(k6) Kids are predictable.
Just as "Baby Books" can accurately predict the normal physical growth patterns, so also psychology books and studies can predict the typical patterns of mental and psychological development. Obviously, every person is a unique individual. But, as a group, patterns can be recognized.

Parents and teachers use these ideas and guidelines to help kids grow. Advertisers use the same ideas to persuade kids to buy things.

Most American kids are first introduced (about 2 years old) to becoming consumers when they begin riding in mother's shopping cart at the supermarket. Quickly, they catch on to the basic idea that they can "ask" (with noises and pointing fingers) for things. Later, they know they can -- with varying success -- plead, demand, cajole, bargain, whine, pester, or throw a tantrum to try to get what they want. Pester Power!

At home, during the next four years, before they reach 1st grade, these very young children will see over 100,000 commercial ads as they watch TV.

Later, when they enter elementary school, they leave the house more often. They begin to have a social life with other children, other little consumers. That's when peer pressure really begins!

Most kids think they know a lot about ads because they can recall so many surface details: the presenters, the visuals, the words -- basically, those things the advertisers want us to recall.

But, most people don't think about ads, systematically or coherently. Most people, young or old, really know very little about the underlying structure and strategy of ads as "units of persuasion." Roy Fox's research interviews of elementary school students (in Harvesting Minds) confirmed that: "students seemed oblivious to the likelihood that any external people were involved in making or telling this story. Kids saw no human being behind the message, no mediator calling the shots from the outside. Kids were very aware of the commercial's internal narrative, but they seemed oblivious about its external story -- the who, what, where, when, why, and how of the ad's construction."


Read what advertisers know -- and say -- about kids as a target audience.

Advertisers try to divide this huge youth market into sub-sections based on age, gender, attitudes, lifestyles, and so on. For example, a recent book The $100 Billion Allowance: Accessing the Global Teen Market , Elissa Moses generalizes about teen consumers and advises advertisers how to target each segment. Using a two way grid (conformists & nonconformists; inner-directed & other-directed), she labels 6 kinds of teens:

Thrills and chills: hedonistic, affluent, active, hip, experimental, popular.
Upholders: conformists, traditionalists, family-centered, reliable
Quiet Achievers: ambitious, determined, restrained, inner directed
Resigned: low expectations, alienated, dreary, cynical, punk rockers, burn outs
Bootstrappers: hard workers, achievers, success and money oriented
World Savers: altruists, do-gooders, idealistic, romantic, sociable


Often we think of the affluent hedonists as being the only target of advertisers, but even the alienated burn outs get the attention of sellers. Teen age rebellion against "conformity" is quite predictable. Ironically, these rebels will all conform within their group to the same fad, wearing the same "nonconformist" hair styles and clothing as a "badge" of identification with their group. So it goes.


Promo for the book What Kids Buy and Why:

"Based on the latest child development research, is chock-full of provocative information about the cognitive, emotional, and social needs of each age group. This book tells you among other things—why 3-through-7-year-olds love things that transform, why 8-through-12-year-olds love to collect stuff, how the play patterns of boys and girls differ, and why kids of all ages love slapstick."


Check out: Alissa Quart, Branded: The Buying and Selling of Teenagers (Perseus, 2003)


Gene Del Vecchiosee, Creating Ever-Cool: A Marketer's Guide to a Kid's Heart

Chapter 1 Kidquake: A Turbulence Measuring More Than $160 Billion
Chapter 2 Targeting a Kid's Heart and Attaining "Ever-Cool"
Part II: The Child's Psyche
Chapter 3 Touch the Boy's Psyche
Chapter 4 Touch the Girl's Psyche
Chapter 5 Understand Their Fears
Chapter 6 Help Them Gain Control
Chapter 7 Embrace Their Fantasies
Chapter 8 Gratify Their Senses
Chapter 9 Be Sensitive to Their "Age-tude"
Chapter 10 Understand Their Reference
Groups' Connection to "Cool"
Part III: A Kid's World and Culture
Chapter 11 Investigate Their Newfound Awareness
Chapter 12 Understand Their Shifting Family Structure
Chapter 13 Find Opportunities in Their Educational Arena
Chapter 14 Analyze Their Play
Chapter 15 Live in Their Special World
Part IV: Marketing to a Child's Heart
Chapter 16 Develop Kid-Appealing Products
Chapter 17 Develop Kid-Appealing Advertising
Chapter 18 Develop a Research Program
Chapter 19 Attain Standards and Ethics
Chapter 20 Create a Lifelong Relationship


Peer Pressure

Betsy Taylor, What Kids Really Want that Money Can't Buy: Tips for Parenting in a Commercial World (2003) ---- For a PDF brochure, go to: newdream.org

"In a country where shopping is the most popular activity (No.1 is watching TV), the drive to acquire is strong.... an earlier poll of 12-to-17-year-olds showed that the average kid nags nine times to get a product his parents refuse to purchase; about half the parents finally give in.

Nearly 6 out of 10 kids say they feel pressure to buy stuff to fit in. Jason (13) says: 'Early on, we learn that if we don't conform in dress, speech and mannerisms, we will not fit in with the 'cool kids.' As teens, if we don't have a car, we might as well be lepers. I don't want to play that game and pretend to be something I'm not.'"


Study shows young generation's brand-name playgrounds
By Diane Scharper, Special for USA TODAY


Today's 9- to 13-year-olds have grown up faster with more disposable income than any previous generation. Interactive and demanding, these kids were born with a mouse in their hand and a computer screen as a window on the world, says BRANDchild by Martin Lindstrom, a British marketing expert. The book is based on a study of 2,000 tweens in Brazil, China, Germany, India, Japan, Spain and the USA, a cross-section of economies and Western and non-Western cultures. One conclusion: Tweens spend about $150 billion a year, and influence their parents to spend another $150 billion.

BRANDchild presents a fascinating portrait of these kids, with insights for global marketers, as well as tweens, their families and teachers. What motivates this generation? Fear, fantasy, mastery, humor, love and stability. What appeals to them? A product's mirror effect (using Barbies to imitate grown-ups); collection value (Lord of the Rings and Harry Potter cards); and gaming ability (computer games with astounding graphics).

Not only do they influence parents' purchases of food and entertainment, but they also influence purchases of items such as mobile phones and cars: "In almost one in three households as seen in this multinational study, parents ask for their kids' advice when buying a new car."

They are connected: About 10% of urban tweens across the globe have their own Web pages; 45.7% use the Internet regularly (72.8% in the USA).

There is a steep price for all this. Tweens have less imagination and creativity than earlier generations. The fact that tweens demand instant gratification doesn't leave much time to discover an interior life. This generation also tends to be insecure and depressed, feelings fueled by divorce rates, crime, the Sept. 11 attacks and war threats. Not surprisingly, fear is a primary motivator for global tweens, and it can be "aggravated by the advertising industry, which structures its messages on fear-based elements in order to capture new markets."

Increasingly, these kids turn to brand names for security and affirmation. And the ad industry has increasingly turned their homes, schools and playgrounds into brand showrooms. As one American 11-year-old said, "Brands are my life. Brands not only tell me who I am, but also protect me from problems." Tweens not only buy brands, they also lobby their parents for brands.

But as much as tweens wheedle their families, they aren't influenced by them. Peer pressure from tween leaders -- the Persuaders, Lindstrom calls them -- is what counts. The Persuaders set trends for Followers and Reflexives. Persuaders learn about trends from magazines and TV, which introduce kids to pop stars and music. And that is where tweens are tantalized the most. Pop stars create music that reflects opinions, shapes values and determines standards for behavior. Music also creates dreams. Dreams create brands and vice versa. "Dreams are hard currency in the life of a tween. Every brand and every product has to appeal to the imagination of tweens," Lindstrom writes.


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