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Marketing to Tweens &
Teens: Insights, Strategy
      and Tactics
   Presented by Bill Carter, Fuse
            July 2010


                                        1
                                    1
Contents

•   Teens & Tweens: Who They Are
•   Market Power
•   Technology, the Internet, and Social Media
•   Gaming g
•   Music
•   Sports
•   Fashion
•   Other Product/Cultural Trends




                                                     2
                                                 2
Fuse


                                Offices in Burlington
                                           Burlington,
                                 VT & New York, NY



                                                          For more information
              Founded in 1995
                                                         see fusemarketing.com




                                   Fuse develops
                                      marketing
                                   strategies that
   Brand Strategy
          Strategy,
                                    reach a mass
                                         h                         Fuse is a leading youth
                                                                   F    i    l di       th
PR/Social Media, Event
                                    market while                     culture marketing
  Marketing, Design,
                                     maintaining                      services agency
     Interactive
                                      legitimacy
                                 throughout youth
                                        culture



                                                                                                 3
                                                                                             3
Teens and Tweens: Who They Are




                                 4
Population


              Teens (Gen Y,
              Millenials)
              Mill i l ) and
                           d
             tweens (Gen Z,
          iGeneration, NetGen)
            are 8-19 year olds
           born between about
                1991-2002



Most ethnically
                            About 55
    diverse
                         million in total
generation to
                         or nearly 20%
 date (one in
                            of the US
                             f th
 three is non-
             33            population
Caucasian)




                                                5
                                            5
Born At The Right Time




    1991
                                       2001
Internet made         1996
                                   Wikipedia goes
   available      Ebay goes live
                     yg
                                       online
 commercially




                                                        6
                                                    6
Social/Environmental

• 83% will have more trust in a company if it is
                                         3, 7
  socially/environmentally responsible
         y                 y    p
• Nearly ¾ are more likely to pay attention to the
  company’s ,message if they are deeply committed
             3 7
  to a ca se
       cause
• 69% base their shopping decisions on a
  company’s social and environmental
       p y
                 3, 7
  commitments
• Almost 90% would likely switch brands (if quality
  and price are equal) if a second b d was
     d i                l)          d brand
                                  7
  associated with a good cause
• 66% consider a company’s commitments when
                      company s
                      7
  recommending it
                                                          7
                                                      7
Historic Concerns



                Money (and
                the current
                 recession)




 Independence
    ( DIY )
    (“DIY”)




                      Happiness



                                      8
                                  8
Free Time


             Friends   Gaming


                                 Movies/DVD’s
                                (mostly on the
     Music
     M i                         weekends/Su
                                   mmer)




TV
                  Free                 Internet
                  Time

                                                      9
                                                  9
Television

• Teens and tweens still watch a lot of TV – about
  two hours per day
             p      y
• While they watch TV, they multi-task: do
  homework, talk to friends on the phone, and spend
  time online
• Fuse Teen Advertising Study available for free
  download here
  (http://www.fusemarketing.com/Youth_Rese
  arch) in 2009 indicated teens approve of/think its
  appropriate for advertisers to reach them through
  TV (ranking it the highest among any media)


                                                        10
                                                       10
Market Power




               11
Market Power


                Spending power 6
              exceeds $200 billion
                   d       billi



They buy
products
                                          Gen Y
 that are
                                       influences
  either
                                        another
cheap or
      p
                                         $300 -
elite, not
                                          $400
  much                                           33
                                         billion
  middle8
 ground



              Spend an average 33 of
               $30 per mall visit


                                                       12
                                                      12
Where Money Is Spent

• Tweens spend money on entertainment and things
  they can use at home with their friends since they
     y                                             y
  are less independent
   • Video games, music, toys
• Teens spend money on activities away from home
  because they are more independent
   • Going to the movies eating out
                  movies,




                                                        13
                                                       13
Spending Habits

  More brand loyal than
  you’d think, more than
50% purchased the same
                              15% of total spending is      44% go to the mall at 1f
brand on two out of three
b    d     t      t f th                      1e
                                              1
                                  done online             least once every month
   of last shopping trips
      across all brand
                   32
        categories




19% of their disposable               5.6% on
                                                           14% buy four or more1f
  income is spent on          accessories/personal care
               1d                           1d            pairs of j
                                                            i    f jeans in a year
                                                                         i
      clothing                         items




                              10% of 12 – 19 year-olds
                                have their own credit
                                            1e
                                       card

                                                                                       14
                                                                                   14
Consumer Profile

• They are critical and highly savvy consumers
• Price is the number one purchasing factor for 70% of
                  2
  this population
• One-quarter consider brand names as an important
                                    2
  factor when buying new products
• They are turned off by blatant branding and the hard
  sell
                                                     8
• They like products that let them show individuality




                                                          15
                                                         15
Consumer Profile

• They want to discover products, but on their terms
  and in appropriate places
   • 52% of males and 38% of females “couldn’t care
     less” about advertising, while 44% say that it has
                                              2
     no impact on their purchasing decisions
• They are in constant contact with friends by cell
  phone, IM, email and online social networks
   • One-third say their friend’s opinions impact their
                            2
     purchasing decisions




                                                           16
                                                          16
Technology, the Internet, and Social Media




                                             17
Born Into Technology



Tweens and teens were 
born into a world that 
already included:
• 24 hour cable TV news and 
  entertainment 
         i
• Mobile phones
• Video gaming industry with 
  multiple console and hand‐
  held brands


                                18
Technology Usage


Technology              Approximate Percentage of 
                        Tweens/Teens Use
                        Tweens/Teens Use

Computer                80


Cell phone              80 (for teens)


DVD player              85


Gaming device
     g                  75




                                                     19
Internet


          Social 
          Media 
 Video 
 Video
                          Search
Sharing
      g
              Most 
              Most
             Popular 
           Destinations


                                   20
E-Mail


• E mail while still used by tweens and teens
  E-mail,
  continues to diminish in importance
• Rapidly being replaced by daily use of IM and social
     p y      g p           y    y
  media (Facebook and twitter in particular)
• Marketers should not expect youth to communicate
  with them by email but rather social media – nor
               email,
  should marketers consider e-mail a marketing tactic




                                                         21
New Sites

• How they learn about sites is critical for marketers
• Most important are referrals from friends (including
  discussions with friends on Facebook)
• Links from other sites are very important too




                                                         22
Mobile Phones

• Over 80% of teens have mobile phones and over
  50% of tweens have them
• In addition to talking to friends, they use mobile
  phones for texting, playing games, and taking
  pictures/video
  pict res/ ideo




                                                       23
Social Media


      Facebook

 MySpace




twitter        Tumblr
                        24
Social Media

• Connecting with friends is by far the most prevalent
  reason youth uses social media
• Meeting new people is not a key use, and should be
  noted by marketers trying to introduce their brands
  online




                                                         25
Gaming




         26
Who’s Playing

• Age gamers
   • Under 18: 31%
   • 18 to 49: 44%
   • 50+: 25%
• The average game player is 33 years old and has
  been playing for 12 years
• 61% of teens (80% males and 42% females) play
  video games in a given week
• 38% of all players are women




                                                    27
Frequency

• Youth who game spend about one hour per day
  doing it
      g
• They purchase just a handful of new games per
  year




                                                  28
Consoles & Handhelds

• Most videogame play is on a console
   • PS and XBOX
• Tweens and teens also do a significant amount of
  gaming online/through websites
• T
  Tweens are more likely t use a h dh ld th a
                    lik l to      handheld than
  teen
   • Wii and Gameboy   y
• Fuse’s Teen Advertising Study in 2009 found that
  only 10% of teens think in game advertising is
  acceptable way to reach them




                                                     29
Casual Gamers

                                 More people spending more 
                                  time playing Web Browser 
44% of game players say they 
                                   mini‐games such as poker 
 play online for one or more 
 play online for one or more
                                 than playing “serious” Multi‐
                                 th     l i “ i ” M lti
       hours per week
                                  Player Online Role‐Playing 
                                 games like World of Warcraft




 The average adult woman 
                                The average adult man gamer 
  g
  gamer plays games 7.4 
         p y g
                                     plays 7.6 hours/wk
                                      l    76h      / k
         hours/wk




                Females average two hours of 
                         game play 
                more per week than they did 
                more per week than they did
                         a year ago
                                                                 30
Music




        31
Music Basics

                  Youth listen to music
                more than five hours per
                day – far exceeding other
                media and entertainment




Nearly half
  of teens
  prefer to                                   Most new
 buy music                                    music is
    online                                  found on the
   (digital                                 internet
                                            inte net and
downloads)                                  from friends
versus at a
retail store




                Even young teens spend
                 over $25 per month on
                         music



                                                            32
                                                           32
Downloads

• iTunes is the dominant player and as much as 7x
  more popular than its nearest competitor
• Amazon.com is surprisingly popular, while retail
  sites like FYE.com are not




                                                      33
                                                     33
Sports (Action Sports)




                         34
Importance

• Sports such as skateboarding, BMX and
  snowboarding that embrace individuality, creativity
                 g                        y,        y
  and style
• These sports have high rates of youth participation
                                             18
  and spectatorship (33+ million participants )
• For many, they are a complete lifestyle rather than
  j
  just an activity
                 y




                                                         35
                                                        35
Growth

• The fastest growing sports in the US are
          p
  action sports

 Sport             Total Participation*   6 Year % Growth**
 Surfing
 S fi              1,936,000
                   1 936 000              +38.8%
                                          +38 8%
 Skateboarding     10,592,000             +47.3%
 Snowboarding      7,110,000              +30.2%
 Wakeboarding      2.843,000              +26.2%
 BMX               2,642,000              NA
 Motocross / FMX
 M t               5,000,000
                   5 000 000              NA

 Freeskiing        3,500,000              NA
 Totals            33,623,000
                   33 623 000

                                                               36
                                                              36
Acceptance

• Teens today are the first generation to grow up in a
  society that accepts action sports
• Parents attend action sports events like they attend
  soccer or baseball games
• F iliti th t f t action sports continue to emerge
  Facilities that foster ti      t      ti    t
      • Skateparks (over 2,000 parks in existence)
      • Ski / Snowboard terrain parks
      • Action Sports Camps (Woodward, Point X
         Camp, Mount Hood)




                                                          37
                                                         37
Action Sports Influence

• Youth that don’t skate/surf/snowboard still want to identify
  with the lifestyles associated with these sports
• C
  Consumers can now b snowboard j k t f
                         buy      b d jackets from non-
  snowboard brands like Old Navy, black slim-legged
  skate/punk inspired jeans at the Gap or board short inspired
  sheets at Pottery Barn




                                                                  38
                                                                 38
Fashion




          39
Trends

• 48% of youth consider fashion and trends when
                       2
  making a p
         g purchase
• 26% females and 19% males say trends influence
                  2
  their purchase
• Thrift and vintage stores increased the most in terms
                                                  4
  of where young mostly people buy their clothes
• Spending on T-shirts denim jeans and footwear
                 T shirts,                footwear,
  specifically sneakers, have increased on average
                         4
  since spring of 2006
• Stores such as Target and H&M have
  commissioned well-known designers to create
  accessible well-designed products
              well designed

                                                           40
                                                          40
Denim

• Media exposure and visibility is on high end denim brands
  like Paper Denim and True Religion (
          p                       g    ($150 - $250 per p ),
                                                    p pair),
  but this is not a youth phenomena
• Youth generally spend under $40 per pair, but buy on
  average six-seven
  a erage si se en pairs per year
                                ear
• Levi’s still #1




                                                           41
                                                          41
Sneakers



                • Shoes as a             • Shoes as a               • Skate
          ism




                                                             kate
                                   ban
                  canvas,                  fashion piece,             inspired


                                 Urb
                  reflect                  rich designs
                                                designs,              footwear
    viduali




                                                            Sk
                  personality,             materials                  worn by
                  showcase                 (Swarovski                 skaters and
                  color                    crystals) and              non-skaters,
                  palettes,                textures,                  paired with
Indiv




                  allow for                themed                     skate and
                  design-it-               patterns and               higher
                  yourself                 colors,                    fashion
                  concepts
                        p                  alternative                apparel
                                                                        pp
                                           styles such
                                           as flats or
                                           heels



                                                                                      42
                                                                                     42
Other Product/Cultural Trends




                                43
Tech Integration




                                                      Oakley MP3 & Bluetooth
                                                           Sunglasses

                            Levi’s iPod Jeans
Kyono iPod Jacket




  Tunebuckle iPod Belt     Nike iPod Running Shoes
                                                     Burton / Motorola Audex
                                                                                44
                                                                               44
Limited Edition




            DC Shoes / New Era Set: 115 Sets



                                                            New Era Capture The Flag Series: 200
                                                                      Hats Per Issue




Obey Poster: 100 Produced
   y
                              Gorillaz Toys: 250 Produced

                                                                 5Boro Beastie Boys
                                                                                             45
                                                              Skateboard: 100 Produced     45
Collaboration




                         Nike SB / Futura



Vans/ Marc Jacobs                           Burton / Stash
                                                              46
                                                             46
Customization




                                   Nike ID




                                                   Boardpusher Custom
                                                      Skate D k
                                                      Sk t Decks

O’Neill Custom Series
   Board Shorts


                                             Burton Series 13
                                                                         47
                                                                        47
Q&A: Any remaining questions?




                                48
Please contact me with any question @
     bcarter@fusemarketing.com or 802 598 1008
     b t @f            k ti         802-598-1008
 *As a reminder, you can download this presentation at
licensing.org and download the Fuse Advertising Study
        g g                                   g      y
                from fusemarketing.com




                                                         49
Appendix




           50
Resources

1)   EPM Communications “Teen/Tween Crib Sheet.” <epmcom.com>.
      a.   Child’s Play Communications & Insight Research Group
      b.   Grunwald Associates
      c.   BuzzBack
      d.   Piper Jaffray
      e.   Harris Interactive
      f.   Simmons
      g.   Teenage Research Unlimited
      h.   Census Bureau

2)   “Price Matters, Celebrity Doesn’t For Teen, Young Adult Purchases.”
     PhatGnat, DK, Founder/President <phatgnat.com>. (Youth Markets Alert. 1
     Sept 2006.)
3)   Jayson, Sharon. Generation
     Jayson Sharon “Generation Y Gets Involved.” USA Today 23 Oct 2006
                                      Involved       Today.       2006.
     <usatoday.com>.
4)   “Youth Culture Study Reveals Consumer Market Trends.” TransWorld
     Business. 02 Oct. 2006. <twsbiz.com>.
5)   “Marketing to Teens & Tweens.” EPM Communications Report.
6)   “Generation Y Defined.” OnPoint Marketing and Promotions. <onpoint.com>.
7)   “Civic-Minded Millenials Prepared to Reward or Punish Companies based on
     Commitment t Social C
     C      it   t to S i l Causes.” CONE 2006 Mill
                                    ”            Millennial C
                                                        i l Cause St d
                                                                  Study.
     Business Wire. 24 Oct 2006. <businesswire.com>.
                                                                                 51
                                                                                51
Resources

8)    O’Donnell, Jayne. “Gen Y Sits on Top of Consumer Food Chain.” USA
      Today. 11 Oct. 2006. <usatoday.com>.
9)    Kharif, Olga. Everyone s
      Kharif Olga “Everyone’s Aiming at Satellite Radio ” BusinessWeek Online
                                                  Radio.
      13 January 2006. <businessweek.com>.
10)   MySpace.
11)   “XM S t llit R di Thi d Q t 2006 S b ib Additi
          Satellite Radio Third Quarter Subscriber Additions.” O bit
                                                             ” Orbitcast. 4
                                                                       t
      Oct 2006. <orbitcast.com>.
12)   “Music News.” What’s the Download? 13 Oct. 2006.
      <whatsthedownload.com>.
13)   “Music News.” What’s the Download? 19 Oct. 2006.
      <whatsthedownload.com>.
  )
14)   “Music News.” What’s the Download? 24 Oct. 2006.
      <whatsthedownload.com>.
15)   “SIRIUS Satellite Radio Third Quarter 2006 Subscriber Additions.” Orbitcast.
      4 Oct 2006. <orbitcast.com>.
16)   Ipsos-Reid’s Digital Music Research Study. TEMPO, 2004.

                                                                                      52
                                                                                     52
Resources

17) National Sporting Goods Association 2005 and 2006.
18) American Sports Data. 2002 -2005.
19) American Motorcycle Association
20) Freeskier Magazine.
21) “Mobile Gaming Grows.” Center for Media Research MediaPost
    Communications. 15 M 2006 <centerformediaresearch.com>.
    C        i ti      May 2006.       t f    di       h
22) Elliot, Stuart. “Tony Hawk’s New Trick: 2 Marketers in 1 Campaign.” New
    York Times. 23 Oct. 2006. <newyorktimes.com>.
23) GameSpot com
    GameSpot.com
24) Entertainment Software Association
25) “Sneaker Culture Changes + Predictions – Preview from ‘North American
    Youth Culture Study – Fall Report ’06 September 19 2006 ’” Label Networks.
                                       06           19, 2006.        Networks
    <labelnetworks.com>.
26) “IG Picks.” Trend Central. 22 Sep. 2006. <trendcentral.com>.




                                                                                  53
                                                                                 53
Resources

27)   “Cassandra Report Day 2: Mainstream Green.” Trend Central. 03 Oct.
      2006. <trendcentral.com>.
28)   Jesella, Kara. Grunge Good.
      Jesella Kara “Grunge is Good ” New York Times 22 Oct 2006
                                              Times.       2006.
      <newyorktimes.com>.
29)   “The Trendcentral Newsletter.” Trendcentral. 18 Sep. 2006.
      <trendcentral.com>.
30)   Fixins Sneakers. 26 Sep. 2006. <fixins.com>.
31)   Writer, Ghost. “DC Shoes X Methamphibian.” Hype Beast. 27 Oct. 2006.
        y
      <hypebeast.com>.
32)   “Teen Spending.” High School Newspaper Network. Dept Zero.
33)   Horovitz, Bruce. “Gen Y: A Tough Crowd to Sell.” USA Today.
                y
      <usatoday.com>




                                                                              54
                                                                             54

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Marketing To Tweens&amp;Teens Fuse Lima 2010

  • 1. Marketing to Tweens & Teens: Insights, Strategy and Tactics Presented by Bill Carter, Fuse July 2010 1 1
  • 2. Contents • Teens & Tweens: Who They Are • Market Power • Technology, the Internet, and Social Media • Gaming g • Music • Sports • Fashion • Other Product/Cultural Trends 2 2
  • 3. Fuse Offices in Burlington Burlington, VT & New York, NY For more information Founded in 1995 see fusemarketing.com Fuse develops marketing strategies that Brand Strategy Strategy, reach a mass h Fuse is a leading youth F i l di th PR/Social Media, Event market while culture marketing Marketing, Design, maintaining services agency Interactive legitimacy throughout youth culture 3 3
  • 5. Population Teens (Gen Y, Millenials) Mill i l ) and d tweens (Gen Z, iGeneration, NetGen) are 8-19 year olds born between about 1991-2002 Most ethnically About 55 diverse million in total generation to or nearly 20% date (one in of the US f th three is non- 33 population Caucasian) 5 5
  • 6. Born At The Right Time 1991 2001 Internet made 1996 Wikipedia goes available Ebay goes live yg online commercially 6 6
  • 7. Social/Environmental • 83% will have more trust in a company if it is 3, 7 socially/environmentally responsible y y p • Nearly ¾ are more likely to pay attention to the company’s ,message if they are deeply committed 3 7 to a ca se cause • 69% base their shopping decisions on a company’s social and environmental p y 3, 7 commitments • Almost 90% would likely switch brands (if quality and price are equal) if a second b d was d i l) d brand 7 associated with a good cause • 66% consider a company’s commitments when company s 7 recommending it 7 7
  • 8. Historic Concerns Money (and the current recession) Independence ( DIY ) (“DIY”) Happiness 8 8
  • 9. Free Time Friends Gaming Movies/DVD’s (mostly on the Music M i weekends/Su mmer) TV Free Internet Time 9 9
  • 10. Television • Teens and tweens still watch a lot of TV – about two hours per day p y • While they watch TV, they multi-task: do homework, talk to friends on the phone, and spend time online • Fuse Teen Advertising Study available for free download here (http://www.fusemarketing.com/Youth_Rese arch) in 2009 indicated teens approve of/think its appropriate for advertisers to reach them through TV (ranking it the highest among any media) 10 10
  • 12. Market Power Spending power 6 exceeds $200 billion d billi They buy products Gen Y that are influences either another cheap or p $300 - elite, not $400 much 33 billion middle8 ground Spend an average 33 of $30 per mall visit 12 12
  • 13. Where Money Is Spent • Tweens spend money on entertainment and things they can use at home with their friends since they y y are less independent • Video games, music, toys • Teens spend money on activities away from home because they are more independent • Going to the movies eating out movies, 13 13
  • 14. Spending Habits More brand loyal than you’d think, more than 50% purchased the same 15% of total spending is 44% go to the mall at 1f brand on two out of three b d t t f th 1e 1 done online least once every month of last shopping trips across all brand 32 categories 19% of their disposable 5.6% on 14% buy four or more1f income is spent on accessories/personal care 1d 1d pairs of j i f jeans in a year i clothing items 10% of 12 – 19 year-olds have their own credit 1e card 14 14
  • 15. Consumer Profile • They are critical and highly savvy consumers • Price is the number one purchasing factor for 70% of 2 this population • One-quarter consider brand names as an important 2 factor when buying new products • They are turned off by blatant branding and the hard sell 8 • They like products that let them show individuality 15 15
  • 16. Consumer Profile • They want to discover products, but on their terms and in appropriate places • 52% of males and 38% of females “couldn’t care less” about advertising, while 44% say that it has 2 no impact on their purchasing decisions • They are in constant contact with friends by cell phone, IM, email and online social networks • One-third say their friend’s opinions impact their 2 purchasing decisions 16 16
  • 18. Born Into Technology Tweens and teens were  born into a world that  already included: • 24 hour cable TV news and  entertainment  i • Mobile phones • Video gaming industry with  multiple console and hand‐ held brands 18
  • 19. Technology Usage Technology Approximate Percentage of  Tweens/Teens Use Tweens/Teens Use Computer 80 Cell phone 80 (for teens) DVD player 85 Gaming device g 75 19
  • 20. Internet Social  Media  Video  Video Search Sharing g Most  Most Popular  Destinations 20
  • 21. E-Mail • E mail while still used by tweens and teens E-mail, continues to diminish in importance • Rapidly being replaced by daily use of IM and social p y g p y y media (Facebook and twitter in particular) • Marketers should not expect youth to communicate with them by email but rather social media – nor email, should marketers consider e-mail a marketing tactic 21
  • 22. New Sites • How they learn about sites is critical for marketers • Most important are referrals from friends (including discussions with friends on Facebook) • Links from other sites are very important too 22
  • 23. Mobile Phones • Over 80% of teens have mobile phones and over 50% of tweens have them • In addition to talking to friends, they use mobile phones for texting, playing games, and taking pictures/video pict res/ ideo 23
  • 24. Social Media Facebook MySpace twitter Tumblr 24
  • 25. Social Media • Connecting with friends is by far the most prevalent reason youth uses social media • Meeting new people is not a key use, and should be noted by marketers trying to introduce their brands online 25
  • 26. Gaming 26
  • 27. Who’s Playing • Age gamers • Under 18: 31% • 18 to 49: 44% • 50+: 25% • The average game player is 33 years old and has been playing for 12 years • 61% of teens (80% males and 42% females) play video games in a given week • 38% of all players are women 27
  • 28. Frequency • Youth who game spend about one hour per day doing it g • They purchase just a handful of new games per year 28
  • 29. Consoles & Handhelds • Most videogame play is on a console • PS and XBOX • Tweens and teens also do a significant amount of gaming online/through websites • T Tweens are more likely t use a h dh ld th a lik l to handheld than teen • Wii and Gameboy y • Fuse’s Teen Advertising Study in 2009 found that only 10% of teens think in game advertising is acceptable way to reach them 29
  • 30. Casual Gamers More people spending more  time playing Web Browser  44% of game players say they  mini‐games such as poker  play online for one or more  play online for one or more than playing “serious” Multi‐ th l i “ i ” M lti hours per week Player Online Role‐Playing  games like World of Warcraft The average adult woman  The average adult man gamer  g gamer plays games 7.4  p y g plays 7.6 hours/wk l 76h / k hours/wk Females average two hours of  game play  more per week than they did  more per week than they did a year ago 30
  • 31. Music 31
  • 32. Music Basics Youth listen to music more than five hours per day – far exceeding other media and entertainment Nearly half of teens prefer to Most new buy music music is online found on the (digital internet inte net and downloads) from friends versus at a retail store Even young teens spend over $25 per month on music 32 32
  • 33. Downloads • iTunes is the dominant player and as much as 7x more popular than its nearest competitor • Amazon.com is surprisingly popular, while retail sites like FYE.com are not 33 33
  • 35. Importance • Sports such as skateboarding, BMX and snowboarding that embrace individuality, creativity g y, y and style • These sports have high rates of youth participation 18 and spectatorship (33+ million participants ) • For many, they are a complete lifestyle rather than j just an activity y 35 35
  • 36. Growth • The fastest growing sports in the US are p action sports Sport Total Participation* 6 Year % Growth** Surfing S fi 1,936,000 1 936 000 +38.8% +38 8% Skateboarding 10,592,000 +47.3% Snowboarding 7,110,000 +30.2% Wakeboarding 2.843,000 +26.2% BMX 2,642,000 NA Motocross / FMX M t 5,000,000 5 000 000 NA Freeskiing 3,500,000 NA Totals 33,623,000 33 623 000 36 36
  • 37. Acceptance • Teens today are the first generation to grow up in a society that accepts action sports • Parents attend action sports events like they attend soccer or baseball games • F iliti th t f t action sports continue to emerge Facilities that foster ti t ti t • Skateparks (over 2,000 parks in existence) • Ski / Snowboard terrain parks • Action Sports Camps (Woodward, Point X Camp, Mount Hood) 37 37
  • 38. Action Sports Influence • Youth that don’t skate/surf/snowboard still want to identify with the lifestyles associated with these sports • C Consumers can now b snowboard j k t f buy b d jackets from non- snowboard brands like Old Navy, black slim-legged skate/punk inspired jeans at the Gap or board short inspired sheets at Pottery Barn 38 38
  • 39. Fashion 39
  • 40. Trends • 48% of youth consider fashion and trends when 2 making a p g purchase • 26% females and 19% males say trends influence 2 their purchase • Thrift and vintage stores increased the most in terms 4 of where young mostly people buy their clothes • Spending on T-shirts denim jeans and footwear T shirts, footwear, specifically sneakers, have increased on average 4 since spring of 2006 • Stores such as Target and H&M have commissioned well-known designers to create accessible well-designed products well designed 40 40
  • 41. Denim • Media exposure and visibility is on high end denim brands like Paper Denim and True Religion ( p g ($150 - $250 per p ), p pair), but this is not a youth phenomena • Youth generally spend under $40 per pair, but buy on average six-seven a erage si se en pairs per year ear • Levi’s still #1 41 41
  • 42. Sneakers • Shoes as a • Shoes as a • Skate ism kate ban canvas, fashion piece, inspired Urb reflect rich designs designs, footwear viduali Sk personality, materials worn by showcase (Swarovski skaters and color crystals) and non-skaters, palettes, textures, paired with Indiv allow for themed skate and design-it- patterns and higher yourself colors, fashion concepts p alternative apparel pp styles such as flats or heels 42 42
  • 44. Tech Integration Oakley MP3 & Bluetooth Sunglasses Levi’s iPod Jeans Kyono iPod Jacket Tunebuckle iPod Belt Nike iPod Running Shoes Burton / Motorola Audex 44 44
  • 45. Limited Edition DC Shoes / New Era Set: 115 Sets New Era Capture The Flag Series: 200 Hats Per Issue Obey Poster: 100 Produced y Gorillaz Toys: 250 Produced 5Boro Beastie Boys 45 Skateboard: 100 Produced 45
  • 46. Collaboration Nike SB / Futura Vans/ Marc Jacobs Burton / Stash 46 46
  • 47. Customization Nike ID Boardpusher Custom Skate D k Sk t Decks O’Neill Custom Series Board Shorts Burton Series 13 47 47
  • 48. Q&A: Any remaining questions? 48
  • 49. Please contact me with any question @ bcarter@fusemarketing.com or 802 598 1008 b t @f k ti 802-598-1008 *As a reminder, you can download this presentation at licensing.org and download the Fuse Advertising Study g g g y from fusemarketing.com 49
  • 50. Appendix 50
  • 51. Resources 1) EPM Communications “Teen/Tween Crib Sheet.” <epmcom.com>. a. Child’s Play Communications & Insight Research Group b. Grunwald Associates c. BuzzBack d. Piper Jaffray e. Harris Interactive f. Simmons g. Teenage Research Unlimited h. Census Bureau 2) “Price Matters, Celebrity Doesn’t For Teen, Young Adult Purchases.” PhatGnat, DK, Founder/President <phatgnat.com>. (Youth Markets Alert. 1 Sept 2006.) 3) Jayson, Sharon. Generation Jayson Sharon “Generation Y Gets Involved.” USA Today 23 Oct 2006 Involved Today. 2006. <usatoday.com>. 4) “Youth Culture Study Reveals Consumer Market Trends.” TransWorld Business. 02 Oct. 2006. <twsbiz.com>. 5) “Marketing to Teens & Tweens.” EPM Communications Report. 6) “Generation Y Defined.” OnPoint Marketing and Promotions. <onpoint.com>. 7) “Civic-Minded Millenials Prepared to Reward or Punish Companies based on Commitment t Social C C it t to S i l Causes.” CONE 2006 Mill ” Millennial C i l Cause St d Study. Business Wire. 24 Oct 2006. <businesswire.com>. 51 51
  • 52. Resources 8) O’Donnell, Jayne. “Gen Y Sits on Top of Consumer Food Chain.” USA Today. 11 Oct. 2006. <usatoday.com>. 9) Kharif, Olga. Everyone s Kharif Olga “Everyone’s Aiming at Satellite Radio ” BusinessWeek Online Radio. 13 January 2006. <businessweek.com>. 10) MySpace. 11) “XM S t llit R di Thi d Q t 2006 S b ib Additi Satellite Radio Third Quarter Subscriber Additions.” O bit ” Orbitcast. 4 t Oct 2006. <orbitcast.com>. 12) “Music News.” What’s the Download? 13 Oct. 2006. <whatsthedownload.com>. 13) “Music News.” What’s the Download? 19 Oct. 2006. <whatsthedownload.com>. ) 14) “Music News.” What’s the Download? 24 Oct. 2006. <whatsthedownload.com>. 15) “SIRIUS Satellite Radio Third Quarter 2006 Subscriber Additions.” Orbitcast. 4 Oct 2006. <orbitcast.com>. 16) Ipsos-Reid’s Digital Music Research Study. TEMPO, 2004. 52 52
  • 53. Resources 17) National Sporting Goods Association 2005 and 2006. 18) American Sports Data. 2002 -2005. 19) American Motorcycle Association 20) Freeskier Magazine. 21) “Mobile Gaming Grows.” Center for Media Research MediaPost Communications. 15 M 2006 <centerformediaresearch.com>. C i ti May 2006. t f di h 22) Elliot, Stuart. “Tony Hawk’s New Trick: 2 Marketers in 1 Campaign.” New York Times. 23 Oct. 2006. <newyorktimes.com>. 23) GameSpot com GameSpot.com 24) Entertainment Software Association 25) “Sneaker Culture Changes + Predictions – Preview from ‘North American Youth Culture Study – Fall Report ’06 September 19 2006 ’” Label Networks. 06 19, 2006. Networks <labelnetworks.com>. 26) “IG Picks.” Trend Central. 22 Sep. 2006. <trendcentral.com>. 53 53
  • 54. Resources 27) “Cassandra Report Day 2: Mainstream Green.” Trend Central. 03 Oct. 2006. <trendcentral.com>. 28) Jesella, Kara. Grunge Good. Jesella Kara “Grunge is Good ” New York Times 22 Oct 2006 Times. 2006. <newyorktimes.com>. 29) “The Trendcentral Newsletter.” Trendcentral. 18 Sep. 2006. <trendcentral.com>. 30) Fixins Sneakers. 26 Sep. 2006. <fixins.com>. 31) Writer, Ghost. “DC Shoes X Methamphibian.” Hype Beast. 27 Oct. 2006. y <hypebeast.com>. 32) “Teen Spending.” High School Newspaper Network. Dept Zero. 33) Horovitz, Bruce. “Gen Y: A Tough Crowd to Sell.” USA Today. y <usatoday.com> 54 54