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Tweens

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Title: Tweens


1
Tweens Teens Media Landscape
2
Tweens and Teens By the Numbers
  • Tweens
  • 19.6 million
  • Ages 8-12 (sometimes classified as ages 6-12 or
    8-14)
  • Skews slightly male 51 male, 49 female
  • Teens
  • 33.5 million
  • Ages 12 - 17
  • Skews slightly male 51 male / 49 female
  • Student Population 31.5 Million (94)
  • Tweens and Teens
  • Racially diverse 1 in 3 is non-white
  • White 67 (TW), 65 (T)
  • Hispanic 16 (TW), 16 (T)
  • African American 13 (TW), 16 (T)
  • Asian 5 (TW), 1 (T)

Population by Age, Sex, Race Hispanic Origin
1999 to 2100, U.S. Census Bureau, July 2006
Projection
3
Spending Power
  • In addition to their significant size, the tweens
    - teens confer unique power and significance for
    marketers
  • Direct spending power
  • Tweens spent 30 billion of their own money
  • Teens 209 billion per year
  • Influenced spending power
  • Estimates are that Millennials influence as much
    as 3x their direct spend
  • Tweens impacted 126 billion of their parents
    money in 2004 and forecasted to influence 150
    billion by 2007
  • Future spending power
  • Teen spending is expected to increase to 190
    billion in 2006. This represents an increase of
    10.5 between 2001-2006
  • 82 of teens say theyll spend more/same next year

Coming of Age in Consumerdom, American
Demographics, 2004, TRU Study, Spring 2006, James
McNeal, 2003 2004
4
What Influences Tweens as Consumers?
  • Do not consider themselves kids, but not yet
    teens
  • Live in both reality and fantasy worlds
  • Want products their friends have
  • Beginning to identify strongly with brands
  • Solicit input and approval from mom and dad

5
What Has Shaped Tweens as Consumers?
  • Growth in Technology
  • Tech-savvy
  • Multitaskers
  • Increasing connectivity to friends, social
    network
  • Greater exposure
  • Growth in Advertising
  • Media-savvy
  • Growth in Product Options
  • Customization

6
Tweens Tech-Savvy Multitaskers
  • Tech-Savvy
  • 80 play games online
  • 72 e-mail
  • 58 chat or post messages on message boards
  • Being sent to their room can be fun
  • 59 have a CD player
  • 56 have a TV in their room
  • 36 have a video game console
  • 16 have a computer in their room
  • Multitaskers
  • 27 of tweens multitask
  • Common multitasking activities homework,
    IMing friends, listening to music, watching TV

The Great Tween Buying Machine, MRI 2005,
Marketing to the New Super Consumer Mom and Kid,
prmediaconnection.com
7
Teens Tech-Savvy Multitaskers Too
  • Todays teens adopt all types of technologies to
    keep in touch with friends and stay aware of the
    latest trends
  • 87 have Internet access at home
  • 54 play games online
  • 47 have made purchases online
  • 56 own a cell phone
  • 14 have purchased ring tones in the last month
  • 9 have downloaded free ring tones
  • 54 play games on their phones
  • Multitaskers
  • Viewers with Digital Video Recorders (DVRs) skip
    about 70 of ads
  • Only 18 of teens say that they watch TV
    commercials
  • 23 of teens change the channel during
    commercials
  • When theyre watching TV, they are keeping in
    touch with their friends (Internet, IM, e-mail,
    cell phone, etc.)

TRU Study, Fall 2005 and 2004 Teen Mark
8
Custom Consumer My Way, NOW
  • I want a
  • Grande
  • Decaf
  • Soy
  • Macchiato
  • Extra syrup
  • Extra Hot
  • Whip cream
  • Chocolate sprinkles

9
A Day in the Media Life
computer activity
homework
MP3
A.M.
P.M.
10
What Impact Does This Have on Traditional Media?
  • While advertising costs continue to increase,
    ROI decreases

2,000,000
76,000,000
1,500,000
51,000,000
Advertisers paying 2M to be 'Friends' with NBC
for finale, Reuters, April 2004
11
So What Does This Mean for Advertisers?
  • Teens and, increasingly, tweens, are empowered
    consumers
  • They control their media experience and own the
    tools to avoid traditional commercial messaging
  • Advertising landscape is more cluttered than
    ever, making engagement the holy grail for
    marketers

12
Advertising Mix is Evolving
13
Looking for New Ways to Engage
  • To keep up with young peoples evolving media
    consumption, advertisers are experimenting with
    new types of integration
  • Branded entertainment
  • Peer networks
  • Online social networks
  • User-generated content
  • Ambient media
  • Cause marketing

14
cause supporters
15
The Tragedies Experienced By Todays Teens
87 89 93 95 96 99 01
02 03 04
05 06
16
Cause Marketing
  • Teens purchase decisions are influenced by which
    brands are giving back to the community and
    supporting causes
  • What influences teens purchase decisions?
  • 49 - if product is made by a company that is
    socially responsible
  • 43 - if product is manufactured in a way that is
    animal friendly
  • 42 - if product is manufactured in a way that is
    environmentally safe
  • 66 of teens surveyed are worried about the state
    of the world and feel personally responsible to
    make a difference

Source AMP Insights, 2005 and AMP Insights and
Cone, Inc., 2006
17
Teens Look to Companies to Make a Difference
  • 80 of teens agree or strongly agree that
    companies have a responsibility to support social
    and/or environmental causes
  • I think when youre getting so much like money
    from everyone in a community, like its good to
    give back to the people of that community that
    need your help.
  • However, teens are naturally skeptical about
    companies and feel they must be completely honest
    when sharing their socially responsible
    initiatives
  • Every company is untrustworthy in some ways
    because whats on their commercials is not
    necessarily their products, and how they
    advertise is not necessarily what youre gonna
    get. And you always keep guessing

Source AMP Insights / Coin 2006 Study
18
Questions?
Samantha Skey SVP, Strategic Marketing Alloy
Media Marketing SSkey_at_AlloyMarketing.com
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