly or little with the characters in the video) factor between
subjects design. When the participant started the online questionnaire they were made aware of
the regulations of ASCOR, they were asked twice to confirm that they were at least 18 years of
age, understand and accept the ASCOR regulations. Then participants were randomly assigned
to one of the four conditions with their own version of the cover story and stimulus material and
ask them to completely watch the following video. The video did not have controls for the
viewer to operate and skip parts of the video with the only option to progress when a minimum
to the stimulus or not. Immedi ately after the video the
respondents were asked to fill in a questionnaire, this was identical for each group. This
consisted out of four questions that will
Table 1
measure the dependent and independent variables, identification and enjoyment questions
were the first two and brand and product attitudes were the last two. The brand and product
attribute questions were deliberately placed last to make sure that the respondents would not be
primed. The list of sub-questions was randomised for each respondent to increase internal
validity.
Research Instrument
There are two independent variables in this research: If the product placement is or isn’t
integrated into the video and if people have a low or high feeling of identification with the main
characters in the video. Interaction was manipulated in the cover story and the video whilst
identity is a personality trait. Through a median split respondents will be placed into two equal
groups: ‘high identification with characters’ and ‘low identification with characters.’
Product Placement Integration
Time of exposure IV: Integration t1 t2 Level 1
No PP integration into story R X O1
Level 2
PP integrated into story R X O2
The differences in the operationalisation of product placement integration was done
through using and re-editing an existing video of a known group of Dutch YouTube creators
‘Ponkers.’ Multiple videos were analysed of other Dutch and international creators, the video ‘WET T-SHIRT bij DORITOS ROULETTE CHALLENGE! - #GEINIG’ (Ponkers, 2015) was used due to the ease of editing the material to befit the research and willingness to cooperate
from the creator. The group that was exposed to the weak integrated placement version had a
cover story that explained it was a hot summer and Ponkers (the creators of the video) wanted to
make a video having that as the theme. The group that had the brand integrated into the storyline
said that Doritos asked Ponkers to participate in a Russian roulette like challenge. Immediately
after the cover story the stimulus material was shown.
The original video was shortened to keep the attention of the respondents, whilst still
retaining the same message of the original. In the ‘weak integration into storyline’ material all
the segments were cut from the original video that would make Doritos relevant in the video and
integral to the plot. The opposite was done in the ‘integrated into plot’ material, keeping the
explanations why Doritos Chips were used and were essential for this video. In the plot
integration video the audience was deliberately made aware that Ponkers were going to do the
Doritos roulette challenge in the first 60 seconds of the video saying: “We are going to do the
Doritos roulette challenge, these roulette chips are supposed to be very hot and we are going to
take turns to see who has eaten the hot chip.” At the end of the video one of the characters finished by saying: “We finished the Doritos roulette challenge, now it is up to you.” Both videos were embedded into the Qualtrics software in such a manner that there were no controls
for the viewers to skip sections of the video. Respondents had to watch the video for at least 180
seconds (out of 480), to guarantee that the respondents had or hadn’t seen the stimulus, before a
seconds after exposure to the stimulus or at the similar time in the weak integration condition,
this was done to increase response rate and increase the feeling of control to the participant.
Identification With The Main Characters
To measure to what extent a respondent identified themselves with the main characters the
identification scale of Cohen (2001) was used. As explained before identification is closely
linked to other concepts (PSI, imitation, liking, similarity and affinity), differing in their
conceptualization of the stance of the viewer in the narrative. Identification encompasses
absorption in the medium where one interprets it as their own experience, while the other
concepts see the viewer as a separate distant entity drawn by character for affectional reasons.
The scale of Cohen (2001) is considered reliable and has been used in a variety of different
studies (Moyer-Gusé, 2008; Bussele & Bilandzic, 2008; Moyer-Gusé & Nabi, 2010; Tal-Or &
Cohen, 2010). It consists of ten questions on a seven point Likert scale and were adapted and
translated into Dutch for this research. A few examples of translated and adapted questions are:
“Terwijl ik de video van Ponkers keek voelde het alsof ik onderdeel was van de actie”, “Tijdens het zien van de video leefde ik met de hoofdpersonen mee”, “tijdens het zien van de video voelde ik de emoties die de personen lieten zien”. The ten questions were analysed with a factor
analysis resulting in loadings between .640 and .872, these results load on one item with an
eigenvalue 6.279, explaining 62.79% of variance. Analysing the nine question for reliability
resulted in a very reliable scale (α = .93), an improvement of .002 could be made if one item
were deleted. The selected questions were then recoded into the overarching variable
‘mean_identification’ scores and divided into two groups (high and low) in the ‘HL_identification’ variable using a median split (Mdn = 4.90).
Brand Attitude
Brand attitude is measured using the brand attitude scale of Spears and Singh (2004),
conceptualizing brand attitude as: “A relative enduring, unidimensional summary evaluation of
the brand” (Spears & Singh, p55, 2004). It is important to note that a brand attitude is an
evaluation of the properties of the brand that should last, not be fleeting as feelings towards a
brand. Drawing upon the hedonic and utilitarian aspects of a product attitude measurement
(Batra & Ahtola, 1991) that distinguish the pleasant associations with the perceived usefulness of
a product. Lacking a common scale to measure brand attitude Spears and Singh (2004)
conducted a study to determine the essential items out of a pool of 52 items used in previous
research. Out of the 52 items seven items were retained: unappealing/appealing, bad/good,
unpleasant/pleasant, unfavourable/favourable, unlikable/likable, unsatisfactory /satisfactory,
disagreeable/agreeable. They ranged from one to seven on a semantic scale. The components did
not have a value lower than .90 and the entire scale had a Cronbach’s alpha of .97 making it a
very reliable scale (Spears & Singh, 2004).
These seven questions were translated into Dutch and re-analysed to measure if the scale
was equally as strong as in the original research. Due to using Qualtrics software to distribute the
survey a warning was given that semantic scales would be unadvisable to use on mobile devices,
a seven point Likert scale was used instead. Testing with a factor analysis five of the questions
had loadings between .718 and .884. When calculating a reliability analysis with all the questions
it lead to a Crohnbach’s alpha of .92 making it a very reliable scale, close to the original value (α
= .97) of Spears and Singh (2004). No further improvement was possible. These results load on
one item with an eigenvalue of 4.059 that explains 67.65% of variance. The selected questions
were then recoded into the overarching variable ‘brand attitude.’
Attitudes Towards Product Attributes
context of placement. Mitchell and Olson (1981) used facial tissue advertisements because they
are simple products perceived to be low involvement products, therefore the product attributes
can be easily determined from the advertising by the viewer. This required the researcher to seek
a YouTube user video that incorporated a low involvement product for advertising purposes.
Doritos roulette chips were used in the ‘WET T-SHIRT bij DORITOS ROULETTE
CHALLENGE! - #GEINIG’ (Ponkers, 2015) which is a new product that is being marketed as:
‘a very hot and exiting chip.’ To determine the measurement of the attributes associated with the Doritos chips product attributes in previous studies were researched resulting in: flavour,
strength of flavour (Mazis, Ahtola & Klippel, 1975), attractiveness of flavour, quality, sensory
appeal, uniqueness of product (Martin, 1998). These attributes were adapted to befit the Doritos
roulette chips and translated into Dutch resulting in six questions that would measure the attitude
towards the product attributes.
Analysing the questions with a factor analysis two components had an eigenvalue higher
than one. Using a Varimax rotation all questions scored at least .531 per component they were
loaded on. Questions ‘perceived spiciness of the chips’ and ‘eating the chips would be exiting’
loaded on component two (eigenvalue = 1.108 explaining 18.46% of variance) while the other
five loaded on the first component (eigenvalue = 2.776 explaining 46.26% of variance). It is
probable that the questions load differently because they are exactly split as taken from their
original studies. Component one seems to measure ‘desirable attributes’ (attractiveness of flavour, quality, uniqueness, sensory appeal), instead of component two ‘thrilling attributes’
(spiciness and eating the chips is exiting) of Doritos roulette chips.
The scale ‘thrilling attributes’ based on two questions had a Cronbach’s alpha of .56, making it unreliable. ‘Desirable attributes’ scored a Cronbach’s alpha of .73 which is less than
of the scale and is therefore kept. The value ‘desirable attributes’ is then computed, ‘thrilling attributes’ is left out of this research.
Video Enjoyment
As discussed in the theoretical framework enjoyment encompasses affective and cognitive
components, valence and measurement specificity (Nabi & Krcmar, 2004). Enjoyment is
dependent on audience inputs (affective and cognitive values), which affect the message inputs
(character actions and sequence evaluation) leading to judgment of the characters and the
sequence, how these overlap with the judgement of the scene lead to enjoyment of the viewer.
Raney and Bryant (2002) measured enjoyment with an eight items on an eleven point scale, 0
being the lowest and 11 the highest. All items loaded on one factor (eigenvalue 5.9) with a
minimal factor loading of .83 and leading to a very reliable scale (α = .94). A question that related to future intentions was removed because it was not relevant for the research, the
remaining ones were translated into Dutch. The final adaptation to the original scale was that the
scoring was reduced from 11 points to 7 on a Likert scale to make it more practical for
respondents to answer the questions on their mobile phones. Using a factor analysis two
questions were removed because they had a loading lower than .450, four out of the remaining
five questions their component values between .805 and .923 with one exception ‘in the video
the acting is done well’ has a value of .524. When these six questions are analysed for reliability they all load on one item with an eigenvalue of 3.77 explaining 62.84% of variance. The
program enjoyment scale is very reliable (α = .88) with a possible improvement to .90 when the
acting question is deleted, this marginal improvement is not worth the loss of the data. The
Statistical Tests
A Pearson correlation analysis is used to determine if there are significant relationships
between the dependent variables (interval/ratio) and control variables (interval/ratio),
Spearman’s correlation is used with dichotomous control variables. In the case of significant
relationships a univariate analysis or a Chi-Square analysis (dependent on variables used) is run
to determine if there are indeed significant differences per conditions. Education had to be
recoded for this into a dichotomous variable (high / low) and was done as stipulated by the Dutch
centre of statistics (CBS, 2006). A covariate was determined, resulting in using a MANOVA for
the final statistical test.
Results
When controlling for alternative explanations different baseline variables were found to
significantly correlate with the three dependent variables (see tables 2 in appendix). Due to the
amount of covariates that should be integrated in the MANOVA test were run to understand if
there are significant differences between the four conditions, making sure no unnecessary
covariates would be used which would lower the power of the statistical analyses. The results
show that the majority of baseline variables differ among the four conditions as the previous
bivariate analyses have shown and should therefore be included as covariates (see tables 3 in
appendix). Further research was required to understand why these differences occurred and were
explained by the baseline variable ‘subscribed to Ponkers Y/N.’ Due to the cooperation with the YouTube channel Ponkers their fan base was directly approached by Ponkers to participate in the
experiment, this lead to a majority of respondents being subscribed to the YouTube channel.
Testing for the dependencies between being a subscriber of Ponkers and the baseline variables,
lead to strong significant results (see tables 4). When someone is a Ponkers subscriber one is
4 4,25 4,5 4,75 5 5,25 5,5
No Integration Strong Integration
Brand Attitude Interaction Effect
Low ID High ID
Figure 2
challenge’ prior to the experiment, when compared to people who were not subscribers. These results explain the significant correlations run between the baseline variables and the dependent
variables and the differences between the four experimental conditions, therefore ‘subscribed to Ponkers Y/N’ was used as the only covariate in the MANOVA.
Hypothesis 1a is rejected, it stated that a YouTube user video with a strong brand
integration in the story will have a more positive effect on the brand attitude, than a brand placed
in a YouTube video with weak integration in the story. No significant effects were found (R² =
.158, F(1, 80) = 1.598, p = .210, η² = .021), therefore there is no direct relationship between
brand integration and brand attitude.
Similarly hypothesis 1b is rejected. No significant results were found for this hypothesis
(R² = .612, F(1, 80) = 1.956, p = .163, η² = .015)), a YouTube user video with a strong product
integration in the story does not directly lead to a higher attitude towards product attributes, than
a product placed in the video with weak integration in the story.
Hypothesis 1c is rejected as well, a YouTube user video with weak brand integration in the
story does not directly lead to a negatively affect program enjoyment, than a brand strongly
integrated into the story (R² = .211, F(1, 80) = 1.109, p = .296, η² = .026).
Identification with the main character does lead
to significant results, however not completely as
theorised in the aforementioned theoretical framework.
Hypothesis 2a is partially accepted. Hypothesis 2a
assumed that a viewer that identifies strongly with a
attitude towards the brand in a YouTube user video with a strong story integration, compared to
a video with weak story integration. There is however a direct effect of identification on brand
attitude (R² = .158, F(1, 80) = 8.492, p = .005, η² = .102) and brand integration plays a near
significant interaction effect (F(1, 80) = 3.652, p = .060, η² = .046) see figure 2 how the latter is
illustrate. Do note that in both cases there is a very low associative value. People that identify
strongly with the main characters have a significant higher brand attitude (M = 5.81, SD = .71)
than people who do not (M = 3.87, SD = 1.21). When taking the interaction effect of brand
integration into account it shows that using highly integrated brands is beneficial when ‘low identification’ viewers are reached, who switch from a neutral brand attitude brand after exposure (low integration) (M = 4.07, SD = 1.33) to a slightly more positive brand attitude
(strong integration) (M = 4.87, SD = .92). Integration does not affect strong identification
viewers who in both conditions have high positive brand attitudes (M H ID & NOT integrated = 5.38, SD
= 1.17; M H ID & integrated = 5.22, SD = 1.06).
Hypotheses 2b is partially accepted, it assumed that a viewer that identifies strongly with a
main character in the video will have a more positive attitude towards product attributes in a
YouTube user video with a strong story integration, compared to a video with weak story
integration. There is no significant interaction effect between identification and integration (F(1,
80) = 2.170 p = .145, η² = .028), but there is a significant direct effect of identification on
attitudes on ‘desirable product attributes’ (R² = .211, F(1, 80) = 16.469, p < .001, η² = .104). People who identify strongly with the main characters have a significantly higher positive
attitude towards the product attributes (M = 5.33, SD = 1.05) than people who have ‘low
identification’ neutral attitudes (M = 4.31, SD = 1.16). Do note that an Eta-Squared of .10 indicates a very weak associative value.
YouTube user video less positively when the brand is not integrated, compared to a video with
strong story integration. As stated before there is no direct effect of integration on enjoyment,
however there is a direct effect of identification (F(1, 80) = 38.469, p < .001, η² = .339) which is
moderate in associative strength and being a subscriber to the channel on video enjoyment (F(1,
80) = 13.669, p < .001, η² = .154), which is weak in associative strength. There is no significant
interaction effect between identification and brand integration as initially hypothesised (F(1, 80)
= 2.303, p = .133, η² = .030), hence there is no significant increase or decrease of enjoyment
caused by the different forms of brand integration. People who identify strongly with the main
characters have a significantly higher positive video enjoyment (M = 5.81, SD =.71), than people
who have ‘low identification’ that score marginally below neutral (M = 3.87, SD = 1.21).
Conclusion & Discussion
This research is summarized with the following conclusions: That when different forms of
brand integration into the plot are applied either in weak or strong fashion lead to more positive
effects on brand attitudes, attitudes towards product attributes and video enjoyment. Even so, this
research addresses an important point for future scientific research, that identification with the
characters causes far stronger effects than the level of brand integration in the plot. When people
highly identify themselves with the main characters it leads to strong positive effects on brand
attitude, attitudes towards product attributes and video enjoyment. People who identify
themselves to a lesser extent with characters have either a neutral or a mild positive effects on
brand attitude, attitudes towards product attributes and video enjoyment. Only in the case of low
identification with the main characters a stronger brand integration to the plot increases brand
attitudes.
Hypothesis 1a is rejected. It was assumed that a YouTube user video with a strong brand
in a YouTube video with weak integration in the story. No direct effect of plot integration was
found in this case and therefore leads to the conclusion that using higher plot integration does not
affect brand attitude. Van Reijmersdal, Neijens en Smit (2007) found that product placements
cause positive brand effects only after more than two exposures, when researching television
broadcasts. This was different compared to their results in an experimental setting, where an
immediate effect occurred after exposing participants to special product placement fragments.
The current research used an original YouTube user video which was edited into two versions.
By trying to retain the narrative of the original (high integration) video it was the researcher’s goal to keep the stimulus videos as close to the original material to retain external validity and
remove as many cues as possible that could foster brand integration for the weak integration
stimulus. It is possible that when research material uses longer, more natural content, one needs
more exposures to achieve significant results. It is also possible that the insignificant results are
caused due to infrequent exposures to product placements in YouTube videos. Placing products
and integrating brands into YouTube user videos is still more an exception than a regular
occurrence. Ong (2004) drew similar conclusions between the high concentration of placements
in movies compared to a lower concentration in television shows, leading to lower effects in the
latter case.
Hypothesis 1b is rejected. A video that has high integration does not lead to higher
attitudes towards product attributes. The results are similar to hypothesis 1a, in both groups that
were exposed to weak integration and strong integration stimuli the results on attitudes towards
product attributes were in both cases positive. A line of reasoning similar to hypothesis 1a would
explain these results.
Hypothesis 1c is rejected. When exposed to low integration video viewers do not have
brand integration should lead to disruptive elements causing a clash with the brand and the
context of the message. All three versions of the first hypothesis assumed a direct effect of plot
integration on brand attitude, attitudes towards product attributes and video enjoyment, however
all of the hypotheses were rejected. It is therefore crucial for future studies to determine why this
desired effect was not achieved in this research.
Critical Evaluation Of The Stimulus.
While the study made efforts to be sure that the respondents were exposed to videos that
varied in integration and to contain the environment in which they had or should not have seen
the stimulus. It is not completely certain if people did have their full attention when they were
exposed to the main cues of strong integration. In the short time span of this research it was not
possible to significantly pilot test the stimulus beforehand. It is therefore highly likely that by
using two stimuli that tried to retain the essence of the original video, that the differences
between the stimuli may have been too marginal to distinguish for inexperienced users. As
theorised previously the PKM assumes that people’s persuasion knowledge develops over time
and needs repeated contacts to build this knowledge. It is highly probable that the majority of the
respondents in this research have not been exposed enough to brand integrated content to cause
significant effects in this research. For example: To retain the original narrative of the story the
chips were eaten by the characters and were the catalysts to comedic situations that followed,
this was equal in both the integration and in the weak integration stimulus. The strong integration
stimulus explained the context of the brand in the video and could have functioned more as a
form of disclosure instead of a cue for brand integration. Another important note on the
shortcomings of this research is that it primarily measures short-term effects and is unable to
identify the long-term effects, which has been a point of criticism on previous product
Hypotheses 2a is partially confirmed. It was initially hypothesised that a viewer that
identifies strongly with a main character in the video will have a more positive attitude towards
the brand in a YouTube user video with a strong story integration, compared to a video with
weak story integration. Lacking an effect of brand integration on brand attitude there is on the
other hand a direct effect of identification with the main character on brand attitude, and a near
significant interaction effect of brand integration. The interaction effect shows that respondents
who did not identify themselves with the main characters had a neutral brand attitude in the low
brand integration group, when exposed to a strong brand integration video these brand attitudes
shifted positively. People that identify themselves strongly with the main characters had strong
positive brand attitudes in both conditions. Indicating that high identification with the main
characters does indeed increase the persuasiveness of the message as theorised beforehand
(Moyer-Gusé, 2008), while stronger brand integration only affects people who have low
identification with the characters. Weak brand integration does not cause reactance since the
effects are positive in all cases.
Plot integration and product use by characters. The products were used in both stimulus
groups by the main characters, making it is possible that the positive traits high identification
respondents associate with the main characters transferred to the brand and the product (Phua,
2014). This is of practical relevance when one intends to reach a broad audience where the
amount of identification with the characters is unknown, then a strong band integration video
should lead to positive brand attitudes. If one knows that a majority of the viewers identifies
strongly with the main characters, then a strong brand integration to the plot is of lesser
importance. This conclusion is relevant for advertisers which who want to be more cost efficient,
by only using content that would make use of weak but relevant brand integration to target an
audience which strongly identifies with a YouTube user. The researcher stresses the point that in
might be an interesting concept to explore for future research: To what extent do characters need
to use the product or brand in such a way when it is integrated into the plot to foster positive
brand attitudes?
Hypothesis 2b is partially accepted. It was assumed that people who identify strongly
with the main characters in a YouTube user video will have more positive attitudes towards
product attributes in a strong integration video than a weak integration video. Since there is no
direct effect of integration it rejects this part of the hypothesis. Identification with the characters
does however have a significant difference, people that strongly identify with the characters
holds positive attitudes towards the product attributes while people that do not identify with the
characters are neutral. These results were partially anticipated, as a moderator of integration, not
as a direct effect. This research shows that identification with the characters is of more
importance than weak or strong integration of the brand in the story. Aligning partially with
McCracken’s (1986) conclusions, that the stronger one identifies with a person (character) one
tends to adopt their behaviour and attitudes. This is caused by strong levels of identification that
are result of an ongoing relationship with a character (Basil, 1996) that lead to the adoption of
thoughts and feelings advocated by the source. These results of this research has similar
conclusions as previous studies that higher identification leads to alignment with the attitudes of
the character (Russel & Stern, 2006) and the creation of attitudes towards specific product
attributes (Russel, Norman & Heckler, 2004).
Hypothesis 3c is rejected. It was thought that the stronger one identifies with the character
the less positively one will enjoy the video when a brand is weakly integrated. Nonetheless, the
data shows that different forms of brand integration to the plot do not effect video enjoyment.
Video enjoyment is effected entirely by how much one identifies with the characters, people that
identify strongly with the characters seem to enjoy the video very much, compared to ones who
exemplified further with the direct effect of being a subscriber of the channel on video
enjoyment, people who are subscribed enjoy the content more than non-subscribers. This is a
logical result, since subscribing to a YouTube channel is a conscious choice in which one
deliberately wants to be exposed to more of their content.
Final notes. This research assumed that weaker plot integration would have had negative
effects on viewers that identify highly with the characters and that there would have been
significant differences between weak and strong integration in the plot. For the latter McCarthy’s
(2004) statement that many product placement researches lack to see the similarity and
differences in their application may apply, therefore this research leaves a stepping stone for
future researcher in how to adapt. In the case of brand integration in the plot all the results were
positive as should be expected from advertising content meant to persuade. Brand integration
into the plot is meant as a measure to unobtrusively place brands in the content and shows that in
humoristic YouTube user content weak and strong integration works equally. It is a point of
interest for future researchers to study the possible effects of plot integration in different genres
and how they affect brands, products and enjoyment of the content.
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