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Copyright © 2019, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Chapter 9
151
DOI: 10.4018/978-1-5225-6064-7.ch009
ABSTRACT
This chapter aims to highlight the premises of traditional media planning process,
create cognizance about the challenges that media planner today faces. A brief
overview of extant literature on media planning, new media, is discussed. The
author discusses media planning approach needs to consider marketing funnel
and communication plan in consideration while building media plans. Further the
chapter suggests a few additional steps that media planners need to consider during
their future media planning exercises, given the increasing complexities in media
consumption space. The author has mapped each of the media planning stages with
the marketing funnel stage to emphasize that media planning is not an independent
activity but needs to be closely stitched with the overall marketing strategy. Finally,
future research recommendations are suggested.
INTRODUCTION
Today’s youth wakes up to a good morning message sent by a close relative / friend.
While having breakfast he/she quickly catches up with the news around the world
on his/her favorite mobile app. He/she is listening to a Soundcloud or YouTube
while on the go the office or college. He/she quickly checks out the updates on
Facebook, Twitter, LinkedIn during short breaks or during meetings. While in the
late evening he/she probably browses Netflix / Hotstar to stay updated on the TV
series that he/she missed watching live, or reads through blogs for one’s education.
Nuances of Media Planning
in New Media Age
Anandan Pillai
Performics.Resultrix, India
152
Nuances of Media Planning in New Media Age
Each one of us could relate to the above scenario. We, new media age consumers
havesegregateddigitalplatformconsumptionbasedonthetimeframeandthemental
state we are present. As a corollary, increasingly media multi-tasking (Chang,2016)
or also referred as simultaneous media usage (Pilotta et al, 2004) is observed across
the world. With the help of uses and gratification theory and arousal theory, Chang
(2016) contributed to literature that media multi-tasking is high amongst high
sensation seekers, thereby helping them reach optimal level of arousal. Hence, the
media planning exercise is emerging to be more and more complicated (Soberman,
2005) with increased hyper-connected, multi-device media consumption behavior.
In the pre-Internet era, a media planner’s primary media vehicles were television,
print, radio, outdoor. With the advent of Internet, internet advertising was a new
media vehicle that media planner had to think and plan of, along with traditional
mediavehicles.Astimepassedby,newtechnologiesevolved,severallegsofinternet
advertising emerged. These included search engine marketing, display advertising,
social media advertising, affiliate advertising and mobile advertising etc. In the
last decade or so, with the advent and introduction of wearable devices, smart
televisions, smartphones, artificial intelligence and virtual reality based devices, the
media vehicles that the media planner has at his/her disposal is enormous. Though
Internet is the premise of most of these new media vehicles, the human interaction
and content consumption pattern of users on these devices vary a lot. Internet /
digital advertising empowers marketers to reach and target individual consumer
almost at n=1 level, thanks to the targeting parameters that are available in the
new media vehicles. This makes it necessary for us to first understand the Internet
penetration at a global scale. As of March, 2017 the total number of Internet users
worldwide was 3.58 billion, as compared to 3.39 billion in 2016 (Statista, 2017a).
The highest number of Internet users, as of June 2017, were in China with 738.54
million, followed by India with 462.12 million and United States at third position
with 286.94 million (Statista, 2017b).
Given the fact that almost 50% of the global population is now connected with
Internet, it would be a logical sequel to understand the global advertising spends
that are made on the digital platforms. The global media advertising outlay in 2017
is expected to be around $583.91 billion (eMarketer, 2017). The global digital
advertising outlay is expected to touch $223.74 billion in 2017, approximately 38%
of overall media advertising outlay (eMarketer, 2017).
TheincreasingInternetpenetration,staggeringdigitaladvertisingspendsexplain
just supply side of media industry. The demand side of media industry is equally
excitingwithincreasingmediachannels,excessivevideoconsumption,e-commerce
penetration, mobile device adoption across the world and not to ignore increased
social interaction on digital platforms thanks to the connect that Facebook, Twitter,
Weibo, LinkedIn have established.
18 more pages are available in the full version of this
document, which may be purchased using the "Add to Cart"
button on the product's webpage:
www.igi-global.com/chapter/nuances-of-media-planning-in-
new-media-age/211720?camid=4v1
This title is available in Advances in Marketing, Customer
Relationship Management, and E-Services, InfoSci-Books,
InfoSci-Business and Management, Business,
Administration, and Management, Communications, Social
Science, and Healthcare, InfoSci-Media and
Communications, InfoSci-Select, InfoSci-Select. Recommend
this product to your librarian:
www.igi-global.com/e-resources/library-
recommendation/?id=101
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Game Design Elements for Use in Gamified Applications
William R. Upchurch and Susan M. Wildermuth (2016). Emerging Research and
Trends in Gamification (pp. 27-47).
www.igi-global.com/chapter/a-spoonful-of-game-design-makes-the-work-out-
more-fun/135151?camid=4v1a
Active Video Games: Potential for Increased Activity, Suggestions for Use,
and Guidelines for Implementation
Barbara Chamberlin, Ann Maloney, Rachel R. Gallagher and Michelle L. Garza
(2013). Serious Games for Healthcare: Applications and Implications (pp. 191-212).
www.igi-global.com/chapter/active-video-games/67962?camid=4v1a
Effects of High-Fidelity Virtual Training Simulators on Learners' Self-Efficacy
Heather A. Holbrook and Katherine S. Cennamo (2014). International Journal of
Gaming and Computer-Mediated Simulations (pp. 38-52).
www.igi-global.com/article/effects-of-high-fidelity-virtual-training-simulators-
on-learners-self-efficacy/116508?camid=4v1a
Design and Development of a Simulation for Testing the Effects of
Instructional Gaming Characteristics on Learning of Basic Statistical Skills
Elena Novak and Tristan E. Johnson (2015). International Journal of Gaming and
Computer-Mediated Simulations (pp. 38-57).
www.igi-global.com/article/design-and-development-of-a-simulation-for-
testing-the-effects-of-instructional-gaming-characteristics-on-learning-of-
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Nuances of Media Planning in New Media Age

  • 1. Copyright © 2019, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Chapter 9 151 DOI: 10.4018/978-1-5225-6064-7.ch009 ABSTRACT This chapter aims to highlight the premises of traditional media planning process, create cognizance about the challenges that media planner today faces. A brief overview of extant literature on media planning, new media, is discussed. The author discusses media planning approach needs to consider marketing funnel and communication plan in consideration while building media plans. Further the chapter suggests a few additional steps that media planners need to consider during their future media planning exercises, given the increasing complexities in media consumption space. The author has mapped each of the media planning stages with the marketing funnel stage to emphasize that media planning is not an independent activity but needs to be closely stitched with the overall marketing strategy. Finally, future research recommendations are suggested. INTRODUCTION Today’s youth wakes up to a good morning message sent by a close relative / friend. While having breakfast he/she quickly catches up with the news around the world on his/her favorite mobile app. He/she is listening to a Soundcloud or YouTube while on the go the office or college. He/she quickly checks out the updates on Facebook, Twitter, LinkedIn during short breaks or during meetings. While in the late evening he/she probably browses Netflix / Hotstar to stay updated on the TV series that he/she missed watching live, or reads through blogs for one’s education. Nuances of Media Planning in New Media Age Anandan Pillai Performics.Resultrix, India
  • 2. 152 Nuances of Media Planning in New Media Age Each one of us could relate to the above scenario. We, new media age consumers havesegregateddigitalplatformconsumptionbasedonthetimeframeandthemental state we are present. As a corollary, increasingly media multi-tasking (Chang,2016) or also referred as simultaneous media usage (Pilotta et al, 2004) is observed across the world. With the help of uses and gratification theory and arousal theory, Chang (2016) contributed to literature that media multi-tasking is high amongst high sensation seekers, thereby helping them reach optimal level of arousal. Hence, the media planning exercise is emerging to be more and more complicated (Soberman, 2005) with increased hyper-connected, multi-device media consumption behavior. In the pre-Internet era, a media planner’s primary media vehicles were television, print, radio, outdoor. With the advent of Internet, internet advertising was a new media vehicle that media planner had to think and plan of, along with traditional mediavehicles.Astimepassedby,newtechnologiesevolved,severallegsofinternet advertising emerged. These included search engine marketing, display advertising, social media advertising, affiliate advertising and mobile advertising etc. In the last decade or so, with the advent and introduction of wearable devices, smart televisions, smartphones, artificial intelligence and virtual reality based devices, the media vehicles that the media planner has at his/her disposal is enormous. Though Internet is the premise of most of these new media vehicles, the human interaction and content consumption pattern of users on these devices vary a lot. Internet / digital advertising empowers marketers to reach and target individual consumer almost at n=1 level, thanks to the targeting parameters that are available in the new media vehicles. This makes it necessary for us to first understand the Internet penetration at a global scale. As of March, 2017 the total number of Internet users worldwide was 3.58 billion, as compared to 3.39 billion in 2016 (Statista, 2017a). The highest number of Internet users, as of June 2017, were in China with 738.54 million, followed by India with 462.12 million and United States at third position with 286.94 million (Statista, 2017b). Given the fact that almost 50% of the global population is now connected with Internet, it would be a logical sequel to understand the global advertising spends that are made on the digital platforms. The global media advertising outlay in 2017 is expected to be around $583.91 billion (eMarketer, 2017). The global digital advertising outlay is expected to touch $223.74 billion in 2017, approximately 38% of overall media advertising outlay (eMarketer, 2017). TheincreasingInternetpenetration,staggeringdigitaladvertisingspendsexplain just supply side of media industry. The demand side of media industry is equally excitingwithincreasingmediachannels,excessivevideoconsumption,e-commerce penetration, mobile device adoption across the world and not to ignore increased social interaction on digital platforms thanks to the connect that Facebook, Twitter, Weibo, LinkedIn have established.
  • 3. 18 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the product's webpage: www.igi-global.com/chapter/nuances-of-media-planning-in- new-media-age/211720?camid=4v1 This title is available in Advances in Marketing, Customer Relationship Management, and E-Services, InfoSci-Books, InfoSci-Business and Management, Business, Administration, and Management, Communications, Social Science, and Healthcare, InfoSci-Media and Communications, InfoSci-Select, InfoSci-Select. Recommend this product to your librarian: www.igi-global.com/e-resources/library- recommendation/?id=101 Related Content “A Spoonful of Game Design Makes the Work-Out More Fun”: Essential Game Design Elements for Use in Gamified Applications William R. Upchurch and Susan M. Wildermuth (2016). Emerging Research and Trends in Gamification (pp. 27-47). www.igi-global.com/chapter/a-spoonful-of-game-design-makes-the-work-out- more-fun/135151?camid=4v1a Active Video Games: Potential for Increased Activity, Suggestions for Use, and Guidelines for Implementation Barbara Chamberlin, Ann Maloney, Rachel R. Gallagher and Michelle L. Garza (2013). Serious Games for Healthcare: Applications and Implications (pp. 191-212). www.igi-global.com/chapter/active-video-games/67962?camid=4v1a
  • 4. Effects of High-Fidelity Virtual Training Simulators on Learners' Self-Efficacy Heather A. Holbrook and Katherine S. Cennamo (2014). International Journal of Gaming and Computer-Mediated Simulations (pp. 38-52). www.igi-global.com/article/effects-of-high-fidelity-virtual-training-simulators- on-learners-self-efficacy/116508?camid=4v1a Design and Development of a Simulation for Testing the Effects of Instructional Gaming Characteristics on Learning of Basic Statistical Skills Elena Novak and Tristan E. Johnson (2015). International Journal of Gaming and Computer-Mediated Simulations (pp. 38-57). www.igi-global.com/article/design-and-development-of-a-simulation-for- testing-the-effects-of-instructional-gaming-characteristics-on-learning-of- basic-statistical-skills/125445?camid=4v1a