– The purpose of this paper is to posit a methodology for exploring promotional trailers in the public domain and a critical discussion of the findings therein.
Abstract
Purpose
The purpose of this paper is to posit a methodology for exploring promotional trailers in the public domain and a critical discussion of the findings therein.
Design/methodology/approach
The approach utilises third part press as a mechanism to limit videosharing website results and allows for a varied corpus of data.
Findings
The paper posits that the term “trailer” has shifted significantly since its original use in the film industry and now applies to a certain type of experiential promotion.
Originality/value
This is the first time a methodology has been discussed that considers trailers as a shared vernacular term, rather than subject of historical archive.
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The purpose of this paper is to investigate the ways in which players and producers of promotional alternate reality games (ARGs) negotiate their commercial status, similar to the…
Abstract
Purpose
The purpose of this paper is to investigate the ways in which players and producers of promotional alternate reality games (ARGs) negotiate their commercial status, similar to the way in which Matt Hills (2002) argues fan communities negotiate their position within a commercial media industry.
Design/methodology/approach
In-depth interviews with game designers is combined with the results of an online player survey and qualitative analysis of discussion on player forums. This provides a strong platform from which to discuss player and producer attitudes towards the status of promotional ARGs as marketing materials.
Findings
Both players and producers use various strategies which allow them to negotiate their relationship to the commercial nature of promotional ARGs. These include a focus on the immersive nature of the games (also known as the “This Is Not a Game” philosophy), defining their creative interests strongly against the perceived commercial interests of corporate media companies and an emphasis on the personal, emotional or affective impact of the games.
Originality/value
In the very slim body of academic work on promotional ARGs, few scholars have considered the status of the games as marketing from the perspective of the audience. The paper provides original audience research which is of value and interest to scholars in a diverse variety of disciplines, and to anyone involved in the production or consumption of ARGs.
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The purpose of this paper is to propose that, within the practice of motion branding, transforming type has been largely neglected by existing theorists and its importance to…
Abstract
Purpose
The purpose of this paper is to propose that, within the practice of motion branding, transforming type has been largely neglected by existing theorists and its importance to wider marketing trends overlooked. It will be observed that previous texts on transitional letterforms have tended to focus on changes in global arrangement and in doing so have neglected to recognise the significance of changes that occur at a local level, within individual letterforms.
Design/methodology/approach
Taking an interdisciplinary approach, with examples including idents and bumpers from Channel 4, Sky, FOX, Five and MTV. New methods of understanding these artefacts will be introduced, with emphasis on how they affect the relationship between broadcaster’s identities and the medium of television. Modes of definition and understanding that have previously been applied to holographic poetry will be applied to the field of on-screen artefacts.
Findings
The paper will discuss how branding has adapted to incorporate the features of the medium of television, and propose new methods of classification for the associated processes of metamorphosis, construction, parallax and revelation.
Originality/value
Motion branding, in the form of television idents, is frequently described as containing “motion typography”, but this and related terminology is vague or misleading – and reduces all forms of kineticism to simple motion. On-screen branding often operates more complex temporal behaviours. Lack of sufficient vocabulary to describe such transformations has forced practitioners to describe their work in terms of previously existing work, thereby limiting the perceived scope of their ideas and the possibility of innovation. This paper resolves the lack of existing vocabulary by providing new definitions of four categories of fluid transformation that appear in contemporary television idents.
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The purpose of this paper is to illustrate how designers attempt to engage audiences through different media in TV idents; and to explore how the human mark (such as drawing and…
Abstract
Purpose
The purpose of this paper is to illustrate how designers attempt to engage audiences through different media in TV idents; and to explore how the human mark (such as drawing and model making) in a hybrid with digital media can not only revitalise traditions in design, but also the reception of illusion in this context.
Design/methodology/approach
The study focuses on the work of RedBee Media, a company that has a global market and reputation. The phenomenology of how BBC Three and BBC 2 Christmas were rebranded was examined through interviews with the designers and animators involved. Taking a media industry studies lens to examine an art/technology divide the author will expand the visual culture theory of Manovich’s (2007) metamedium.
Findings
The influence of technology on television graphic design is contested and continual. Designers might begin to question rather than rely on technology through the process of design. They can confront generic software solutions and apply more critical skills to explore fusions of heritage and digital processes in a metamedium.
Research limitations/implications
This research was focused on a UK broadcaster and a single UK creative agency with a global influence. Future research should examine leading creative practice in other international markets.
Practical implications
The significance of this research is in understanding the materiality and creativity in the artform of TV idents and how designers attempt to engage audiences through different media.
Originality/value
Academics in media and design history are acknowledging the cultural significance of television branding. Design practitioners need to understand why and how in the work of others.
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Paul Grainge and Catherine Johnson
The purpose of this paper is to examine the professional culture of television marketing in the UK, the sector of arts marketing responsible for the vast majority of programme…
Abstract
Purpose
The purpose of this paper is to examine the professional culture of television marketing in the UK, the sector of arts marketing responsible for the vast majority of programme trailers and channel promos seen on British television screens.
Design/methodology/approach
In research approach, it draws on participant observation at Promax UK, the main trade conference and award ceremony of the television marketing community. Developing John Caldwell’s analysis of the cultural practices of worker groups, it uses Promax as a site of study itself, exploring how a key trade gathering forges, legitimates and ritualizes the identity and practice of those involved in television marketing.
Findings
Its findings show how Promax transmits industrial lore, not only about “how to do” the job of television marketing but also “how to be” in the professional field. If trade gatherings enable professional communities to express their own values to themselves, Promax members are constructed as “TV people” rather than just “marketing people”; the creative work of television marketing is seen as akin to the creative work of television production and positioned as part of the television industry.
Originality/value
The value of the paper is the exploration of television marketing as a professional and creative discipline. This is especially relevant to marketing and media academics who have tended to overlook, or dismiss, the sector and skills of television promotion.
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– The purpose of this paper is to propose what can be learned from the study of specific promotional materials.
Abstract
Purpose
The purpose of this paper is to propose what can be learned from the study of specific promotional materials.
Design/methodology/approach
The in-depth analysis of the text and layout of websites – adapted from Niels Brugger, and in contrast to the study of promotional materials as ancillary or interrelated texts.
Findings
That websites can tell the author much about the intentions of distributors, and their target market, even when these resources are no longer active or social media is used.
Research limitations/implications
Specific promotional materials should be increasingly studied as individual texts. Websites have their own conventions and structures that can be studied, as well as other digital and physical artefacts.
Originality/value
The findings are potentially widespread, as they are evident within a defunct distributor’s webpages, as well as one that remains to be active in the UK market.