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    A COMPARATIVE STUDY OF FANTASY BRANDS VERSUS PRODUCT PLACEMENT IN DRIVING CONSUMER PURCHASE:

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    Author
    SCHWARTZ, HAYLEY ANN
    Issue Date
    2016
    Keywords
    Product Placement
    Fantasy Brands
    Reverse Product Placement
    Fictional Brands
    Purchase Habits
    Consumption
    Advisor
    Liu, Yong
    
    Metadata
    Show full item record
    Publisher
    The University of Arizona.
    Rights
    Copyright © is held by the author. Digital access to this material is made possible by the University Libraries, University of Arizona. Further transmission, reproduction or presentation (such as public display or performance) of protected items is prohibited except with permission of the author.
    Abstract
    This paper explores fantasy brands and product placement in order to determine which method serves to be more effective to a targeted audience. A fantasy brand exists only in a virtual or fictional world. Reverse product placement is the process of transforming brands in a virtual world into products or services in the physical world. Common fictional brands include Willy Wonka Chocolate (Charlie and the Chocolate Factory), Duff Beer (The Simpsons), Dunder Mifflin Paper (The Office), Bubba Gump Shrimp Company (Forrest Gump), Central Perk (Friends), and Stay Puft Marshmallows (Ghost Busters). Previous research has suggested that people who are fans of a television show or movie are more likely to purchase a fantasy brand than those who are unfamiliar with the show or movie. Additionally previous research indicates that some people believe product placement is invasive and results in negative brand image. However, no previous research directly compared product placement to fantasy brands, and which a consumer might prefer. This paper will explore the advantages and disadvantages of both product placement and fantasy brands. The study conducted tested 175 subjects in a moderated laboratory setting to discover which form of advertising was more likely to drive a purchase interaction. This study goes on to provide evidence that consumers are more likely to purchase a fantasy brand when there is a high level of “fandom”. However, if they have a low level of “fandom” they are more likely to purchase the item in the form of product placement. This paper contributes to the idea of branding, experiential consumption, and advertising in an overcrowded era.
    Type
    text
    Electronic Thesis
    Degree Name
    B.S.B.A.
    Degree Level
    Bachelors
    Degree Program
    Honors College
    Marketing
    Degree Grantor
    University of Arizona
    Collections
    Honors Theses

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