2006年10月1日

水瓶座Body Go Go 大學校園籃球場Campaign

台灣可口可樂公司於2005年重新上市水瓶座運動飲料,與目前運動飲料市場上的領導品牌-舒跑相較,後發的水瓶座其品牌知名度較低,且在媒體的投資量上也不如舒跑一般強勢(根據2005年SOV統計,舒跑44% 水瓶座14%),我們行銷上的挑戰在於如何運用水瓶座有限的媒體預算來接觸較多的年輕族群,幫助提高現有品牌知名度,且同時突顯品牌區隔性-水瓶座是青少年的最佳運動飲料選擇),是星傳媒體在建議水瓶座2006年度提案時的一項重要媒體任務。

Insight
籃球是台灣年輕人偏好的運動項目/校園是目標消費群最常出沒的場所觀察台灣大學生的生活型態,學校是他們最經常待的場所(非寒暑假的正常上課期間),校園內學習、社交與運動行為佔據了他們多數的時間,特別是校園裡的籃球場更是他們經常與同學運動、閒晃與聯絡感情的地方,而水瓶座看到了這個精準的媒體接觸點,置入原有的籃板、罰球區地貼與場邊護欄點位,期待透過具有感染力與精準的接觸時機與地點,來提高年輕族群對於水瓶座品牌的認知度與偏好度,淺移默化塑造水瓶座是最適合我的運動飲料,進而嘗試飲用或是增加飲用次數

Strategy
正確的時機、正確的消費者與正確的訊息是本次活動的策略出發點

Activation
建議學校的選擇:基於媒體效益與接觸廣度的考量,以區域內的代表性、校內學生人數多寡與校園是否為開空間-有機會接觸到較多非校內學生的目標族群為主要選擇依據,最後共計挑選出北中南共五所大學;台北市:國立台灣師範大學、文化大學 台中市:逢甲大學 台南市:國立成功大學 高雄市:國立高雄師範大學廣告表現策略:配合媒體版面特性,設計與籃球運動有高度相關的品牌廣告標語-籃下只有三秒、贏10分才算贏、場邊沒有板凳區(創意來自大衛廣告),來吸引正在打籃球的消費者注意,並且提高提高品牌記憶度與認同感。

Captivation
對於本次水瓶座校園媒體的執行成效,客戶端的反應最為直接,已經同意繼續延續既有媒體檔期,並將校園範圍擴大近期內將增加數個高中點位。水瓶座的特殊校園媒體創意做法,同時獲得來自消費者的熱情迴響,台中逢甲大學校方於水瓶座廣告上刊期間,舉版水瓶座籃板創意大賽,鼓勵學生們發揮個人獨特創意來美化校園,活動期間內共計收到超過40件的投稿,另外負責校園媒體的代理商也將水瓶座列為成功案例,吸引了其他代理商的注目度與廣告投資,而目前星傳也正著手進行水瓶座校園內廣告效益的問卷調查,期待在不久的將來就有最正面的調查結果來與各位分享。


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When Ads Build Value 當廣告建立價值時 by Nigel Foote, Starcom EMEA Managing Partner

When we talk value in media agencies, traditionally we talk about 'media value' – squeezing media costs in a deal or over-delivering audiences to a campaign – as opposed to building 'brand value'.
當我們(媒體代理商)談到價值時,傳統上我們談的是“媒體價值”-壓低媒體交易成本或者傳遞給超過預估的閱聽眾數量-而非建立“品牌價值”。

That needs to change. Marketing today is in crisis: the battle for consumers' attention; the death of loyalty, the rise of retailer power, and intense margin pressure all mean that marketers need the focus of all their partners on delivering measurable returns. In the media business, that means helping clients to deliver a sales plan as much as a media plan.
這個想法需要改變了。今日的行銷正在轉折點:消費者注意力的戰役;忠誠度不再、零售商的權力高漲與強烈的利潤壓力全部意味著行銷人員必須要他們全部的伙伴專注在實行可測量的投資報酬。在媒體業而言,這代表著幫助客戶實行銷售計劃與媒體計劃同等重要。

THE IMPORTANCE OF BENCHMARKING COMMUNICATIONS PRACTICE 為行銷溝通建立基準的重要性
We should be obsessed with doing things well in addition to doing the right thing; and focusing on return on objectives, not just on a narrow definition of return on investment. At Starcom we believe that one of the best ways to do this is to conduct marketing mix modeling for an individual brand. However, timeline and financial pressure can militate against customised analytics – communications planners often need immediate guidance. In which case, the next-best solution is to have a set of case studies – to learn about normative averages and reasons for differences, and to provide a match when we don't have a tailored model.
我們不僅要做對的事,也應該著眼在把事情做好;並且專注在目標回報率而非狹義的投資報酬率。星傳相信其中一個最佳的方法是為個別品牌塑造行銷組合模型化。然而,時間與財務上的壓力不利於客製化的分析-行銷溝通企劃人員往往需要立即的指導。因此,其次的解決方法為過一套的個案研究-來學習平均的基準與造成差異的原因,進而提供在無法量身訂做模型時的一個對照。

The Starcom Brand Library is just such a database. Covering over 150 brand cases, and drawn from three continents over the last ten years, it is a unique collection of quantified advertising effort and impact measures as well as qualitative analyses of the brand situation. A consistent adstock modelling approach has been applied to each brand case, and there is ad/brand manager analysis of the brand situation across 29 brand, category and communication factors. The Brand Library offers a broad spread of packaged and non-packaged goods brands, although, as is often the case with the application of such analysis, there is a bias to large-market-share/TV-dominant brands.
星傳的『品牌圖書館』就是一個上述的資料庫。涵括來自三大洲在過去十年中超過150個品牌的案例,它的獨特收集在於不僅有量化的廣告活動與廣告impact的測量,也針對品牌情勢有質化的分析。每一個品牌都有持續性的廣告資產模型化,與來自於廣告/品牌經理對品牌、品類與傳播等29個因素的品牌情勢分析。『品牌圖書館』包含了消費性商品品牌與耐久性商品品牌,雖然大多數情形下這種分析都有相同的狀況-偏重於市場佔有率大與電視廣告為主的品牌。

Across these cases we have learnt that advertising builds brand value. However, the more interesting questions are as follows.
How strong are ad effects?
How quickly do they act?
How durable are those effects?
How is ad value affected by ad clutter?
What are the overall learnings on frequency and flighting?
從這些品牌案例中我們學習到廣告如何建立品牌價值資料。可是,下面這些問題是最有趣的:
廣告效果有多強?
廣告多迅速會有反應?
廣告效果可以維持多久?
廣告噪音如何影響廣告價值?
在廣告頻次與波段方面的整體學習?

LESSONS FROM THE BRAND LIBRARY 來自『品牌圖書館』的學習
1. How Strong? 廣告效果有多強?
In determining how strong ad effects are, we take the measure of what happens, on average, to sales when we add 100 gross rating points (GRPs). The average volume share uplift is 1.4% per incremental 100 GRPs, although there is a wide variation in the scale of incremental effects across such a diverse collection of brand cases (as one might expect).
在決定廣告效果的強度時,我們測量了平均每100個總收視點對銷售的影響,發現每增加100個總收視點,平均的銷售量上升為1.4%,雖然在如此多元化品牌資料收集下,增加的效果在我們的量尺中有相當大的差異性(如所預期的)。

What we have determined is the number of 'contextual' characteristics that are associated with the variation in such incremental sales effects. Essentially, sales impacts tend to be incrementally greater for newer brands, for those facing low competition and for those whose brand market share is smaller than average. Conversely, brands with larger-than-average brand share, whose messaging is emotional rather than 'news', and those facing tough competition would be expected to have a weaker sales impact per 100 GRPs. Of course, the beauty of such normative data is its interactive interrogation by a number of different criteria to obtain the best brand 'match' to aid planning thinking.
我們找出了‘內容關聯’特性與增加的銷售效果變化之間的聯結。基本上,新品牌、低市場競爭性品牌與市場佔有率低於市場平均值的品牌會有比較大的銷售impacts。相反地,市場佔有率高於市場平均值的品牌(他們的訊息對消費者是情感性的而非‘新聞’)與面對強悍市場競爭的品牌,他們每100個總收視點對銷售的影響則比較弱。當然,這個常模資料美妙的地方就在於透過一系列不同的基準的交叉詢問找出最速配的品牌來協助企劃思考。

2. How Durable?廣告效果可以維持多久?
Turning to the question of durability, we need to examine the adstock of a particular brand case, where adstock is taken to be the duration of sales impact that advertising has over time, and the 'half-life' for the brand – the time at which half the total sales impact occurs. The importance of this question lies in the implications it has for how an advertiser can afford to have hiatus periods – the number of weeks on/off.
至於廣告效果可以維持多久?我們必須要檢視品牌的廣告資產adstock,廣告資產代表的是廣告對銷售產生影響持續的時間,與品牌的半衰期-廣告對銷售的影響殘留達原先整體效果一半產生的時間點。這個問題的重要性在於廣告主可以承擔多長的空檔時間-即廣告上檔/下檔的週數。

A shorter half-life means that the ad impact for that brand doesn't last long, so it requires more continuity of activity, as opposed to a longer half-life where ad effects persist longer, meaning that advertising activity can be less continuous. Looking at the Brand Library data, there is significant variation among the 150 analysed brands. A 10–12 week half-life for effects is not unusual – and, as before, a number of 'contextual' elements are critical when estimating whether a campaign will have a shorter or longer half-life, as Table 1 shows. Our conclusions are that for older brands or established messages, more continuity of advertising is required. Conversely, for new brands or new ideas, less continuity is needed. (see Table 1)
半衰期短代表品牌的廣告impact不持久,所以需要較連續的活動;而相反地半衰期長則廣告效果較持久,意味廣告活動可以較不連續。檢視品牌圖書館中的資料,150個品牌有顯著的差異:有10-12週半衰期的品牌並不罕見-同時,如表1所示,這些’內容關聯’因素是決定一個廣告活動半衰期長短的關鍵。我們的結論是:成熟品牌或確知的訊息需要連續性的廣告;相反地,新品牌或新觀念的廣告可以較不連續。
TABLE 1: DURABILITY OF AD EFFECTS廣告效果持久度


3. Ad Clutter廣告干擾
So what about our third and final core question; namely, what is the impact of clutter? What happens to sales when we add 100 GRPs to the plan? Higher-clutter markets (like Spain) apparently require more weight for a branded campaign to 'cut though' than others. The contrast between Spain (a high-clutter market) and the UK (a relatively low-clutter market) is shown in Figure 2.
廣告干擾的影響為何?當我們的計劃中增加了100個總收視點之後對銷售有何影響?高廣告干擾的市場(如西班牙)明顯地需要加重的品牌音量來突破重圍。圖2即說明了西班牙(高廣告干擾市場)與英國(低廣告干擾市場)的對比。
FIGURE 2: EFFECT OF HIGH CLUTTER高廣告干擾之效應


OVERALL LEARNINGS ON FREQUENCY AND FLIGHTING 廣告頻次與廣告波段的整體學習
Using the Brand Library, Starcom has a clear read on one of the perennial questions in media planning: 'What kind of frequency do we need to plan for this type of brand and campaign?' Traditionally, debates in this area have focused on the alternatives of 'effective frequency' versus 'recency' theories – that is, looking for some kind of 'trigger' frequency (say 3+ on TV) versus looking to maximize reach while consumers are 'in the market'/near purchase. This debate is a false one – there is no general catch-all.
應用品牌圖書館,星傳對長久以來困擾媒體企劃的’為這一個品牌與活動,我們需要何種頻次?’這個問題有清楚的理解。習慣上,這個領域的爭論集中在’有效頻次’與’近期’理論上面-也就是說,找到能‘引起反應’的頻次(如電視上至少三次)相對於當消費者接近購買時盡可能地與他們接觸。這個辯論是無意義的-因為並沒有通則。

Every brand has different circumstances and objectives, and needs to model its own response data (whether sales or awareness or image tracking) in order to determine properly the right frequency for achieving its objectives.
每個品牌的情況與目標不同,需要模型化它的廣告反應資料(不論是銷售或者知名度或者形象追踪)來正確地決定達成品牌目標對的頻次。

So while there is no single 'truth', the Brand Library databank has allowed us to plot brands (see Figure 3) and campaigns in terms of the scope for adding frequency without adding inefficiency (horizontal axis), against whether there is a need for continuity or not (vertical axis). The quadrant that any brand is in has fundamental implications for the type of plan that is most efficient for that brand in terms of weight (and frequency) planning, and flighting. We have found that for a majority (73%) of brands studied, continuity is king. While this would appear to support the idea of recency, some 52% of brands would also benefit from heavier weights when on air. This leans towards a frequency argument: these are brands that face intensive competition in low-interest packaged-goods categories.
所以當沒有單一通則時,品牌圖書館資料庫讓我們將品牌與活動依增頻次會不會導致無效(橫軸)相對於是否需要連續廣告活動(縱軸)繪製作圖3。每一品牌所在的象限皆有企劃上最有效率的廣告頻次與廣告波段的含意。我們發現研究中多數的品牌(73%)連續性是最重要的,這一點似乎支持近期理論;也有52%的品牌因上檔時有加重的聲量受益,這又偏向支持頻次理論:這些品牌來自競爭激烈但關心度低的消費性商品品類。
FIGURE 3: LEARNINGS ON FREQUENCY AND FLIGHTING (% OF BRANDS IN DATABANK) 廣告頻次與廣告波段的學習(品牌在資料庫整體佔比)


EVALUATION FRAMEWORKS FOR JUDGING COMMUNICATIONS VALUE 判斷傳播溝通價值的評估架構
Should there be a frequency or reach focus? Like most things, it depends. The vast majority of brands benefit strongly from continuity; and most of these can benefit from heavier weights when on-air.
所以我們到底應該著重頻次或者接觸廣度?如同這世上大多數事情一般,必須視情況而定。眾多品牌強大受益於連續性廣告波段;而其中多數因上檔時有加重的聲量而奏效。

However, there are certain categories that do not fit this pattern. With the Brand Library, we are not able simply to isolate what quadrant each brand is associated with, but in addition can determine what category each quadrant is associated with. This gives communications planners a valuable normative comparison for brands that might not yet have response analytics from their own data.
然而,有些品類並不符合上述模式。從品牌圖書館,我們不僅簡單地獨立與每一個品牌關聯的象限,也能找出每一品類相關的象限,讓傳播溝通企劃人員對尚無法有品牌本身反應分析資料的品牌,有一個有價值的參照基準。

Using such a database enables planners to construct the right hypotheses for what a campaign will achieve, given similar conditions to studied cases. This is often an essential support in developing the right evaluation framework to judge a campaign's true value in driving sales and other response measures.
使用如此的資料庫企劃人員在與研究案例有近似條件的情況下可以對廣告活動將獲得的效果形成正確的假設。這通常是發展一正確的評估架構來判斷一廣告活動真正價值促成銷售或其他反應測量的基本方式。

SUMMARY總結
Increasingly, media practitioners have to be champions of brand value (the value of sales and brand equity among consumers) as much as media value. Simply put, understanding how the brand performs in the marketplace allows us to plan and buy the media better.
如同創造媒體價值一般,媒體從業人員逐漸增加地必須成為創造品牌價值(銷售與消費者心中的品牌資產的價值)的戰士。簡單地說,明瞭品牌在市場上如何運作有助於更好的媒體企劃與購買。

While there is no substitute for real-world learning on individual brands, brand-effectiveness databases such as the Brand Library are very useful in helping determine some core planning issues.
當個別品牌真實世界的經驗學習無可取代時,像『品牌圖書館』這種協助判定一些核心企劃議題的品牌效果資料庫非常有幫助。

Media agencies need to drive value growth by harnessing such knowledge management techniques. Only by doing so can the industry be seen to transcend the pure buying of media value and be viewed by marketers as their partners in actively creating brand value.
媒體代理商需要運用這種知識管理技術來帶動價值成長,惟有如此,這個產業才能超越單純的媒體購買價值,主動創造品牌價值進而被客戶視為的事業伙伴。


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費斯.波普康(Faith Popcorn)在《爆米花報告Ⅲ》中強調,「今天,買與不買的決定,有80%取決於女性」 。因此有越來越多針對女性讀者推出的雜誌,企圖搶攻女性閱讀市場.以下介紹2本近期針對女性推出的新雜誌:

AANGEL
Finding Happiness 尋找女人的幸福感


去年12月,創意人包益民創辦了『PPAPER』,以49元的售價、統一超商的通路,給了設計類雜誌一個改頭換面的示範。繼『 PPAPER 』之後,包益民於2006年10月推出『 AANGEL 』, 以99元的優惠價格,企圖搶攻女性雜誌市場.

『 AANGEL 』主要讀者群設定在28歲~45歲都會女性,主要內容包含了:名人專欄﹑時尚﹑流行生活介紹﹑型男專訪﹑主題美女﹑感情 Q&A,而在通路發行上,除了跟『 PPAPER 』一樣在便利商店鋪書之外,在書店也可以買到.

『 AANGEL 』尺寸為20.5cm × 26.5 cm,頁數只要120頁,較一般女性離行雜誌尺寸為小,大大挑戰了女性渴求從雜誌吸取大量資訊的習性.女性接受度如何?就讓我們拭目以待.

25’s SURE
Happy Shopping Magazine

2001年8月,『SURE』在韓國創刊,最大的特色就是由強大的試驗師與專業記者構成的評鑑團,直接進行試驗後,公開最佳銷售產品的各類訊息,使讀者正確瞭解商品後聰明消費 .

台灣的『SURE』,是台灣第一本韓國流行時尚雜誌的國際中文版,擷取韓版的優勢,以提供專業評選測試的「比較」、「試用」、「評鑑」各種時裝和美妝品信息為訂位,目前正在洽談許多整形醫生、皮膚科醫生、美妝師、時尚達人等,為『SURE』,提供相關的專業資訊,。預計於2006年11月創刊.

『SURE』是針對23-35歲左右的女性。平均製作頁數為144-160頁,目前規劃的內容比重為Fashion & Goods- 30%,Beauty & Test- 40%,Culture & Life- 30%,是否可以廣為台灣愛美女性接受,待11月正式出刊後,就可以見分曉.


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October 2006

We have a longer issue this month but it’s well worth reading because we have some Starcom views first on planning weights for an effective TVcampaign and then moving beyond the simple TVC.
本月我們有比較長的篇幅,包括星傳對規劃有效電視廣告活動聲量的觀點以及超越單純電視廣告之外皆有深入的探討,值得各位仔細閱讀。

A greater part of most media budgets is still spent on TV and asthe media and competitive landscape changes, there is always room to further learn what contributes to building an effective TV campaign. We have included a paper in this issue on some work, done by a Starcom colleague, offering benchmarks for TV advertising impact on brand value and sales. This is helpfulfor clients who do not have their own campaign measurements or research.
目前大部分的媒體預算都還是放在電視媒體上,但當媒體環境以及競爭者型態有所改變,仍然還有很大的空間去學習如何建立更有效的電視廣告活動。本期月刊中包括了一篇由星傳同仁所完成的報告,提供電視廣告對於品牌價值及銷售數字影響力的基準。這對於一些並沒有自己活動測量及研究的客戶將有很大的幫助。

Looking beyond the TV spot which is largely about exposure, we seek to engage with the consumer and here is a bigger challenge where we try to build brand relevance and meaning in the consumers everyday lives. This is where “Sight, Sound and Motion” comes in. Read on…
超越大家對於電視運作即是露出量的刻板印象,我們尋求更宏大的挑戰-將品牌連結及意義深入消費者的日常生活中。這是在‘視覺、聽覺與行動’章節中探討的主題。請繼續閱讀…


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Sight, Sound and Motion

近年來傳統的電視廣告, 在許多因素的影響下對目標觀眾的傳播效果有逐漸式微的現象, 開始有些廣告主開始試著以另一種溝通的模式, 試圖重新進入消費者的生活, 喚起其對品牌產品的熱情. 即是Sight, Sound and Motion. 結合視覺, 聽覺, 行動等情境的置入, 提升品牌或產品使用度的說服力. 進而建立品牌或產品的偏好度. 其與傳統廣告透過媒體購買行為最大不同是, 這種新式的廣告手法是透過生活型態與情境溝通以和緩的手法, 塑造或強調品牌的接觸經驗與消費者進行說服性溝通. 其最大的效果在於它對消費者具有長期及潛移默化的影響.

Sight, Sound and Motion的概念適用於所有video oriented 的媒體. 目前利用最多的是電視以節目置入的手法, 此節目置入日益多元發展, 以財務觀點來看, 商品置入與影視產業不同的合作模式, 便產生了多種集資方式, 以下是列舉三種置入與影視製作的合作模式

1.)權利授予: 此合作協議為單一廣告主, 聘請製作公司製作相關影片. 由於客戶是出資者, 因此對於影片內容擁有完全掌握權, 包括品牌置入概念, 代言人劇情要求..等. 另外其版權亦歸出資者所有.

2.) 合股: 此種模式可能會面臨2個以上的置入廠商, 溝通過程較為繁複. 雖然相對資金風險性低, 卻可能喪失品牌獨有性, 或為配合各各出資者的需求而無法達到預定的效果.

3.) 贊助:這是目前最常見的置入模式, 廠商提供產品或資金, 換取品牌或產品在影片中出現的機會. 國外有些電視台視此種置入為廣告, 會要求影片在電視播映時額外付費. 另外這種置入的模式, 通常被製作單位視為單純的露出, 贊助商品無法完整地與播出內容緊扣. 有時太過粗糙處理手法, 過於刻意突兀, 反而造成反效果.

我們正處於一個e 世代, 因應時代的轉變只要和娛樂( Entertainment)有關的產業, 都是當前最為人所津津樂道的. 加上政府有意推動創意產業, 廣告業當然不惶多讓, 加上影視數位化的腳步加快, 廣告工業勢必面臨轉變. 愈來愈多廠商將品牌與產品結合影視, 以達到廣告效果, 勢必快速增生. Sight, Sound and Motion未來的發展值得期待與觀察。


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