JUL/AUG 2008
VOL 30 No. 1
FEATURES:
No Escape: Marketing to Kids in the Digital Age
by Jeff Chester and Kathryn Montgomery
The Youngest Market: Baby Food Peddlers Undermine Breastfeeding
by Annelies Allain and Joo Kean
Intoxicating Brands: Alcohol Advertising and Youth
by David Jernigan
How Things Work: The FTC's Revolving Door
by Robert Weissman
Fighting Demons: Addressing the Perils of Financial Innovation
by Richard Bookstaber
INTERVIEWS:
Commercializing Childhood: The Corporate Takeover of Kids' Lives
an interview with Susan Linn
Pill Pushers: Pharmaceutical Marketing in an Overmedicated Nation
an interview with Melody Petersen
Reverend Billy and the Church of Stop Shopping
an interview with Bill Talen
The Debt Creators: Shady Lending, Misleading Marketing and Hard Times
an interview with José García
DEPARTMENTS:
Letters to the Editor
Behind the Lines
Editorial
Marketing Mania, Commercial Colonization
The Front
Freedom Flows in South Africa | Development and the Desert
The Lawrence Summers Memorial Award
Greed At a Glance
Commercial Alert
Names In the News
Resources |
No Escape:
Marketing to Kids in the Digital Age
by Jeff Chester and Katbryn Montgomery
With the proliferation of media in childrens lives, marketing now
extends far beyond the confines of television and even the Internet,
into an expanding and ubiquitous digital media culture. The new
marketing ecosystem encompasses cell phones, mobile music
devices, instant messaging, videogames and virtual, three-dimensional
worlds. New marketing practices in these diverse media environments are
fundamentally transforming how corporations notably including
food and beverage companies sell to young people.
The influx of brands into
social networking platforms where they now have their own
profiles and networks of friends is
emblematic of the many ways in which contemporary marketing has all but
obliterated the boundaries between advertising and editorial content.
The unprecedented ability of digital technologies to track and profile
individuals across the media landscape, and engage in micro
or nano targeting, raises the twin specters of manipulation
and invasion of privacy. The growing use of neuropsychological research
suggests that digital marketing will increasingly be designed to foster
emotional and unconscious choices, rather than reasoned, thoughtful
decision making. The prospect of armies of avatars (virtual people),
deployed as brand salespersons and programmed to react to
the subtlest cues from other online inhabitants, suggests a disturbing
move into uncharted territory for consumer-business relationships.
A number of these practices
may be inherently exploitive and unfair, or even deceptive. For adults,
they are problematic enough. For children and teens, they pose even
greater risks. When used to promote certain food products, the
aggregation of these new marketing tactics could worsen the childhood
obesity epidemic, which is already contributing to rising rates of heart
and circulatory illnesses, depression and other mental illnesses,
respiratory problems, and Type II diabetes, a disease that used to
strike only adults.
Mobile Marketing
Cell phones are one of the most important digital platforms for
marketing to young people, enabling companies to directly target users
based on previous buying history, location and other profiling data. As
the practice grows, mobile users will increasingly be sent personally
tailored electronic pitches, designed to trigger immediate purchases and
timed to reach them when they are near particular stores and
restaurants.
McDonalds McFlurry
mobile marketing campaign was designed to create a compelling way
to connect with the younger demographic. Six hundred
McDonalds restaurants in California urged young cell phone users
to text-message to a special phone number to receive an instant
electronic coupon for a free McFlurry dessert. Youth were encouraged to
download free cell phone wallpaper and ring tones featuring top
artists, and to email the promotional website link to their
friends. Ads on buses, billboards, wild postings near high
schools, and even skywriting airplanes promoted the Text McFlurry
73260 message.
The Kellogg Company printed
Web addresses on more than 6.5 million of its Kelloggs Corn Pops
cereal packages. When customers go onto the Gotta be
Connected webpage, they are run through a series of pop-up
messages that capture personal information, along with cell phone data,
including the phone number. Within days, Kellogg sends a text message
with a trivia question. Those who answer the question correctly receive
a free Corn Pops screensaver, as well as a chance to win additional
prizes, including pre-paid airtime, a free phone or other
prizes.
Behavioral Profiling
Database marketing has become a core strategy for companies targeting
teens, and a linchpin of many digital media campaigns not only on
the Internet, but also on cell phones, video games and other new
platforms. Marketers can compile a detailed profile of each customer,
including demographic data, purchasing behavior, responses to
advertising messages, and even the extent and nature of social networks.
Marketers use the information to create messages tailored to the
psychographic and behavioral patterns of the individual.
The growth and health
of our database marketing efforts have been a secret weapon for us to
jump-start programs and have a continuous dialogue with our best
consumers, John Vail, Pepsis director of digital media and
marketing, told iMedia Connection. Using realtime tracking
technologies, Pepsi is now finally able to deliver high impact
online advertising, Vail said.
Coca-Cola uses a variety of
techniques to track individuals online behavior. For example, its
My Coke Rewards program encourages consumers to use special
codes from Coca-Cola products to access a website, where they can earn
such rewards as downloadable ring tones and amazing sports and
entertainment experiences. This next-generation
promotion, explained Jeff Zabin, a director at Cokes technology
partner Fair Isaac, in an article written for ChiefMarketer.com, is
the most sophisticated example of how brands can utilize code
promotions to capture behavioral and psychographic information about
consumers. The campaign embodies the companys
vision of connect, collect and perfect
to connect with consumers, collect relevant information from
consumers and, finally, perfect those relationships over time.
Digital 360 Buzz Campaigns
Peer-to-peer marketing (sometimes called buzz,
word-of-mouth or viral marketing) has become a
staple among youth advertisers. Market researchers target key,
influential young people who can serve as brand sirens,
promoting products to their peers through instant messaging, social
networking sites and blogs. Companies are creating elaborate viral
campaigns, sometimes using hidden messages to lure youth
into a series of games and other activities across different media,
generating buzz within the online youth subculture, all under the public
radar. This 360 marketing strategy engages with young people
repeatedly wherever they are in cyberspace, watching TV or
offline.
KFC used a high-pitched tone
as a promotional buzz device for a recent interactive
advertising campaign. The MosquitoTone was embedded in
TV commercials to launch KFCs new Boneless Variety
Bucket. In its press release, the company explained that the
popular cell phone ring tone is too high pitched for most adults
to hear because most people begin to lose the ability to hear high
frequency tones starting at age 20. This is a fact not lost on young
Americans who seek the sound for clandestine ring tones that dont
turn the heads of nearby adults.
In the TV commercial, the
secret sounds were designed to attract the attention of young viewers
and direct them to a website, where they could enter a contest to
identify exactly where the tones could be heard in the ad, in order to
win $10 coupons redeemable for the new chicken meal at any KFC.
Sprite created an alternate
reality game Lost Experience based on the highly
popular ABC television series, Lost giving viewers an
opportunity to be more involved with their favorite show while
inadvertently becoming engaged in a Sprite website. Marketers began by
creating a faux-commercial that aired during an episode of
the TV series, in order to leak the Web address
Sublymonal.com to viewers. Once online, site visitors were
invited to participate in a scavenger hunt with DJ podcasts,
videos and hidden memos. Codes were also hidden in print ads in
Entertainment Weekly and People magazines. As a result, more than
500,000 codes were entered and Sprites Web traffic jumped 400
percent.
Infiltrating Instant Messaging
The three major instant messaging formats AOLs AIM,
Yahoos Messenger and MSN Messenger all promote themselves
aggressively to advertisers that want to permeate and surround
teenagers ongoing casual conversations. AOL, Yahoo and MSN
Messenger offer a variety of strategies, including
roadblocks and takeover ads that flood a
sites homepage with interactive commercials, as well as branded
bots and buddy icons.
The M&M Always
IMvironment features the brands popular
spokescandies. Theres a new way to add a little
more M&M to your day, the site chirps. Chat with friends
about life, love and chocolate with this cool IMV. Theres an M in
everyone. IMvironments are animated backgrounds that customize the
appearance of an instant message window.
Max Out your
chats! urges the Yahoo IMvironment sponsored by Krafts
Lunchables. New Lunchables Lunch Combinations Maxed Out
Double-Stacked Tacos have arrived and youre in charge of the
flavor and the fun. Buzz a friend and take your chat from Mild to Wild
no salsa necessary! Try it now.
Commercializing Online Communities
Marketers have aggressively moved into MySpace and other social
networking sites, taking advantage of their large, highly detailed user
profiles and expanding lists of friends, which facilitate
extensive targeting. Social networks are also blurring the line between
what is marketing and what isnt.
Welcome to the
Kings Court, beckons the Burger King MySpace profile.
The virtual home of the Burger King. Hes giving away free
episodes of the Fox shows 24, Pinks and
First Friend.
And in typical King fashion, hes
giving you plenty of other stuff to check out too. MySpace users
can interact with the King on MySpace and add him as a
friend, which gives the King access to their
personal profile with information like age and hometown.
At the MySpace
Jack-in-the-Box profile, visitors are greeted by Jack Box
himself, who announces that his goal is to rule the fast food
world with an iron fist. Through the profile, youth can read
Jacks daily blog entry, post a poem about the joys of
cheeseburgers, or create a film and send it in for a chance to win a
Jackie.
Brand-Saturated Environments
Food and beverage companies have created their own online branded
entertainment sites, seamlessly weaving a variety of interactive content
with product pitches and cartoon spokescharacters. Designed
to encourage young consumers to engage playfully with products over long
periods of time, many sites offer free content, games,
merchandise and endless replays of television commercials.
With the growth of broadband
technology, these digital playgrounds have evolved into highly
sophisticated immersive experiences, including entire
programs and channels built around brands. Multicultural
marketers are keenly aware of the strong interest in music particularly
among African American and Hispanic/Latino youth, and have created
branded entertainment featuring popular celebrities and offering free
downloads of their recordings.
Burger King created its own
branded online channel, called Diddy TV, using popular
rapper P. Diddys celebrity pull to draw viewers to the Burger King
site.
The Mars candy company
enlisted the musical group Black Eyed Peas to make a series of
webisodes called Instant Def, in order to
promote Snickers bars to teens. The brand is featured prominently in the
storylines.
Viral Video
Short online videos are an increasingly popular way of promoting brands
among youth, who like to view the videos and forward the links to their
friends through IM, text messaging and blogs. Marketers are creating
their own viral videos to promote their brands through
peer-to-peer networks and video sharing services like YouTube. In some
cases the sponsoring company is identified, while in others it is
disguised.
Wendys placed several
viral videos on YouTube, specifically designed to attract young
consumers. In one video, Molly Grows Up which
generated more than 300,000 views a young girl orders her first
Junior Bacon cheeseburger and Frosty. While Wendys own corporate
name was not connected to the intentionally humorous videos, users who
watched them were sent to a special website for Wendys
99-cent value menu.
In January 2007,
Dominos Pizza revealed that it was behind a viral video that had
received millions of hits. To promote its Anything Goes Deal
Contest, the company placed a series of viral videos on MySpace
and other popular social networking sites, using characters offering to
sell big-ticket items. The first video, MacKenzie Gets What
MacKenzie Wants, featured a spoiled rich girl who wanted a
blue car for her birthday but got a red one instead. Her whining
persisted until she got the car she wanted and then, much to the
surprise and delight of video viewers, she decided to offer her red car
on eBay for only $9.99, according to a Dominos press
release, which revealed the company as the creator of the video. The
campaign was a hit, according to Dominos. With over 2
million views across multiple video sites, the popularity of the
MacKenzie videos earned a top spot on several video sharing
websites, the press release stated.
Recruiting Brand Advocates
With more young people creating their own online user-generated
content, marketers are now encouraging them to
co-create and promote commercials for their favorite brands.
In marketing circles, two new buzzwords
consumer-generated and brand-generated media
are often used interchangeably, suggesting an intentional
blurring of roles.
The strategy is designed to
foster powerful emotional connections between consumers and products,
tap into a stable of young, creative talent willing to offer services
for free and produce a new generation of brand
advocates.
At General Mills
Millsberry.com website, children are encouraged to make the best
movie about Lucky (of Lucky Charms cereal) and then
vote for the winning video. The site provides a pre-branded kit of
settings and spokescharacters, making it easy to combine them into a
personalized commercial.
Pizza Huts contest
invited pizza enthusiasts to create a short video, demonstrating
their devotion to Pizza Hut Pizza and showing why they should earn
the title of Honorary Vice President of Pizza. Contestants
were encouraged to engage in a variety of creative acts to show their
loyalty to the brand, such as decorating their room with Pizza Hut
memorabilia. Entrants submitted their videos on YouTube, ensuring
they would be seen by thousands of viewers, whether they won or not.
Game-Vertising
In-game advertising, or game-vertising, is a highly
sophisticated, finely tuned strategy that combines product placement,
behavioral targeting and viral marketing to forge ongoing relationships
between brands and individual gamers. Marketing through interactive
games works particularly well for snack, beverage and other
impulse food products. Coca-Cola, Pepsi, Mountain Dew,
Gatorade, McDonalds, Burger King and KFC, for example, were the
most recalled brands by video game players, according to an
October 2006 survey conducted by Phoenix Marketing International.
Not only can marketers
incorporate their brands into the storylines of popular games, they can
also use software that enables them to respond to a players
actions in real time, changing, adding or updating advertising messages
to tailor their appeal to that particular individual. At a September
2006 conference on interactive advertising, software developers
explained how they purposefully create games to make them in sync
with the brand, ensuring that images players see in the game are
similar to what they see in the supermarket aisle
[and on
TV] Saturday morning. In presentations at the conference,
developers said that games must always be addictive, should
include a viral component and be continually
updated to facilitate ongoing data collection and analysis.
Sony partnered with Pizza Hut
to build the ability to order pizza into its Everquest II
videogame. If a player types in the command pizza, Pizza
Huts online order page pops up, allowing the player to place an
order.
At Viacoms Neopets.com
targeted at 8- to 17-year-olds young gamers create and
take care of virtual pets, earning virtual currency
(neopoints) to pay for the pets upkeep by participating in
contests and games. The site earns substantial advertising revenues from
User Initiated Brand Integrated Advertising
activities or games built around advertisers products and services
that help build relationships and generate revenues with Neopets
visitors. For example, participants can earn points by buying or selling
valuable commodities, such as McDonalds French fries,
or winning games with names like Cinnamon Toast Crunch Umpire
Strikes Out. Food companies that have sponsored various activities
on Neopets include McDonalds, Frito-Lay, NestlE9, Kelloggs,
Mars, Procter & Gamble, General Mills, Kraft Foods and Carls
Jr./Hardees.
Advertising Through Avatars
Immersive three-dimensional environments are on the cutting edge of
digital marketing. These virtual worlds are complex,
multilayered enterprises that combine many of the most popular online
activities such as instant messaging, interactive gaming and
social networking into increasingly elaborate settings in which
individuals create their own online identities through avatars.
Once the stuff of
science fiction, explains the website for the new-media ad agency
Millions of Us, virtual worlds are becoming central to the future
of marketing, technology, entertainment and brand-building.
Marketing through avatars is
one of the most effective kinds of advertising going, wrote
Jesse Shannon, president of the premiere interactive marketing agency,
SAJE Media, on an interactive advertising website. He explains that the
speed with which a brand or marketing message can spread through a
virtual world from avatar to avatar is breathtaking. Among the
food and beverage brands actively engaged in avatar-based strategies are
Coca-Cola, Pepsi, Kellogg, Nabisco, Kraft, Pizza Hut, P&G and
Subway.
Habbo Hotel a
teen community where you can meet people, play games and create your own
online space aggressively promotes itself as a marketing
venue, providing companies and brands with a completely new and
exciting way of building their brand value among teenagers around the
world, according to a Habbo press release. Marketers can sponsor
various elements on the site, and Habbo Hotels pre-programmed
avatars have been designed to make replies involving specific
promotions.
Among the Quests &
Activities currently featured on the home page of Habbo Hotel is a
promotional game for Kelloggs Pop-Tarts. The Crazy Good
Pop-Tarts Pastries are Hollywood Bound, the site announces.
Find out where they are now! Hotel inhabitants are also
offered virtual incentives to take part in a poll: Just for
voting, youll have a chance to receive one of 20 free RARES [Habbo
furniture]!
MyCoke.com is a virtual,
immersive environment that offers a multitude of interactive activities
to engage teens, including chat, music downloading and mixing,
user-generated video, blogs and its own currency. Coca-Cola worked with
interactive marketing expert Studiocom to create Coke Studios, a
massive multiplayer online environment where teens
hang out as their alter-identities, or v-egos. Teens
who want to become part of the MyCoke community are greeted with
encouraging step-by-step instructions on the site: Ready to
reinvent yourself? Be who you want with your v-ego.
After users complete the registration process the site exclaims:
Youve just made millions of new friends! People are cool.
Well help you meet more of them.
A Pervasive Presence
Marketing has become a pervasive presence in the lives of children and
adolescents, extending far beyond the confines of television and the
Internet into an expanding and ubiquitous digital media culture.
Food and beverage companies
are at the forefront of a new 21st century marketing system. The
strategies and techniques the companies are employing in this new arena
mark a dramatic departure from traditional advertising. For example,
in-game advertising is not just a new form of product placement; it is a
highly sophisticated interactive environment designed to closely monitor
individual players, as well as direct personalized ad messages designed
to trigger impulsive purchases. Viral marketing is not just an online
extension of word-of-mouth brand promotion, but also a calculated
database strategy that relies on detailed profiles of key
influentials, along with surveillance of their social
networks. And so-called brand-generated marketing is not a
way to direct advertising messages to children, but instead an
increasingly popular method for recruiting millions of children to
create and distribute the ads themselves
These emerging patterns and
directions raise a number of troubling issues. While choices about what
to eat are always made within a larger context, these new food marketing
strategies, designed to intrude into every possible
touchpoint of a young persons daily life, make it very
difficult for children to maintain health.
The digital media system is
still in a formative, fluid stage, however. There is no question that
digital media are also playing a positive role in the lives of young
people, in many diverse ways. And while the growth and expansion of the
interactive marketing system will continue unabated, there is time for
the public, parents, health advocates and policymakers to be sure the
new media culture serves the health of children rather than undermines
it.
Jeff Chester is the founder and executive director of the Center for
Digital Democracy (CDD), an organization dedicated to promoting a
democratic media system in the digital age. Kathryn Montgomery is a
professor in the School of Communication at American University. This
article is based on their report, Interactive Food and Beverage
Marketing: Targeting Children and Youth in the Digital Age. The
report was co-sponsored by the Berkeley Media Studies Group and CDD.
Multicultural Marketing to Kids
Food companies are working with a growing number of ad agencies, market research firms and consulting groups that specialize in developing digital strategies for targeting African-American and Latino children and youth. These multicultural marketing efforts have produced a variety of techniques tailored to specific ethnic groups, including African Americans and Hispanics, who are deemed less cynical about and more receptive to advertising. For example, African-American youth are considered particularly good candidates for “urban marketing” campaigns that employ peer-to-peer and viral strategies.
“Hispanic and African American audiences,” explains multicultural marketing expert James Briggs, “are already utilizing mobile tools, such as text messaging, that are at the heart of most successful mobile campaigns, at a much higher rate than the general population.”
“Hispanics are best reached with an integrated multi-media message which entertains, engages and provokes action,” according to the Interactive Advertising Bureau. Among the most effective ingredients for successful campaigns are emotion (particularly humor), advergames, viral marketing and e-mail registration.
Annual “U.S. Multicultural Kids” reports by Nickelodeon and Cultural Access Group provide a steady stream of market research on patterns of media use and product consumption among young ethnic consumers, in order to “optimize relevant and impactful brand relationships.” According to the 2006 report, minority children have a particularly strong influence on what their parents purchase, including decisions about snacks, breakfast foods and other packaged food brands.
Burrell Communications Group, Advertising Age’s 2005 “Multicultural Agency of the Year,” refers to its specialty as “Yurban Marketing.” In a 2006 speech, co-CEO Fay Ferguson discussed effective ways for reaching young African Americans, describing a recent online campaign for one of the agency’s clients, McDonald’s, that “capitalized on the audience’s heavy involvement with NBA basketball.” Combining “All-Star updates, a sweepstakes and a branded game” on BET.com, the interactive promotion yielded impressive results: An average visit to the McDonald’s-branded content area lasted more than 20 minutes, and more than 37 percent of site visitors played the game for an average of 25 minutes each, according to Ferguson.
— J.C. and K.M. |
Generation Digital
- Approximately 70 percent of children ages 8-11 go online from home. Of those, 37 percent use instant messaging and 35 percent play games.
- 93 percent of 12- to 17-year-olds use the Internet; more than half of online teens use social networks.
- Of the more than 25 million 12- to17-year-olds in the United States, 20 million are gamers.
- 57 percent of 13- to 17-year-olds have cell phones. Teenagers are more likely than other mobile users to use their phones to access shopping guides, and get movie and restaurant information.
- 57 percent of online teenagers post their own “user-generated content” on the Web, including photos, stories, art work, audio and video.
Sources: Wendy Davis, “Seven in 10 Tweens Surf Web at Home,” Online Media Daily, October 27, 2006; Amanda Lenhart and Mary Madden, “Teens, Privacy & Online Social Networks,” Pew Internet & American Life, April 18, 2007; Gameasure; Bradley Johnson, “Understanding the ‘Generation Wireless’ Demographic,” Advertising Age, March 20, 2006; “User-Generated Content,” Pew Internet & American Life Project, November 6, 2006.
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