In the mix: Channel M combines rock and gaming for in-store video productions.INVENTION leads to more invention, at least for Channel M. The pioneer in the niche of non-traditional media is honing Honing could refer to
Non-traditional media refers to in-store advertising, particularly in-store video. Channel M is one of the oldest and largest in-store video producers in the world, having started in 1989. The company has clients such as EB Stores, Payless Shoes and Kampgrounds of America and boasts of reaching 2.8 billion consumers annually. By 2002, Los Angeles-based Channel M had revolutionized in-store TV by creating custom networks for stores. And like a real broadcast TV network, the company began selling advertising. For video game chain EB Stores, for example, Channel M still produces a monthly two-hour looped tape in an "Entertainment Tonight"-like format that screens in more than 1,350 stores. When Hollywood Records Hollywood Records is a record label owned by Disney. It mainly focuses on pop music. The label was started in 1989 and initially distributed by Elektra Records in the US and Canada until 1995 when distribution switched to PolyGram (which became Universal Music Group in 1998. , a division of Burbank-based Walt Disney Noun 1. Walt Disney - United States film maker who pioneered animated cartoons and created such characters as Mickey Mouse and Donald Duck; founded Disneyland (1901-1966) Disney, Walter Elias Disney Co., approached Channel M about promoting alternative rock back Breaking Benjamin, it spawned a new round of inventiveness. Instead of just appearing in EBTV commercials, lead singer Ben Burnley reviewed video games See video game console. and talked about his favorite gaming moments. The in-store channel also copped some exclusive behind-the-scenes footage during the filming of a BB music video. "If you're a gamer it's relevant, and if you're a Breaking Benjamin fan it's totally relevant," said David Teichner, Channel M's chief executive. "It's a perfect example of taking something that's been done for awhile into new directions." The project combined an established record label, gaming and in-store video. It didn't hurt that several of BB's songs gained fame due in part to their prominence in the games "Run Like Hell," "WWE WWE World Wrestling Entertainment, Inc. (formerly World Wrestling Federation) WWE Witwe (German: Widow) WWE William Webb Ellis (inventor of rugby) WWE World Wide Education WWE Well Woman Exam Smackdown!" and "Halo 2." "This kid's whole life is about rock 'n' roll rock 'n' roll: see rock music. and video games. The tour bus has every platform game box imaginable," said Rob Souriall, vice-president of strategic marketing and promotion at Hollywood Records, referring to Burnley. "It makes for a great relationship between rock 'n' roll and gaming, and you can't beat the demographics." Souriall times the EBTV coverage to break during a 45-day window around the release of a CD. He works directly with Channel M, not through the label's ad agency. He noted that BB's latest offering "Phobia phobia: see neurosis. phobia Extreme and irrational fear of a particular object, class of objects, or situation. A phobia is classified as a type of anxiety disorder (a neurosis), since anxiety is its chief symptom. " sold 124,000 units during its first week of release, which started Aug. 8. Channel M describes its product as "in your face advertising," and the company works hard to make the sure the video doesn't become just background noise. "We stay ahead of the curve by providing unique customer custom programming. In four years, we've had more than 100 big-name talents on the screen saying, 'You're watching EBTV.' The retailers love it," Teichner said. The entire in-store video sector has succeeded by following a marketing model set forth by Paco Underhill in his book "Why We Buy," first published in 2000. Underhill predicted that in the future, retailing would become an entertainment experience. McDonald's, for example, added children's playgrounds, and Footlocker became a hangout hang·out n. Slang A frequently visited place. Noun 1. hangout - a frequently visited place haunt, stamping ground, resort, repair for mall-browsing sports fans. Neither playgrounds nor big-screen sports games A sports game is a computer or video game that simulates the playing of traditional sports. They are extremely popular, the genre including some of the best-selling games. actually move merchandise for these retailers, but Teichner said research proves that in-store video keeps customers in the store longer. And as marketers scratch their heads over the effectiveness of traditional TV, the in-store medium is receiving more attention. Captive audience By selecting the right store chain or independent venues (such as bowling alleys or sports bars), marketers can determine the demographics of the audience. In-store viewers can't change the channel, and the messages catch them in a free-spending frame of mind. Besides its steady advertisers of movie studios and game publishers, in the last three years Channel M has negotiated deals with packaged goods Noun 1. packaged goods - groceries that are packaged for sale foodstuff, grocery - (usually plural) consumer goods sold by a grocer plural, plural form - the form of a word that is used to denote more than one , financial service and automotive companies. "As we grow, we plan to add more locations, to mature in terms of our program offerings, and to become a line item in a lot more marketers' media plans," said Teichner. Souriall recommends non-traditional media to other marketers as long as the demographics check out. "If they have a product or service that targets guys in that cell of 16-34, video gaming video gaming n. 1. Gambling by means of interactive games of chance played on a video screen. 2. The playing of video games. is more powerful than TV or any other traditional medium," he said. On the retail side, the future looks brighter than a saturated video signal for the entire in-store industry, given how TV screens now proliferate pro·lif·er·ate v. To grow or multiply by rapidly producing new tissue, parts, cells, or offspring. everywhere from grocery stores to airport lobbies. Teichner credits new technology; he said plasma flat-screen TVs are lighter and cheaper than tube-based TVs, making it more practical for store owners. "Grocery stores are looking at the ad revenue potential. It can be pretty lucrative for a retailer," he added. Channel M was founded by Teichner's uncle in Chicago. Teichner, who had founded and was running collegiate marketing company Genco Advertising, took over when his uncle died unexpectedly in 1997. He moved to Los Angeles Los Angeles (lôs ăn`jələs, lŏs, ăn`jəlēz'), city (1990 pop. 3,485,398), seat of Los Angeles co., S Calif.; inc. 1850. in 1999 and has grown Channel M from a company with its tapes in 100 video arcades This article is about video arcades. For other uses of the term arcade, see Arcade. A video arcade (also known as an amusement arcade in the United Kingdom or a game center in Japan) is a place where people play arcade video games. into the current firm, which has its productions in more than 36,000 various locations. "So much of our business, then and now, comes from here, and what we do blends so much between media and entertainment," he said. "At the end of the day, it's either here or New York New York, state, United States New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of , and I choose here." Channel M Year Founded: 1989 Employees in 2005:16 Employees in 2006:20 Goal: To foster the emergence of retail outlets as entertainment venues Driving Force: Desire to make in-store advertising lucrative and artistically engaging |
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