| Product placement history shows that it was a form of `barter system' (Newell et al., 2006) which is still true today as seen 
from in-film placements which are a trade off between the creative and 
financial considerations (Karrh et al., 2003). 
Diverse definitions of product placements are available in the literature. One 
common aspect of these definitions is that they 
all use words like, `planned entries', `for considerations', `paid inclusions', 
and `purposeful' (Balasubramanian, 1991; Gupta and Gould, 1997; 
Karrh,1998; Russell and Belch, 2005; and Schneider and Cornwell, 2005). This clearly 
indicates that these product/brand appearances are not accidental but are a result of 
conscious decision on part of organizations. 
Movies and television were the main medium used for placing brands as seen from the 
scope of earlier definitions. Over time, the practice of placements spread to 
non-traditional medium and a new definition with a broader scope was propounded 
by Karrh (1998) by using the words, `mass media'.  Numerous advantages of product placement like an attentive 
                      audience, social nature of viewing and lack of 
                      clutter as compared to advertisements have contributed to the growth of 
                      this communication tool (Dunnett and Hoek, 1996). Nielsen forecasted 
                      that advertisement spending on product placement in games in the US which 
                      was $75 mn in 2005 was likely to reach $1 bn by 2010 (Kiley, 2006). In recent 
                      years product placements have assumed significant importance for companies as 
                      a powerful independent communication tool (Hudson and Hudson, 2006). Also 
                      past research has shown that even when consumers do not recollect seeing 
                      the placement the product makes it into the consideration set affecting future 
                      buying decisions (Shapiro et al., 1997). Though 
                      fair amount of research is done in this area few researches have focused on the 
                      managerial aspects which can be drawn from the 
                      results. Some researches have examined the 
                      existing literature and studied the practice of product placements and 
                      proposed frameworks for future research (Karrh, 
                      1998; and Balasubramanian et al., 2006). 
                      This review paper, by examining the findings of the past researches on placements, 
                      identifies factors which could influence the 
                      placement related effect on audience across media 
                  and its implications for decision making.  In order to classify the articles and determine trends in the literature, all 
full text, peer reviewed research papers from academic journals available on 
EBSCO database were analyzed. The papers were searched using 
the key words like, `product placement', `brand 
placement' and `in-game advertising' and `advergames'. A total 
of 62 researches published between 1996 and July 
2009 were retrieved and used for the study (Figure 
1). Out of the total number of studies, 41 were found to be 
discussing audience effect of placements. All the variables discussed in these studies 
are used to derive the influencing factors. The positive and negative influence 
of variables on audience effects was identified. Further, details like year 
of publication, media and country which were the focus of study and 
measures used were noted by noting simple frequency and percentages 
were computed as the data was nominal in nature.  |