Youth Marketing in the Broadband Era

Hip, wired, cool, outgoing, active, insecure, constantlyyouth marketing. It is significant to notice that most
online - is this the image of the youngster orof the biggest brands online (11) today are digital
young-minded person brands marketer in thechannels themselves. That is, if more than 80 % of
Westernised economies are chasing after? Why isall online sessions include a search (12), isn't it essential
this segment so important for marketing planning?to be strongly present in this medium?Satama
What should modern marketers know about thebelieves that brands need alternative means for their
digital channel and how should they use it? How canadvertising: alternative ways are needed to get their
they reach this important market and how shouldmessage across among youth and beyond. The best
they communicate with it?PHENOMENON: Youngstersdigital marketing can mean digital services instead of
are better informed than brand marketers.In theadvertising. Not everything has to go digital though,
global launch of Sony's PSP, several Asian consumerpeople still value tangible things, something for all the
electronics vendors were sued. Sony felt obliged tosenses. The digital channels enable youth to DO
take this action because youngsters and other eager"things" (e.g. they can get, create, share and influence
gamers, especially from Europe, saw the chance tothings that are relevant to them in a certain situation
get their PSPs already in summer 2005, while PSPand/or time. Moreover, brands can listen to their
was only introduced to the markets in autumn 2005.target groups through digital channels - interactivity is
Consumers placed their orders via the Internet tothe nature of these channels.Consequently, the
Asian vendors and goods were shipped via globalborders between marketers and content providers
delivery channels to gamers. For Sony, theseare blurring. At least, brands may be facilitating
companies were endangering its distribution andcontent. It seems that brands are forced to realize
launch strategy. The question remains: was this sortthat stories are becoming more important than
of legal counterpunch really worth it - and will similarproducts. Target groups want to associate
cases become a natural part of our global businessthemselves with the fascinating story of the brand
reality?Reaching and influencing the young-mindedand are willing to pay a premium of this connection.
segment is ever more challenging. ConsumptionThus we see that content can still be the king. We
patterns are shifting from mass-media towardsee also that the content can be professionally or
micro-media for the masses. Savvyend-user generated. But does it even matter how it's
media-empowered consumers, often under 25 yearsgenerated, if end-users want it! Satama believes
of age, are being influenced by trends from all overstrongly that increasingly there will be interesting and
the globe. The knowledge and adaptation of thesesurprising partnerships established between different
trends is sometimes even carried out at a fasterparties, old brands, and new digital brands. Movies,
pace than local marketers can introduce theirmusic, sports, retails, etc.Innovative channels are
products to the markets. At the centerpiece of thisneeded. A few examples of these are in-game
revolutionary behavior lies the broadband-acceleratedadvertising and event marketing. First, the gamer's
Internet.At first glance, global consumerism seems toworld is different (see box). Rules of human behavior
be great news for marketers: Global marketingand limits do not extend to this world. Anything is
works, campaigns are rapidly localized, consumers dopossible. So why do even the most modern
the marketers work themselves and thus fewermarketers stick to putting their brand in a game only
resources need be allocated to domestic promotions.as a billboard, static ad or what-so-ever. "Hello Mr.
Yet, is this really so? For many brands, marketing toBrand! The world it different out there!" This new
the empowered youth and young-minded segment isvirtual space can also influence how a game player
simultaneously a dream and a nightmare. For example,perceives the real world. Computer and console
knowledge such things as product bugs and negativegames form not just a "tiny hobby area for boys" -
experiences about features, design and usability,they totaled a ~€23bn area of business in
fly through the globe via networks as fast as the2005! Look at gaming rules. What if they were the
trends themselves. Consumers can tune into to therules of modern marketing - what would you do in
global opinion databases of any product 24 hours athis world for and with your brand? Could it be so
day (1). The internet-empowered consumer has morethat the best means for modern marketing emerge
perfect market information available than ever, andfrom the multi-complex world of game design, in a
more and more them are aware of their newway similar to how field interactive marketing sprang
powers.As rumors and experiences jump from onefrom birth of the digital channel in mid 1990s?Second,
country to another, the message the brand's agencySatama says that marketers have to invest in
tried originally to communicate does not remainmaking their events more innovative. It is good to
uninfluenced. Marketers easily lose control over theirhave an event and sponsor it. Yet, to make a lasting
campaign messages. In our wired and wireless world,memory among, for example, music festival
it can be a major challenge to repair this damage withparticipants, they need to be involved with the brand.
local initiatives, such as when a product obtainsWith over 500 event solution deliveries behind us,
negative feedback from consumers. For example, inSatama can now confidently state that using digital
2004-2005, the famous lock manufacturer,channels is the key to building before-during-and-after
Kryptonite, had to spend a substantial amount of itsevent experiences for participants. Segments,
marketing budget in activities to recover itsespecially the youth, try out new things more freely
reputation after an online site posted instructionswhen the involvement of the brand is higher - touch,
demonstrating how easy it is to open Kryptonitefeel, smell, experience - but use digital means to
locks with a plain ball point pen.Satama thinks thatexpand it beyond the conventional. For example,
modern marketing is all about creating a useful andSatama produced in 2005 for a Malaysian telecom
sustainable dialogue between the brand and theoperator, Celcom, an integrated 3G marketing
segment. With this we state that brands need tocampaign formatted around a TV reality show. The
shift from one-way push-marketing into listening toshow was supported by a website, two mobile sites,
their target groups more carefully, and be ready to aa viral campaign, push SMSs, MMS blogging, plus
dialogue with the target group in ways thatengagement marketing on the streets for Kuala
encourage them to be part of the brand experience.Lumpur. The outcome was outstanding: the target
Moreover, if an average Western consumer living in agroup, youth, was extremely passionate about the
city is daily exposed to more than 3500-5000show and the campaign became one of the most
marketing messages (2), we argue strongly that it ispopular TV programs during its
more than essential to find the means and methodsexistence.RECOMMENDATIONS:What might work?To
to cross the constantly increasing attention barrier.conclude, we've listed a number of recommendations
Satama sees that that this hurdle will not be crossedbelow that modern marketers should execute in
using only traditional means of marketing - newmodern marketing planning. These best practices
approaches are needed.BEHAVIOUR:I'm alive - I amexpand beyond the youth segment; they are actually
@ MSN - contact me!There will be over 600 millionthe core variables for realizing fresh, appealing, and
broadband connection subscribers worldwide by 2015,impact-oriented marketing operations. Moreover, we
versus about 200 million at the end of 2005 (3). Thus,claim that there is no brand that should not
who cares about numbers anymore? Who caresre-consider the impact of the internet on their brand
whether it is going to be 600 million people onpositions.1. BE INNOVATIVE AND DARE TRY OUT:
broadband or 400 million or 800 million? Offline versusThe best way to understand
Online - could not matter less - it's all about reachingthe emerging channels is through trial and error.
the target in the new mass location. Online life is hereKnowledge about how consumers behave is gained
- and the markets are massive. The youth segmentby making exploration rounds. In marketing planning,
is obviously the most experienced and skilled withobservational and various testing methods are
regard to digital channels. They've grown up withneeded, while in the execution phase proof is
them and thus these channels play a natural part incollected by measurement and metrics. Yet learning
their life on daily basis.When looking at the onlinehappens more and more through try and error. Thus,
presence of the young-minded segment in moreallow errors, but learn from them!2. ACTIVATE THE
detail, the findings are convincing. More than 78% ofLOGICAL SIDE OF MARKETING: Marketing is
the 18-24 age group was online in the US in late 2004extending beyond creative concepts - managers
(4) and more than 85 % of them had been onlineincreasingly call for ROI from marketing. Tracing and
more than three years. Europe lags a bit behind incalculating the effects of marketing in the digital
this, but the trend is clear. There is only onechannel is more possible than in any other channel.
conclusion a brand can take from this - being online isWe are committed to a process in which the
a must for successful campaigning!Furthermore,measurement of marketing should be planned as
Internet users from 12-17 years old say email is bestcarefully as well as the creative concepts currently
for talking to parents or institutions, but they areare within the conventional advertising channels. We
more likely to use instant messaging when talking tosee that brands should do much more to ensure that
each other (5). This is reflected even in commoncommunication motivates the segment to follow up
language expressions: "Being @ MSN" is a commonone action with another.3. BUILD BEHAVIOURAL
status of being alive, to exist amongst one's peers.KNOW-HOW.: More than ever, target groups are
The number of active friends in a typical MSN hotlisthopping about from one medium to another. It is
for the active segment aged below 16 liescrucial to be present wherever the target group is.
somewhere between 20 to 40 invitees.As the online channel plays a significant role in modern
Consequently, the Dutch telecom service operator, Hi!behavior, it should be a high priority in any corporate
(A subsidiary of KPN Mobile), leverages the MSNplanning. Satama believes that knowing a target
phenomena aggressively in its marketing. Itsgroup's behavior and developing your digital service
"Chatman" character offers a subscription thoughbased on their needs, is the key to online success.4.
which youngsters (or any other MSN MessengerOPINION LEADERS BRING CREDIBILITY: Each peer
user) can be "present" in the chats though not ingroup is influenced by its thought leaders. Especially
front of their screens, thus appealing to thefor the youth segment, involving leaders involves the
self-esteem of the identity seekers. Check me out -target group and extends events into virtual space
I am always online!In the broadband era there is noby building before-during-after experiences. Leverage
returning to life before it. Generation C (C=Content)the mobile channel innovatively with leading consumer
(6) is producing its own content with powerful PCsbrands and remember to also market offline.5.
and making it available to their peers via dedicatedLISTENING AND NETWORKING: Understanding the
sites or Peer-to-Peer networks. While baby boomerscontext of communications is the key to making
(born before 1960) had to learn what mass media is;communications work effectively with your target
and while Generation X (born 1960-1975) grew upgroup. A successful marketer must dare to listen and
with television and 1st generation video games (andreact - it's not about push, its about listening skills.
are now focusing on their peaceful family lives withRelationships with challenging target segments, such
high debt ratios); the new Generation Next/Idolsas youth, take place across the innovative spectrum
Content (Born after 1975) member is a born mediaof relevant media channels. We believe that the
multi-tasker. If their own preferences are not metcreation of online communities and the provision of
with the offering from traditional channels, there istools for natural networking can help a brand grow
always an alternative: the online service.The newcloser to youth.6. PARTNERING: Dare to take
on-demand-consumption (7) of content is somethinginnovative approaches and to closely co-ordinate with
of a Pandora's Box. Once opened, the consumerspartners. It is not about trying to do thing alone -
learn that there is access to a basically limitlessother brands are struggling with the same challenges.
amount of content within one's own preferenceWhy not to find credible allies to boost one's own
setting (8). Consumers will no longer be happy andgoals? It's all about intensifying openness, discussions
satisfied only with content fed to them by mediaand trials with different kinds of partners. For the
companies. They want to influence, get what theyyouth segment, it is of utmost importance to do
want - now, everywhere, anytime. And they demandmarketing with partners who are credible for the
this from the media company who is now strugglingsegment. Find them and work with them!7. FRESH
with decreasing profits - not an easy equitation toAND UNIQUE: Satama believes that brands should
handle. Look at the music industry's falling salesprovide
figures and the reality of more music being availablemore and more unique content. The target should
then ever. Who is losing, who is winning?be to increase the number of regular visitors by
Gatekeepers losing, consumers winning? The "longoffering fresh, up-to-date, and attractive content.
tail" (9) effect enables more streams than just theInvestments into one's own IPR creation and
few offered by media conglomerates. We will see aimagination may prove to be very successful in
lot more popular performances and peer group starsmaking the difference. The digital environment allows
outside music charts and mainstream movies.FRESHfor faster reactions and launches than any channel
APPROACH FOR MARKETEERS;Be part of living -before it.8. CREATE SUSTAINABLE
online!Young-minded people are much moreCOMMUNICATIONS: We see that brands should aim
heterogeneous in their needs for marketing thanto establish a dedicated communications channel for
more settled "30-somethings" with family and kids.its segments. This communications platform is a much
Youngsters are constantly in a process of findingmore powerful approach than transitory online
defining their own identity/independence. The needscampaigns. Content within this kind of marketing
of a 14 year old differ radically from the ones of anfocused online service should be based on specific
18 year old. This identity seeking is often expressedinterest areas to create a communications arena that
through subcultures (skaters, Goth, manga,is more like a media channel operation than a
sudoku-players, ravers, etc.) and identification withmarketing-only operation.At Satama we believe that
strong opinion leaders' behavior (pop-stars, idols,marketing planning should move from advertising
sport-stars). If a marketer wants to segment theplanning toward planning and measuring the actual
youth market, they should carefully distinguish trendsimpact of integrated actions. In the 1990s the key
and subcultures within the age groups andslogan most marketers were repeating throughout
demographics.When affiliating with subculturesthe globe was: "The media is the message". In
(skateboarding / snowboarding / DJ-ing / graffiti) ortoday's turbulent, networked, and dynamic business
artists (Pepsi and Britney Spears) brands need aSatama asserts that: "Behavior is the message". It is
deep, long term commitment to actually gainnot only about where you are, but how strong an
credibility amongst youth. This can be gained only byimpact you can create with your target group!You
being positively credible among the peers andcan download this article with images from our
locations where the segment naturally moves andcorporate blog, See e.g. or
meets. A brand should never pretend to be a2 J. Walker Smith, 2005
teenager when its not. The way young people3 Quantum-Web, 2005
communicate is unique, and pretending will show4 ComScore Media Metrix, 2004
through. The greatest thing a brand can attract to5 Pew Internet and American Life Project, 2005
itself and benefit from is a passionate end-user6 Trendwatching.com, 2005
community, for example Apple's fanatic user base, or7 Business Week, Nov, 2005
MTV's outstanding success since 1980s.The digital8 so called "long tail", Wired, May, 2004
channels are on a winning streak for the time and9 See
attention span of the youth segment. Thus, they are10 IRC= Internet-relay-chat, see
extremely important for marketers. Even as recently
as early 2000, the digital channels' key role in11 e.g. Google, AOL/Warner, Vodafone, MSN, Skype,
communication was to support other channels, likeiTunes
print or TV. Now, at the dawn of the broadband era,12 Google, 2005Tommi Pelkonen (tommi.) works as
it seems that TV, radio, and print media are likea senior consultant specialising in mobile
"gateways" to digital channels. Viral marketing throughtelecommunications, digital marketing communications
forum discussions, IRC channels (10) etc. are alreadyand business strategy formulation at Satama
used. Traditional advertising methods (includingAmsterdam. He has worked on multiple
internet advertising, e-mail marketing, and searchmobility-related business projects. Prior to Satama,
marketing) do not provide enough answers. It is notTommi Pelkonen worked as project manager and
about whether to use digital channels or not, it issenior researcher in LTT-Research Ltd ( analysing the
rather about what other channel to use to get trafficdevelopments in the Finnish interactive service
to the online channel.The very diverse digital channelsprovision markets. (Econ.) Pelkonen has authored
and ways of communication are still difficult terrainseveral publications of the North European digital
for advertisers. Satama thinks that the role of digitalmedia landscape. His latest report (2006, forthcoming)
channels becomes important when they allow forwas analysing the mobile industry evolution in Finland.
communication between the members of a group orIn addition, Mr. Pelkonen has worked as IT-project
when they allow for the projection of icons. In othersupervisor and lecturer in the Information Technology
words, allowing communication between the targetProgram (ITP) at the Helsinki School of Economics (
group members is one of key success factors inTommi publishes also his own personal blog in Finnish.