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Beyond The Box Productions

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28 million American kids currently between the ages of 8 and 12 ... Broadway-style 'American Girl Revue,' hair salon and caf for girls and their dolls ... – PowerPoint PPT presentation

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Title: Beyond The Box Productions


1
Beyond The Box Productions
  • New Technology and Girl Power
  • December 12, 2005
  • Presentation by Paula Silver

2
The Tween Market
  • 28 million American kids currently between the
    ages of 8 and 12
  • 51 billion spent by tweens themselves
  • Additional 170 billion spent by parents and
    family members directly for them
  • Age Compression Tweens are getting older
    younger
  • Growing up faster than previous generations
  • Growing out of toys at an earlier age
  • Gravitating toward more grown-up diversions
  • Influenced by TV, popular music and movies

3
Understanding Tweens
  • Tactics used to better understand the lifestyle
    of a tween
  • In-school media boards for advertising
  • Television
  • Viral marketing
  • Book covers for textbooks with ads on them
  • Traditional mall intercepts
  • "Day in the Life" videos and journals
  • Girls Intelligence Agency
  • Market Research through slumber parties
  • Focus groups conducted in tween girls' own
    environment their bedrooms
  • Girls discuss products with their friends and
    report back to a GIA agent

4
Tweens and Media
  • Teens and Tweens (age 8-18) are exposed to 8.5
    hours of media content per day including
  • 3 hours of TV
  • 2 hours of music
  • 1 hour leisure time on computer
  • 1 hour playing video games
  • Many tweens have never actually "dialed" a
    telephone
  • Of the 26 million tweens in 2009, 4 million
    will be using their own cell phones

5
Tweens and Technology
  • Tweens are the CTOs in their families
  • Key decision makers in family tech purchases
  • May be the only ones in the house who understand
    how things work
  • Influence 60 billion in spending annually
  • Communicate and network with peers
  • Viral, peer to peer marketing I gotta have
    this, I gotta have that
  • A generation of multitaskers
  • Taking part in multiple activities is common
    e.g., watching tv while instant messaging and
    listening to music
  • 8.5 hours of media per day is consumed over an
    average period of 6.5 hours

6
Advertising to Tweens
  • Tweens are
  • Bombarded by media messages
  • Intuitive with technology
  • Opinionated
  • Highly impressionable
  • Advertising dollars and brand building needs to
    evolve with its audience
  • Brand awareness kicks in at age 7
  • Subtle and diffused campaigns
  • Value is in online and tactile experiences, not
    TV

7
Advertising to Tweens (continued)
  • AOLs online service for kids, KOL, is sponsored
    by companies like Nintendo and Motorola
  • Ads are more interactive and engaging than
    30-second TV spots
  • Ads can hold a tweens attention for several
    minutes at a time as they view preview clips and
    sign up for news and games, all accompanied by
    ads
  • Ellegirl magazine readers enter a contest by
    using their camera phone to snap and send a photo
    of a print ad.
  • Turning print into an online, interactive medium

8
Toys for Tweens
  • Playing with toys is off the list
  • 8 of kids in the fourth through seventh grades
    said playing with action figures was something
    they love to do
  • 4 said playing with dolls was something they
    loved to do
  • Growing distinctions between childhood ages are
    pronounced enough to warrant products, services
    and retail stores specific to this demographic
  • Build-A-Bear
  • Paint Your Own Pottery
  • American Girl Store

9
Tweens and Cell Phones
  • Tweens were once considered to be a demographic
    too young for cell phone ownership
  • Busy parents now relying upon wireless phones to
    help them keep track of their kids
  • Family plans and free mobile-to-mobile calling is
    making it economical and easier for a household
    to support multiple wireless phones
  • Cell phone ownership among 12- to 14-year-olds
    increased from 13 percent in February 2002 to 40
    percent in December 2004
  • Tweens are loyal customers
  • 93 say they have a high level of satisfaction
    with their carriers

10
Tech Toys
  • The wireless industry is eyeing the tween
    population
  • Tweens influence buying decisions, making
    tween-oriented devices and mobile content a
    compelling strategy
  • Tweens recognize the entertainment potential of
    the device
  • Phones have as much to do with entertainment as
    with communications
  • Parents will eventually pay for data services
    that their kids want
  • Data average revenue per user for tweens will
    reach 1.53 in 2005 and will grow to 3.13 in
    2007
  • As a result, toy manufacturers are extending
    their characters, stories and activities into the
    mobile space

11
Creation and Age Compression
  • Mattel
  • Caught in age compression bind with many kids
    aging out of its products at a faster rate
  • Moving into making computers, computer
    accessories and interactive software aimed at
    extending the companys toy lines
  • Formed an alliance with Hewlett-Packard to build
    Barbie and Hot Wheels printers and imaging
    software
  • Building Barbie and Hot Wheels branded personal
    computers running Windows 95
  • Will finance these new, branded computers for
    14.98, making them affordable for the market
  • Other tech toys Vidster digital video camera
  • Aimed at fostering creative impulses in
    tech-savvy kids

12
Mobile Content
  • Companies are creating features that specifically
    target tweens
  • Wherifone
  • Features GPS location tracking of the phone and
    the tween
  • FireFly Mobile
  • Features five keys instead of regular dial pad
  • Parents can program up to 22 outgoing numbers
    into the phone, including speed-dials for Mom and
    Dad
  • Single Touch Interactive
  • Building a phone for Mattel that will use the
    Barbie My Scene line-up of characters
  • Also developing an XGames phone for boys

13
Girls vs. Girls
  • American Girl
  • Building interactive experience in Los Angeles
    with 150-seat theater for a live Broadway-style
    "American Girl Revue, hair salon and café for
    girls and their dolls
  • Groovy Girls
  • Dolls of different skin tones, hair types and
    facial features reflecting the real American
    ethnic landscape of today
  • Homogenity vs. Diversity
  • Creativity as an equalizer for girls

14
Spinach, or Mac Cheese?
  • Evolution of messages that are communicated
    through entertainment and toys
  • Popeye of the 30s
  • SpongeBob SquarePants of today
  • Entertainment and toys have the power to
    influence
  • Serve as role-models for girls

15
Starfarm
  • Getting youngsters involved in the creative
    process
  • Kids contribute to projects via the Internet
  • Creating storylines for TV show
  • Localized newspaper content written by kids
  • 2 children on advisory board, 150 child
    stock-holders
  • Promoting properties with a broad-reaching
    approach across different media
  • Books
  • Web site
  • TV series
  • Toys

16
Siyathemba Football Club
  • Project in Somkhele, South Africa
  • Multi-purpose stadium/club
  • Health Education Center (HIV awareness)
  • Areas first girls football league
  • A space for South African girls to come together

17
Conclusion
  • Young girls are becoming more connected and
    focused on technology every day
  • Appeal across different media channels
  • Use available tools to get kids involved
  • Creativity fosters community
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