VOLUME 38

Table of Contents

What We All Can Learn From Toys

What’s So Funny?

Is it a Sport, or is it a Game?

The Main Event: Tips for Successful Event Marketing


What We All Can Learn From Toys

By: Dave Siegel, President of WonderGroup

As a faculty member of the Toy/Game/Inventor Foundation® I had the opportunity to address the TGIF annual conference last month regarding things one can learn from past failures and successes.  Interestingly, it was the toy industry that first lead me, some 25 years ago, to realize what consumer package goods marketers could gain by properly marketing to the youth in America.  After all, it was the toy industry that first learned about the influence that children had on moms purchasing decisions, and the power of licensing, of doing research with children, and of actually marketing and advertising to children.
 
Now I find that by re-looking at some of the many toy failures and successes I've been associated with over the years, there is again a lot to be learned.
 
The cases I presented at the TGIF conference included:

• Roboforce - One of the biggest action figure failures in the industry.  Rather than launch a few action figures to start with, Ideal Toy decided to launch an entire line of action figures, vehicles and playsets backed by a huge pool of commercials including a a :60 spot plus a music video and a 30 minute network special.  It bombed and basically took the company with it!

• Rosie, the ring around the Rosie doll - A simple, beautiful baby doll launched by a smaller toy company (DSI®) that did just one basic thing (sung "ring around the rosie".)  Up against the higher priced loaded dolls of Mattel® and even Tickle me Elmo®, Rosie became the #1 selling doll.

• Adverteasing - A trivia board game, given a creative highly attractive name versus its going-in name of "Ad-diction", backed by a very small advertising budget.  With just a relatively few dollars given to on-air DJ's to play the game on radio and create buzz, this game became #2 ( behind only Trivial Pursuit®), selling well over 1 million units its first year and spawned follow ups like Adverteasing II and Adverteasing Junior. 

• SuperSoaker® - A very small toy manufacturer (Larami) with a very small ad budget renamed its original gun called "Drencher", to "SuperSoaker".  Placing very tight media budgets in a short ad burst plus event marketing at places including Spring Break, helped create the world's best selling toy that year.  Larami eventually sold to Hasbro® for millions and millions of dollars and this author won a trophy (Effie®).

Learnings for everyone:
1. It’s the product stupid!  No matter how much money you spend in marketing and advertising, the product itself must be considered a huge winner by the kids.  Roboforce never had the appeal.  Play testing showed weakness, especially versus Transformers.  Rosie, and SuperSoaker had superior kid appeal and were huge successes despite small marketing support.

2. A name can help big time.  Both Adverteasing and SuperSoaker saw huge increases in consumer interest and retailer interest under their new names versus going-in working names of Ad-dicton and Drencher.

3. Buzz marketing, like the efforts behind SuperSoaker (through spring break and PR) and Adverteasing is worth more than all the money in the world spent traditionally.

4.  When it comes to kid products aimed at younger children, simplicity and attractiveness is what sells.  Rosie had the looks and its single singing function was highly attractive and playable by kids, as demonstrated in our upfront play tests.  We knew we had a winner!
Think of these simple learnings the next time you address your marketing plans for any product going to today's children.  The product, the name, the buzz the simplicity.  Sounds easy doesn't it???

5. Trophy's don't buy houses!  Sorry...just had to put this one in there!

Need some tips on product development, marketing or advertising to the tough tween segment?  Give us a shout.  You can reach me, Dave Siegel, at 513.357.2950 or dsiegel@wondergroup.com.

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What’s So Funny?

By: Adam Siegel, WonderGroup Account Executive and Editor of Youth University

“It is very important for marketers to keep their finger on the pulse of what’s funny with tweens because humor is one of the most powerful tools when wanting to engage them in advertising – and not only for its attention-grabbing properties.  As mentioned in WonderGroup’s book, The Great Tween Buying Machine, tweens see advertising as a test to their tentative identities so it is very important that they understand the messages that are given to them.  If they do not get it, they will blame the commercial, not themselves. 
One of the best ways in which to affirm to tweens that they understand the message is through humor.  A good, easy-to-understand joke or situation lets them feel that they are on the inside – a sign that they are growing up. 

However, a new trend emerging in tween humor presents a challenge for marketers who want to follow this logic.  So, what’s funny now?  The answer if you’re a tween is anything that’s so wacky it doesn’t make sense or “is so stupid it’s funny.” 

We’ve established that humor is an excellent way to relate to tweens in advertising and that tweens need to understand the joke or else they will blame the advertising.  So, how can marketers possibly make this work if what tweens like to laugh at are things that are not understandable?  The key here is that these tweens know that they’re not supposed to understand this type of humor.  They are “safe” from embarrassment because they know that no one gets it. 

My tween niece and her friends recently pointed me to an excellent example of this kind of tween-appreciated humor.  Check out “The Llama Song” on albinoblacksheep.com and you’ll see that as long as something is over-the-top “stupid” or “wacky”, these tweens get it.  They are in on the joke and know that the message isn’t supposed to make sense.  AND THAT’S FUNNY!   

 

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Is it a Sport, or is it a Game?

By: Greg Livingston, Executive VP, WonderGroup

Years ago, one would read or hear tales of people who played chess by writing a letter to a friend indicating their next move.  Both players would have identical boards at their homes, and a game could take months or even years.  Today, take that same concept of remote competition, and change the timing to light-speed.

Today, when sports and action enthusiasts get together and play a tough game, then celebrate their victory or wallow in defeat, it’s just like the chess players of old, they may do so without ever having seen their competition.  

A recent article in USA Today (8/16/06) stated that “During the National Football League® regular season, nearly 37 million people spend an average of 50 minutes a week at work managing their fantasy teams comprised of real-life players tallying points based on statistical performance, according to outplacement consultants Challenger, Gray & Christmas®.”  The cost to corporate America in lost work time alone is estimated at over $1 billion dollars.  People talk about their fantasy teams as if they are the owners/managers/coaches and have a vested stake in every player.  

Does this new bevy of on-line and video game sports activities affect kids, tweens and teens? The answer is of course a resounding “yes!”   

For example: Sports Illustrated for Kids offers free fantasy sports leagues.  My tween and teen sons know more about the players and offense and defense formations than I could dream of, from drafting and playing on-line and video sports.  While at a professional football game this past weekend (yes our beloved Bengals were blown away by the perennially strong Patriots) my son was telling me what play was going to run based on the formation, and two adults next to us were talking about how well their fantasy football teams were doing, based on the action of the real game in front of us and the success of individual players in the game.

The Merriam Webster Dictionary defines Sport as 1: a source of diversion and 2: physical activity engaged in for pleasure.  Based on this description, playing an on-line combat or fantasy game in which you are competing with other individuals, using commands and movements based on the dexterity of your hand movements (with the new Nintendo Wii® product out this fall, controllers are based on full arm waving movements), then one could confidently state you are involved in a sport activity.  The play action is incredible in sports video games, from the popular Back Yard Sports®* franchise for younger kids, to the games targeted to older kids and adults like NCAA®, Madden®, and FIFA World Cup® Soccer.  Kids are calling the shots with regard to play action decisions and strategy.  One would have to agree that the day of casual, non-involved sports observers has given way to engaged and involved, interactive sports and sporting enthusiasts.

The concept of participating, even if virtually, in sport is becoming commonplace.  Brands should look for ways to tap into this new lifestyle trend.  For some, that may include incorporation of your brand in virtual sports programs, just like companies do today with live-action sports events (sponsorships, product placement, etc).  An example of this would be the “Gatorade” moment at the end of real-life sports victories when the coach is dowsed by the players could easily be replicated in winning on-line moments.  Brands can tie-in with Fantasy Sports leagues targeted to the younger audience, and provide information and special features.  This is not a fad or trend, but a component of lifestyle that is already in-place and will continue to grow.

* WonderGroup provides advertising, interactive, packaging and promotional services for Humongous®’s Back Yard Sports brand.

 

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A New Approach For Tween Reading 

By: Erica Minton, Copywriter at WonderGroup

thelonius.jpgOn a recent trip to Borders®, I ran across a new book for kids (target age 9-12), called Travels of Thelonius: The Fog Mound.  This is the first in a series of books in which the chapters alternate between straight text and a graphic novel treatment. 

There has been a definite increase in the popularity of graphic novels since movies like Sin City (based on a graphic novel) have come out, but this is the first effort I have seen to introduce the format into children's literature.  This takes illustration to a new level.  Since every other chapter is almost like a comic book, the book could make reading more fun, more engaging and suited for more reading levels. 

The graphic novel portion of this book is used well, always in places where there is heavy action that is better visually seen than read. Hopefully this kind of book becomes a tool for reluctant readers, who need more visual appeal to really get into their reading.  If books are going to remain a competitive vehicle for entertainment, and even instruction, better use of artwork and visuals can certainly help.  Who knows? Maybe authors of educational text books could even learn a thing or two from Travels of Thelonius.

 

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Thanks for reading!  If you have any questions or comments or would like to submit a possible idea for an article in an upcoming issue of Youth UniversityTM, please e-mail the editor, Adam Siegel at asiegel@wondergroup.com.

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We hope you find Youth UniversityTM valuable and helpful. WonderGroup, a full-service youth marketing agency provides services including: Advertising, New Product Development, Research and Promotions.  You can learn more about WonderGroup by visiting WonderGroup.com, or by calling Dave Siegel, dsiegel@wondergroup.com at 513.357.2950.

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