'The Hills' Is Alive
Steve McClellan
AdWeek
May 5, 2008
NEW
YORK For the past couple of years, media companies have
been pitching the idea that digital platform extensions
to their on-air TV shows are the game changers that can
keep viewers engaged with the medium and advertisers.
But they haven't had the data to back it up. That could
be about to change for one network.
At its upfront presentation this Thursday in New York,
MTV Networks will unveil to advertisers a case study
that industry research professionals call "breakthrough"
and "compelling." The findings demonstrate empirically
how consumer engagement with programs and brands soars
with each additional digital platform a viewer is
exposed to.
The study was conducted for MTVN in January by Harris
Interactive and MauroNewMedia. The online survey of 600
consumers examined in detail their involvement with
MTV's hit prime-time show The Hills and also looked at
perceptions of Pepsi, a key cross-platform sponsor.
Network executives said the study will help them make
their case in the upfront that MTVN is the place to
target 12- to 34-year-olds, especially in light of
declines in that demo among broadcast networks this
season. Collectively, in prime time, the nets are down
about 14 percent in that demo compared to a gain of 14
percent for MTV, according to Nielsen Media Research
(which, like Adweek, is a unit of the Nielsen Co.).
As a soft drink marketer targeting kids, teens and young
adults, who often think of themselves as "hip" and
believe they are in the vanguard of cultural trends,
Pepsi tries to create a brand perception linked to
"coolness," and one that it is in touch with youth
culture.
According to John Vail, director, interactive marketing
group, Pepsi-Cola North America, that's part of the
reason the company was a charter advertiser with MTV
when the network debuted 26 years ago. Since then, Pepsi
has embraced just about every media extension MTV has
offered, including the network's first Web foray in 1996
and, more recently, its dive into the virtual world,
starting with the program Laguna Beach two years ago.
(On-air, Laguna Beach has been canceled, but it lives on
in the MTV virtual world group.)
Along the way, however, Pepsi's marketing team hasn't
always had the research to justify its acceptance of new
media platforms, Vail admits. Two years ago, when Pepsi
committed to MTV's first virtual world effort, that
decision was largely based on gut, said Vail. "There was
nothing else on the market we felt good about, so we
decided to test it with a trusted partner," he said. "We
try to go where our customers go. It's really as simple
as that."
Last year, MTV expanded its virtual world to include its
hit prime-time series The Hills. Pepsi joined as a
sponsor, creating a category-exclusive, branded-content
program there that included Pepsi vending machines that
characters could pump their virtual coins into to buy a
drink to quench their virtual thirst. Avatars could also
acquire Pepsi-themed clothing.
And now, with the new research that deconstructs usage
and engagement by consumers to different digital
platforms, including, for the first time, virtual
worlds, Vail has a pocketful of data to show his bosses
that what was just a hunch a year or two ago is now
proven: Viewer engagement increases dramatically for
programs and their sponsors the more platforms that fans
have to interact with.
The study, known as the "Multiscreen Engagement Case
Study," examined a control group of 300 people who did
not watch The Hills and a group of 300 who did. Among
the 300 watchers, 80 percent, or 240 of them, rated the
program highly, giving it a numerical score of 4 or 5,
with 5 being the best score and 1 being the lowest. Most
of the study focused on those viewers rating it a 4 or
5.
Among the findings was that Pepsi's positive brand image
traits increased dramatically among fans who not only
watch the show but browse The Hills content online,
where Pepsi runs 30-second spots and banners. Positive
brand image increased even more among fans who played in
The Hills virtual world as well. (The average time spent
there, according to MTV, is about 28 minutes per
encounter.)
The numbers show that among the 240 fans who watched
only the on-air version of the show, about half said
Pepsi promotes music events and supports music artists,
while less than 30 percent said the brand was in touch
with youth culture. About 15 percent of the TV-only
watchers consider Pepsi "cool" or "hip" while about 1
percent indicated that Pepsi exposed them to the latest
trends, styles and fashion.
But those numbers skyrocket among fans who watch the TV
show, go online and enter The Hills virtual world.
Upwards of 90 percent of those viewers said Pepsi
promotes music and recording artists, while almost 70
percent considered the brand to be both in touch with
youth culture and cool or hip.
And Pepsi's products were a hit with participating
consumers in MTV's virtual world. The soft drink was the
top-selling product in 2007, moving more than 110,000
cans that were virtually recycled and used more than
650,000 times. The cans were also seen in use over 2.4
million times by 85 percent of the user base, according
to the study. "Those are very high numbers," said
Pepsi's Vail. "To have people in-world using their
virtual MTV bucks to buy Pepsi at those rates was
amazing to us."
Based on this early success, the study will be expanded
to include other MTV franchises and possibly other
co-owned networks as well, said Colleen Fahey Rush, evp
research, MTV Networks.
According to Rush, a key finding from the study is that
"multiplatform engagement is oversimplified. We tend to
clump online into a single platform, and what we learned
from the study is that there are so many ways to engage
online now."
The study showed that there are different groups of fans
with what she described as "predictable" behavior.
So-called "seekers," comprising about 54 percent of
those tracked in the study, look for as much added
content as they can by going online to search for past
episodes, cast bios and pictures and to read blogs and
forums.
Rush defines a more proactive group of viewers as
"generators," or super fans who talk about the show in
person and by instant messaging and texting. They don't
just read blogs about the show, they write them and
create avatars for the virtual world. About one-third of
those tracked in the survey fell into this category,
Rush said.
It's that sort of segmentation among different online
user bases that intrigued outside researchers who have
seen the study, including Joel Rubinson, chief research
officer, the Advertising Research Foundation.
"Differentiating between the seekers and the generators
struck me as a significant," said Rubinson. "What's
groundbreaking here is they were able to link engagement
to an experiential environment that goes way beyond the
core of the business. If they didn't offer the
generators the ability to publish their own comments,
you'd be losing this ability to reinforce the
relationship that people feel with the show and the fact
that they're enjoying themselves."
Henry Jenkins. director of the MIT Comparative Media
Studies program, who has also seen the study agreed.
"Engagement is the term we use to refer not to just
regular TV viewership but to a more passion-driven and
more socially driven mode of watching television and
connecting pieces together," he said.
"One could argue that the modern television viewer is a
kind of hunter and gatherer who collects pieces of
entertainment information that they care about across as
many different platforms as possible," Jenkins
continued.
"What MTV has come up with is really compelling in that
they're empirically verifying some of the initial
hypotheses we've put forward about the emotion people
feel to material driving their consumption across media
platforms," he said.
The study findings will be a key part of the marketing
message to advertisers during this year's upfront
selling season, said Sean Moran, the network's evp, ad
sales. "It syncs up with what we've all talked about in
the past, which is that multiplatform offerings deliver
stronger impact for our consumers," he said. "The study
shows that. Now we have to work it beyond just [The
Hills] and utilize it with other MTV initiatives."
Part of the pitch to clients, said Moran, will be that
MTV should be a must-look for advertisers targeting 12-
to 34-year-old consumers, especially in light of ratings
declines at the broadcast networks this season.
"That's our wheelhouse," he said. The message to
clients: "We can be a replacement for your lost
[broadcast] GRPs. Brand messages can turn the generators
we've identified in the study into brand evangelists."
Rubinson of the ARF said it's a sensible strategy. "It
becomes a co-branded experience. You start to feel about
the brand the way you do about the program," he said.
In a way, said Rubinson, it's a modern-day form of
sponsorship that occurred regularly in the 1950s, when
advertisers would own shows, produce them, have their
names embedded in the title, have live commercials and
product placement in the show. "It became too expensive,
but people are rediscovering it today in the form of
cross-platform and branded entertainment and realize how
powerful it can be," he said.
Tim Rosta, evp, integrated marketing at MTVN, puts it
another way: "We think of our audience as 'Generation
P,' an audience that is programming their own world and
creating content around our shows.
"What we've learned from the study is the more our
audience engages with brand across platform the greater
level of brand affinity they have," Rosta continued.
"When we infuse it appropriately, brands become part of
the dialog giving us the ability to create brand
ambassadors. They know somebody is paying for the
programming so they embrace brands where we don't try to
fool them."

