Arts Marketing - Film is not the only experience
Sunday, 1 November 2015
Introducing...
In this blog I look to explore arts marketing and how it can be defined through experience theory. I will be focusing on successful marketing campaigns of films and how they often include experience to help the consumer become immersed in both the fictional world and therein the story presented in the film.
What is art?
Art can be defined in many ways. There are several sectors within
the arts some of which include music, dance, visual art, films and theatre
(Kerrigan & O’Reilly). Therefore it can be difficult to have one definition
for art due to the varying experiences of each ‘sector’. Fisher (1997) says
that the arts transform the way we see the world. Whilst Bolton (1997) defines them as a
unique, sustained exploration of the human condition. In a sense they are both
correct. I can think of art that has transformed the way I see something for
example the film Eternal Sunshine of a Spotless Mind (2004), which changed the
way I think about memories.
But whilst creating my own art, and analysing
others, I can often see a reflection of our society. Fight Club (1999) does
this well, particularly at the beginning, showing how in a capitalist society you
buy products because you feel a need to, but in the end what do they mean?
Art
can also “define the
values, tastes, histories and skills of the holding nation” (Africa News
Service, 2013) and therefore art is reflective of people. More traditional
British films for example The Best Exotic Marigold Hotel (2011), despite being
set in India, shows a lot of values commonly found in British elderly people. I
can think of films that fit many a definition of art but my personal favourite
is art as experience.
The Oxford English Dictionary (2015) defines using ‘experience’
as a verb as “[to] feel (an emotion or sensation)”. Arts are an experience, is
a common modern view (Boorsma & Chiaravalloti, 2010). The arts are closely
related to thoughts and feelings. These emotions are essential to forming experience.
I feel this broad definition of the arts to be the best as art can be both
transformative and a reflection of what we see every day but it is always an
experience.
Marketing - a basic overview
Marketing
can too be defined in many ways but has been less subjective than art. The
earliest definitions go back to 1925 but I will be looking at more modern and
relevant definitions. Kotler and Keller (2012) say “marketing is about
identifying and meeting human and social needs.” This 21st century
definition can encompass a wide range of goods, services and experiences this
way. The American Marketing Association (2013) defined marketing as a “…set of institutions, and processes for creating,
communicating, delivering, and exchanging offerings that have value for customers…and
society at large.” This shows that marketing casts a wide net over several
groups of people and it’s all about creating content that involves the
consumer.
Experience Marketing - Generating Word of Mouth
Word of mouth (WOM) has been the focus of marketers for some
time. The large groups that they try to appeal to often include opinion leaders
who will affect the decisions of family and friends about the art (Hill et al.,
2003). The arts, film particularly, rely on publicity campaigns with positive
public opinions associated with them to make a profit on the film (Marich, 2009).
WOM can be created through experiential marketing campaigns taking the
fictional into the real world can create campaigns which go ‘viral’ (Riivits-Arkonsuo
& Leppiman, 2014). One example of this is for the film Chronicle (2012) where
the marketing team decided to fly robotic drones in the shape of people over
famous New York City monuments. The video of it went viral and people were
uploading and sharing new content. This real life experience gets people talking
and thinking about the art and what concepts or messages for the story the film
is promoting.
Other campaigns have been more inclusive with the consumer
creating content. The Dark Knight (2008) campaign, where people were asked to
dress up as a character called the Joker, with famous worldwide monuments in
the background and post them to a website. Anyone who submitted photos got a
physical copy of the “Gotham Times” newspaper from the fictional story. This
led to it being one of the greatest marketing campaigns of the 21st
century as it was content based and brought the fictional world into people’s
lives. Marketing from the organisation must be able to add value to what it is
offering (Hill et al., 2003) which I think this campaign does quite well
particularly with a story like Batman which already has existing source
material in comic books. These are examples of how the information society (Leach,
2000) which we are currently in can be utilised to spread messages about
experiences in the real world. But we must remember that the virtual world can
also be a powerful tool.
Immersive Marketing
Arts are an experience within themselves (Le Grice, 2001)
and therefore they cannot be marketed in the traditional way that products are.
For films in particular immersive marketing can be popular marketing for the
art form. It has been stated that experiencing a film is about being centred in
that particular and solely occupied existence (Sobchack, 1992) which creates
the suspension of disbelief. Immersive marketing can be defined as interactive
and permeating the everyday life of the consumer (Dickerson, 2007). Immersive
marketing is often associated with modern technology, in particular augmented
reality games where the audience can interact with the world, characters and
story. The Hunger Games website The Capitol (2012) did this well with their
campaign showing a virtual world where you could be assigned a character and each
‘district’ has a Facebook fan page. Furthermore they sold tickets to the “75th
Annual Hunger Games Reality Show” and not the movie, therefore staying within
the well-known story. This allowed it’s consumers to interact with the stories
of the characters and gain additional information before experiencing the art.
Further to this Prometheus website of Weyland Industries (2012) also had a
similar campaign playing on the idea of a fake cooperation. The consumer could
become an investor and receive updates by email as to what the company’s stock
was, drawing them back out of their real life and into the virtual world. It
has been said that this type of experiential marketing which exists both in the
real and the virtual world is “interactive, progressive [and] evolving” (Tyan
& McKenchnie, 2009). These campaigns are not the only one of their kind,
many other blockbuster films have a large virtual presence, with Augmented
Reality Games becoming a large part of that.
An argument could be made that immersive marketing is simply
transmedia marketing. Transmedia marketing is where content is extended across
several mediums all contributing something different to the whole (Jenkins,
2006). For example from a film you then create a TV series, merchandise, a
theme park etc. The integral difference between immersive and transmedia
appears to be that in transmedia marketing the varying mediums act independently
from one another. Whereas for immersive marketing the user would have to have
knowledge of the story and characters to take part (Dickerson, 2007). Because
after all the reason for creating an immersive campaign is that it would
encourage the audience to engage with the art form, in this case by purchasing
tickets in the cinema.
Links below to the interactive websites
Prometheus: https://www.weylandindustries.com/
Experience is personal
Dewey (2005) observes that each time a different individual
views a piece of art the meaning changes, over time and between different
people. When films acknowledge in their marketing that all consumers are
individuals (Miller, 2012) and allows its audience to interact with the film in
a different way it can prove successful. One of the better examples is the
interactive trailer which was made for Snow White and The Huntsman (2012).
Featured below throughout the trailer it not only provided the viewer with
additional information about the film itself but also allowed them to add
comments. The questions posed to them included ‘what character are you most
like’ and by allowing viewers to publish their views, it allowed people to
interact with the art in their own way. It also empowered consumers to enhance
their identities, both social and personal, through being able to express
unique views (Tian et al., 2001). This individualistic approach has been proven
to create a higher perception of value to the consumer, particularly for mass
marketed products (Hunt et al., 2013).
Concluding remarks
Overall, the techniques above of making the experience part
of the marketing and immersing consumers into the word of the story shows that
the pre-experience is important to arts marketing. It creates stronger emotional
connections and adds value when experiencing the art form. Whilst the
traditional marketing principles, for the most part, do not always apply to art
as the definition can vary so widely, these principles can be adapted and
combined with experience theory to create successful art experiences for the
consumer. This is my impression of arts marketing through experience in
relation to film, what do you think?
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