Product Placement In Comics: A Qualitative Study Of .

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PRODUCT PLACEMENT IN COMICS: A QUALITATIVE STUDY OF ATTITUDES OFCOMIC BOOK READERSByKRISTOFER MEHAFFEYA THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OFFLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREEOF MASTER OF ADVERTISINGUNIVERSITY OF FLORIDA20101

2010 Kristofer Mehaffey2

To my parents, Billy and Barbara Mehaffey, and my big sister, Megan, for their support,encouragement and patience throughout all the years of my education and beyond3

ACKNOWLEDGMENTSI would first like to acknowledge my family for their wonderful support throughoutmy life. I owe an enormous debt of gratitude to my parents and sister for their continuedsupport, encouragement, and occasional kick in the butt. They have been a blessingbeyond words.I would also like to acknowledge the guidance of my thesis chair, Dr. DebbieTreise. Without her patience and faith in helping me craft this paper, I would not haveeven known how to begin. A special thank you and acknowledgment is also due to mythesis committee members, Dr. Jon Morris, Dr. Jorge Villegas and Associate ProfessorTed Spiker, who each brought a unique voice and perspective to the entire process.Thank you to all of my friends who have supported me over the years, despitehaving to put up with my various eccentricities. A special thank you to those who haveoffered a shoulder to lean on and an ear to listen endlessly while I droned on aboutadvertising, product placement and comics: Carlo and William Francis, Brian Mullahey,Mahesh Vaidyanathan, Brendt Montgomery, Nandy Ferguson, Bobby Harper, andTaryn Emswiler.Finally, a special thanks to Joe Maimone, Brian Pulido, Tim Townsend, JimmyPalmiotti and Abram Sauer for their professional insights, without which this paperwould have been far more difficult to write and far less informative.4

TABLE OF CONTENTSpageACKNOWLEDGMENTS . 4LIST OF FIGURES . 7ABSTRACT. 8CHAPTER1INTRODUCTION. 9A Channel in Transition . 10Enter Product Placement . 12Point of Difference / Point of Distress. 14Organization of Thesis . 152LITERATURE REVIEW. 16Product Placement . 16Consumer Attitude and Behavior . 18Consumer Attitude and Experience . 19Comics and Comic Books . 21Comics Consumers as Advertising Audience . 23The Sponsored Page . 25Product Placement in Comic Books. 27Exploratory Research Questions. 323METHOD. 39Research Design. 39Qualitative Research . 39Focus Groups and In-Depth Interviews . 40Source and Selection of Participants . 42Data Collection. 43Data Analysis . 45Visual Stimuli . 46Member Checking. 474RESULTS AND DISCUSSION. 48General Attitudes Toward Advertising and Product Placement . 48Narrative Reality, Economic Practicality and Artistic Integrity . 51Theme 1: Drawn to Realism . 52Subcategory 1: Appreciation of Realism . 52Subcategory 2: Interruption . 545

Theme 2: Cost of Doing Business . 56Subcategory 1: Mitigation of Consumer Cost. 57Subcategory 2: Strengthening the Industry . 59Theme 3: Selling Out . 605SUMMARY, IMPLICATIONS AND RECOMMENDATIONS. 62Answering the Research Questions and Generating Theory . 62Practical Implications. 65Limitations . 68Suggestions for Future Research. 70Conclusion. 73APPENDIXAFOCUS GROUP MODERATOR’S GUIDE. 74BINTERVIEWER’S GUIDE. 78CIRB and Letters of Consent . 80In-depth interview. 80Focus group . 81DSAMPLE FOCUS GROUP TRANSCRIPT . 82ESAMPLE INTERVIEW TRANSCRIPT. 84FPRODUCT PLACEMENT THE MARVEL WAY: AN INTERVIEW WITHFORMER MARVEL ADVERTISING DIRECTOR JOE MAIMONE. 85LIST OF REFERENCES. 94BIOGRAPHICAL SKETCH . 1016

LIST OF FIGURESpageFigure1 Dashiell Hammett’s Adventures of Sam Spade . 332 “Batman and the Mummy”. . 343 The Irredeemable Ant-Man, No. 10. . 354 X-Men: The 190, No. 4. . 355 Panel of New X-Men provided to Wall Street Journal . 366 New X-Men, No. 20. . 367 Punisher War Journal, No. 18. . 378 Rush City, No. 1 . 379 Catwoman, No. 73. 3810 Secret Warriors, No. 3 . 387

Abstract of Thesis Presented to the Graduate Schoolof the University of Florida in Partial Fulfillment of theRequirements for the Degree of Master in AdvertisingPRODUCT PLACEMENT IN COMICS: A QUALITATIVE STUDY OF ATTITUDES OFCOMIC BOOK READERSByKristofer MehaffeyMay 2010Chair: Debbie TreiseMajor: AdvertisingThis thesis provides an understanding of how product placements in comic booksare interpreted within the framework of comics consumers’ reading experience.Building on previous qualitative research and the grounded theory perspective of socialscience, the researcher gathered rich, experiential data through two qualitativemethods: focus group discussions and in-depth, individual interviews. Three focusgroups and seven interviews of comics readers and consumers were conducted. Theparticipants were all male, ages 19-39.This study found that comics publishers, writers and illustrators are activelypursuing product placement as a way to create more realistic narratives and as asource of revenue. The practice received predominantly negative initial responses fromfocus group and interview participants, although participants’ attitudes, both negativeand positive, became more complex and dynamic as discussion continued. Throughconstant comparative analysis, two themes of narrative centrality, two themes ofeconomic-specific relevance, and one theme of artistic integrity emerged as compellingfactors that helped shape participant attitudes and opinions. The implications of thesethemes as well as suggestions for future researcher are discussed.8

CHAPTER 1INTRODUCTIONThe year 1982 saw a bulbous, digit-illuminating alien stumble into an Americanhome and into American hearts, while simultaneously ushering in a new era ofembedded brand message strategy. Candy manufacturer The Hershey Companypublicly attributed a 66% increase in sales of Reese’s Pieces (Reed and Dutka 1989) toa prominent and memorable product placement in Universal Studio’s E.T.: TheExtraterrestrial (Kennedy and Spielberg 1982). The implications of E.T.’s golden touchwere not lost on film producers, executives, brand managers, or anyone else evenremotely interested in generating revenue or spreading a brand message. A year afterthe successful pairing of E.T. and Reese’s Pieces, 20th Century Fox became the firstHollywood film studio to officially offer manufacturers a standardized process for theplacement of products and brands in its films for monetary compensation (Harmetz1983).While an extraterrestrial visitor’s predilection for candy treats might be the mostmemorable product placement in cinematic history, the origin of the practice stretchesback to the early years of film. Product placement in mass media began in 1895 withthe contractual inclusion of two cases of Lever Brothers soap in Alexandre Promio’sWashing Day in Switzerland (Newell, Salmon and Chang 2006). Although the practicespread across a number of channels over nearly a century of mass media consumption,it was not until 20th Century Fox’s 1983 Hollywood entente that product placementbecame a better managed practice (Harmetz 1983; Karrh 1998; Newell et al. 2006;Steortz 1987). By 2006, the product placement industry, including placement in film,television, and video games, was estimated to be valued at 4.24 billion (Cohen 2006).9

With product placement becoming more pervasive in terms of use and perceivedeffectiveness (Karrh 1998; Karrh, McKee and Pardun 2003; Nielsen Media Research2006), the practice, its history, and its effects have been studied in film, television, videogames and even, to a degree, novels and music. However, one channel has recentlybegun aggressively experimenting with product placement, a channel that has beenoverlooked in research: comic books.A Channel in TransitionExcluding newspaper serials, the seven-by-ten inch, 22-page monthly comic bookhas, until recently, been the unrivaled format for comics since the mid-twentieth century(Eisner 1985, 1996). While the printed monthly comic book still dominates the comicsindustry, collected stories, known as trade paperbacks, and long-form prestige comics,known as graphic novels, have become increasingly popular. However, determining theactual size of the comics industry is problematic. Gordon Hodge, of investment bankingfirm Thomas Weisel Partners, estimated the comic book market to be about 400million to 450 million in 2006 (Steinberg 2006), while John Miller, of Comics BuyersGuide (CBG), estimated the market to be worth 575 million to 640 million that sameyear (Miller 2009a). Currently, there are only two resources available to thoseresearching sales of comics in the US: Diamond Comics Distributors, Inc revenuereports and Nielsen BookScan USA sales reports.Diamond Comic Distributors, Inc (DCD), the largest direct market comicsdistributor in North America, reported 81.34 million units shipped of its top 300 comicbooks in 2008, for a total of 263 million in sales (Miller 2009b). Factoring in sales oftop trade paperbacks and graphic novels, CBG’s Miller (2009b) estimates 2008 overallDCD sales to direct market outlets to be 327.19 million. Utilizing Nielsen BookScan10

USA sales reports, which track actual retail sales at book chains and newsstands thatbuy directly from publishers instead of through DCD, the total 2008 overall Americancomics market is estimated to be worth 680 to 710 million (Miller 2009b).However, it is important to qualify DCD sales numbers as sales to direct marketoutlets, not individual consumers, and not actual retail sales estimates. Unlike chainbookstores and newsstands, most comics specialty stores, which constitute the vastmajority of the direct market, do not utilize point-of-sale inventory systems. Becausethere is no reliable reporting of actual direct market retail sales numbers, many industryreporters, professionals, and consumers are skeptical of market estimates derived fromDCD reports (Brown 1997: Hibbs 2009; Rogers 2008).Even as overall dollar sales have increased over the past decade, the result ofincreased price per unit and a growing demand for trade paperbacks and graphicnovels, overall unit sales of traditional monthly comic books have fluctuated, with DCDreporting 100.32 million units sold in 1997 compared to the 81.34 million units sold in2008 (Miller 2009). Despite this, advertisers have found monthly comic books to be aviable channel into which to inject their messages, thanks largely to a concerted effortby comics professionals to change the tone of advertising in comic books.“Half the advertising community thinks the last ad to run in Marvel Comics wasCharles Atlas,” lamented Marvel Entertainment Group’s vice president and groupadvertising sales director David O’Brasky in 1992, referring to the advertisements ofCharles Atlas bodybuilding programs that were a staple of mainstream comic books fordecades beginning in the 1940s (Elliot 1992).11

“We're trying to go after products a little more sophisticated than the stink bombsand whoopee cushions,” commented Tom Ballou, advertising director for DC Comics,that same year (Elliot 1992). Although the concerns of O’Brasky and Ballou might havebeen partially expressed in jest, their attitudes reflected an overall drive by industryprofessionals to elevate comic books to a channel worthy of mainstream advertisersattention. As a result, advertising revenue rose from around 7 million in 1992 toaround 32 million in 2007 (Elliot 1992; Steinberg 2006).That dramatic increase has been seen by some to be a great boon to an otherwisefaltering industry: “AD REVENUE is what keeps comics going,” stated comics creatorTony Harris, “NOT sales. There aren’t enough fans buying books to keep the industrygoing” (Harris 2006). Accordingly, publishers are eager to generate new avenues ofrevenue and brand managers are seeking innovative ways to insert their messages intoniche markets.“We are always looking for ways of connecting with our consumers,” said Nikerepresentative Nate Tobecksen, addressing Nike’s increased partnership with comicbook publishers (Steinberg 2006).Enter Product PlacementThe first publicized placements within a comic book appeared in Chaos! Comics’Evil Ernie No. 5 (Nutman, Brewer and Arnold 1998). Film distributor Shooting Galleryentered into a partnership with Chaos! Comics to promote its theatrical releaseStrangeLand (Pieplow, Bushell and Snider 1998), with Chaos! Comics integratingsignage, plot details, and verbal mentions of the film into the comic book (Matzer 1998).Brian Pulido, founder and publisher of Chaos! Comics, saw integrating a variety ofbrands into comics as a natural way to increase the reality of the narrative. “Video12

games, clothing and music are all naturals,” Pulido asserted. “It wouldn’t be a stretchfor Evil Ernie to wear Doc Martens. It would make sense for our characters to listen to amusic group like Korn, but it wouldn’t be appropriate to have them using Fab detergent.The main criteria for us will be ‘Is it cool?’” (Matzer 1998)In time, the two largest comic book publishers would pen product placementdeals of their own. In 2006, Wall Street Journal (WSJ) reported that MarvelEntertainment’s Marvel Comics and Warner Brothers Entertainment’s DC Comics hadsigned product placement deals with such companies as General Motors,DaimlerChrysler and Nike (Steinberg 2006). As part of payment-for-placement dealstied to larger, more traditional ad buys, Marvel Comics and DC Comics agreed toprominently display products and brand logos throughout their publications, either byplacing them into the main narratives as traditional product placements or creatingseparate product-specific comic books and characters. Before this model of paymentemerged, placements were granted as occasional, free-of-charge, added-valueincentive to marketing partners.1Marvel Comics Editor-in-Chief Joe Quesada responded to the WSJ article in hisweekly interview series with Matt Brady of the entertainment website Newsarama:[P]roduct placement isn’t really a change in the way that we artist dobusiness since for the most part we’re always sticking stuff in thebackground anyway the real world is finally looking at comics andconsidering us a medium that actually reached people and speaks to them.(Brady 2006a, para. 13, 20)1A full account of the genesis of Marvel Comics’ product placement strategy at the time of the WSJarticle, as well as a discussion of advertising in comic books in general, can be found in Appendix FProduct Placement the Marvel Way: An Interview with Former Marvel Advertising Director Joe Maimone.13

While initially skeptical of the integration of branded materials into comics(Matzer 1998), DC Comics president Paul Levitz attributed the growing pervasivenessof the practice to advertisers responding to a change in consumer demographics: “[t]heculture has changed. Advertisers realized that comic books were delivering asignificantly older audience: adults and college kids" (Steinberg 2006).Paul Speaker, president of Shooting Gallery, articulated this realization on the partof advertising partners while discussing his collaboration with Chaos! Comics: “It targetsour demographic and creates a point of difference for us at retail. It gets us into a wholenew area–comic book shops” (Matzer 1998). However, not everyone has shown thesame optimistic toward the practice as the publishers themselves.Point of Difference / Point of Distress"The comic environment is designed to take you away from reality for a moment,"opined Chuck Rozanski, founder of Denver comics retailer Mile High Comics. "Here weare thrusting offensive marketing products from our world into this fantasy world”(Steinberg 2006).Online comments accompanying Newsarama’s coverage of WSJ’s 2006 articlerange from tentatively optimistic to absolutely vitriolic (Brady 2006b). Some expressedan understanding of the practice as a positive business model while others lambasted itas a betrayal of trust between publisher and reader. “How soon until we're readingNabisco's Action Comics or The Amazing Spider-Man by Coca-Cola?” asked one poster(cncoyle 2006); “As long as it's unobtrusive, I don't mind too much,” commented another(MichaelP 2006). These predominantly thin descriptors of consumer attitude raise thequestions: what is the consumer attitude and response to product placements in comicsand what lies below the surface of these brusque replies?14

Product placement in comic books represents a new and exciting field of research,ripe for study by both academics and practitioners. With this developing channelthrough which to connect with consumers comes many questions regarding consumerreaction, interaction, and evaluation of such placements as well as the effectivenessand ethical understanding of the placements themselves.Organization of ThesisChapter 2 presents definitions of product placement and comics, as well as areview of the current body of knowledge concerning the two. Chapter 3 details themethodology, including the research design and procedures used for recruiting groupparticipants and interviewees, as well as the procedures used to conduct bothinterviews and group discussions. Chapter 4 reports this study’s findings and Chapter 5presents the conclusions, limitations, and recommendations for future research.15

CHAPTER 2LITERATURE REVIEWProduct placement has been discussed, debated, reviewed, and defined by anumber of researchers and practitioners, with varying degrees of scholarship, accuracy,and humor. Similarly, the medium of comics has been the subject of much discussionwithin the arts and communication communities, although rarely studied as a legitimateadvertising channel. The following is an examination and qualification of productplacements, the medium of comics, and the practice of the former in the latter.Product PlacementWhile Karrh (1998) suggested that the term “brand placement” be used in place ofthe more common “product placement” because of the practice’s emphasis on a brandrather than a particular product category, the terms are interchangeable for academicuse (Balasubramanian, Karrh and Patwarhan 2006). Because “product placement” hasenjoyed more widespread use in both scholarly and journalistic discussions, “productplacement” will be the preferred term in this researcher’s study. Steortz (1987) was thefirst scholarly study to define product placement properly as “the inclusion of a brandname product, package, signage, or other trademark merchandise within a motionpicture, television, show, or music video” (p. 22). This definition has been modified,refined, and adapted by researchers, scholars, and practitioners over the years tocomplexity of placement appearances and the increasing breadth of channel types, aswell as to better reflect the scope of the studies in which the definition finds itself.Since products may appear in a channel by accident or to simply increase theverisimilitude of a particular scene, not necessarily to influence consumer behavior, it isimportant when discussing the commercial practice of product placement to include a16

dimension of compensation to any definition of the term (Karrh 1998; Newell et al.2006). Balasubramanian (1994) defined product placement as, “a paid productmessage aimed at influencing movie (or television) audiences via the planned andunobtrusive entry of a branded product into a movie (or television program)” (p. 31).Product placement is not always unobtrusive, so the Balasubramanian (1994) definitioncan be too confining (Karrh 1998). Also, because product placement is finding its wayinto many forms of mass communications, it is important to craft a definition that doesnot exclude present or possible future product communication channels (Karrh 1998).Therefore, this study will use a modified version of that proposed by Newell et al.(2006), expanding it slightly to include the compensatory dimension: product placementis the compensated insertion of branded products or services into a marketing channelwith the intent of influencing consumer attitude or behavior.Just as with the development of the definition of the practice, much effort has beenmade to create a placement classification system based on their individual auditory,visual, and plot-integration properties. Shapiro (1993) delineated between visual (abrand or product is seen but not used), spoken (a brand or product is mentioned indialog), used (a branded product is used by an character), and a placement thatintegrates all three previous types (a character uses and verbally mentions a particularbranded product).Russell (1998) and d’Astous and Séguin (1999) would further refine Shapiro’s(1993) typology. Russell (1998) proposed a three-dimensional framework based onauditory (script placement) and visual (screen placement) dimension and plotintegration (plot placement). d’Astous and Séguin (1999) created a three-category17

system based on appearance and demonstration of product benefits (implicitplacement/integrated explicit placement), as well as one dubious category of nonintegrated program sponsorship (non-integrated explicit), in which no placementsappear in the body of the work.Consumer Attitude and BehaviorProduct placement is an attractive alternative to traditional advertising because itallows marketers the opportunity to reach consumers in a more organic and subtlemanner and has been shown to actually affect consumer awareness, memory, attitudes,and behavior. Throughout the study and employment of product placements,researchers and practitioners have primarily utilized memory-based quantitativemeasures to gauge placement effectiveness, although quantitative attitudinal studieshave increased in popularity amongst researchers (Balasubramanian, Karrh andPatwardhan 2006; Karrh 1995; Karrh, McKee and Pardun 2003). Empirical researchconcerning product placement in film, television, and video games suggests thatplacements can influence recall and recognition (d’Astous and Chartier 2000; Babin andCarder 1996; Brennan, Dubas and Babin 1999; Gupta and Lord 1998; Nelson 2002;Russell 2002; Schneider and Cornwell 2005; Steortz 1987) as well as attitude towardplacement, channel, and brand (d’Astous and Chartier 2000; d’Astous and Séguin 1999;Gupta and Gould 1997; Gould, Gupta and Granber-Kräuter 2000; McKenchnie andZhou 2003; Nebenzahl and Secunda 1993; Nelson, Keum and Yaros 2004; Russell2002).Consumers have generally positive attitudes toward placed brands and products,especially when they already hold favorable attitudes toward advertising and productplacement (Gupta and Gould 1997; Nebenzahl and Secunda 1993). Moreover, attitude18

and beliefs seem to have a certain amount of influence over consumer behavior (Gould,et al. 2000; Morton and Friedman 2002; Nelson et al. 2004). Gould, Gupta andGranber-Kräuter (2002) found that film viewers with more favorable attitudes towardproduct placement in general were more likely to claim that they would purchase abrand that appeared in a film. Similarly, Nelson, Keum and Yaros (2004) reported thatvideo game players who reported higher attitudes toward product placement alsoreported higher perceived influence of product placement on their purchase intentions.Morton and Freidman (2002) further refined the relationship between consumerattitudes and purchase behavior, supporting the link between positive consumerattitudes and purchase intent while adding that consumer attitudes toward how a brandis used and by whom can also have an impact on purchase behavior.Product placement, it seems, can have a significant impact on individual consumerattitudes. These attitudes can be mediated by how product placement is implementedwithin a channel and be influential in influencing individual behavior. While the aboveempirical studies boast greater acceptability within the practitioner community, theyoften lack the ability to develop insights into consumer-generated themes and individualconsumption decisions and habits (Balasubramanian et al. 2006). Understanding if andhow strongly product placement affects consumer attitude, and in turn if and howstrongly that attitude affects consumer behavior, is not the same as understanding howconsumers came to hold those attitudes; what consumers feel and why they feel it hassteadily gained the interest of researchers.Consumer Attitude and Experience“The use of qualitative research would be useful to try to understand better howconsumers interpret (in a large sense) [product placements] in different contexts to19

explore what consumers get from this form of marketing communication ” (d’Astousand Séguin 1999, p 908). Indeed, an effort has been made to understand howconsumers generate their attitudes and beliefs about product placement and how theyinteract and experience them.Prior to conducting their quantitative study on consumer evaluations and recall ofproduct placements, d’Astous and Chartier (2000) held in-depth interviews in order toproduce a set of consumer-generated themes, terms, and descriptors. The researchersthen used those findings to inform their main study research hypotheses. While not astrict qualitative consumer analysis, d’Astous and Chartier (2000) c

The first publicized placements within a comic book appeared in Chaos! Comics’ Evil Ernie No. 5 (Nutman, Brewer and Arnold 1998). Film distributor Shooting Gallery entered into a partnership with Chaos! Comics to promote its theatrical release StrangeLand (Pieplow, Bushell and Snider 1998), with

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