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By 6 or 7 girls asking for latest fashions, using nail polish, singing pop music tunes ... Girls want glamour, to display femininity. 2nd need=success & mastery ...
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1. BORN TO BUY SOME MAJOR THEMES
2. Introduction-Background- Overspent Overspent: Luxury replaced comfort
Americans pressured to keep up with basics as well as luxuries (branded goods, SUVs, recreation)
Preoccupied with getting and spending, shopping
3. Few downshifters among parents, because: Children as conduits from consumer marketplace into the household
Young people passionate consumers
Young people as repositories of consumer knowledge and awareness
4. Children as Consumers Brands and products determine who is in or out or who is hot , who deserves to have friends or social status
(so, why would parents try downshifting?)
5. Major Shift: Marketing to Children Marketplace has been re-made
80% of global brands require a tween strategy
40% of urban tweens (worldwide) are strongly attached to particular car brands
30% of parents ask for advice
6. Childhood Corporations have infiltrated core activities and institutions of childhood
(advertising in schools)
Electronic media replacing conventional play
7. Childhood Commercialized USA teens: brand oriented, consumer involved, materialistic (most of all generations in history)
USA teens: 75% want to be rich, 61% want to be famous
Most USA teens bonded to brands
8. However, Problems: Rising Obesity
Attention Deficit Disorder
Addiction to electronic games
Teasing & bullying in schools
Anxiety increase, fear and pressure for tweens
9. Generational Changes Today=higher degree of immersion in consumer culture
Changes in childhood=more exposure to adult worlds, sometimes more responsibility
Disappearance of childhood?
10. Loss of childhood Decline in childrens games
Early sexual activity
Drug and alcohol use
Eroticazation of children through beauty pageants, fashion
11. Changing model Children now autonomous and empowered consumers
Previously, a gatekeeper model (marketers appealed to mom as to what was good for child)
12. Changing Patterns Logo recognition at 18 mos
2 years=asking for brand names
By 3 or 3 ˝ belief that brands communicate personal qualities
First grader knows 200 brands
13. Changing Patterns By 6 or 7 girls asking for latest fashions, using nail polish, singing pop music tunes
8 year old boys enjoying Budweiser commercials, World Wrestling Entertainment, and violent video games
14. As they age, turn to teen culture Saturated with violence, alcohol, drugs and guns
Gratuitous sexuality (unrealistic body images) gender stereotypes, materialism
Pressure to conform
15. 8 and 9 year olds Watch MTV and BET
Watching 3 ˝ hrs of TV a day
16. 10 year olds Have memorized 300 to 400 brands
stick with a brand
Brand names have become pure symbols (detached from a specific product)
17. Child Psyche According to the Marketers Growth or developmental model
Belief in an immanent process of unfolding product needs
Have naturalized childhood (reification)
18. Beliefs about children: Consumer desires are natural
Timeless emotional needs
Products should be matched to needs
19. 1st need=gender differentiation Boys want power, action, to succeed,
Girls want glamour, to display femininity
20. 2nd need=success & mastery Ads show challenging games and toys, where children are portrayed achieving and winning
For boys, getting rich, becoming the boss, beating out the competition (from need to succeed)
21. 3rd need=sensory stimulation Oreo cookie leads to a tsunami of crčme (ad)
Product is a trigger for over-satisfying kids senses
22. 4th need=love Skewed toward girls and the younger children
Stuffed animals, sweet looking dolls, rounded objects
Translates the desire for love into concrete objects, shapes, music
23. Fear=children need to overcome fear (however, scaring children may backfire
source of nightmares etc)
24. Marketing of Cool Cool is something every product tries to be and every kid needs to have
Cool as key to social success (who belongs, who is popular, who is accepted by peers
25. Principles of Cool 1. Socially exclusive (expensive)
2. Being older than ones age
3. Anti-adult sensibility
4. The Taboo, the forbidden. At the edge, edgy, pushing the edge
26. Nickelodeon & the anti-adult bias With MTVkids are cool and adults are not
MTV=teen rebellion against parents
MTV-Nickelodeon trickle down
27. Kids Rule Anti authoritarian
Us vs them
how to make the substitute teacher screech
sliming the teacher
Adults are the bothersome, nerdy, embarrassing the repressive
28. Kids Rule (2) When it comes to fashion class the principal is a flunkie
Adults impose a joyless world
Adult world is drab, regimented, borring
29. Video games For boys a form of empowerment through Oedipal rebellion and rejection of home environments
30. Advertisers and Parents Advertisers make fun of parents
Have kicked out the parents
Parents are creeps, teachers are nerds and idiots, authority figures are laughable
Nobody can understand kids except the corporations
product, not the parent, on your side
31. Advertising to Children Age Compression
Dual Messaging
Pester Power
Trans-Toying
32. Selling kids on junk food, drugs and violence Junk food is bulk of advertising dollar
Food ads are kids favorite ads (Pepsi, Coke, Snickers, McDonalds and Hostess)
33. Food marketing Follows model of timeless needs
Empowering (Mom may not like it)
Trans toying (changing colors)
34. Food ads Dangerously close to association with drugs (sugars jolt), getting hyper
Cheetos=addictive drug metaphor (officially hooked, crave)
35. Alcohol Ads Some ads kids are more likely to see than adults (times)
Smoking & alcohol use are more prevalent in film and TV than in real world
Children more like to smoke or drink when exposed to ads
36. Selling Violence Playing video games was positively related to aggressive behavior and delinquency