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VTech Targets Tots With a Wee Wii
Beth Snyder
Bulik
Advertising Age
September 8, 2008
The average youngster first wields a video-game
controller at age 6, but one kiddie electronics marketer
keeps working to make that even younger.
Educational-toy company VTech has just launched
V-Motion, a video-game console for 3- to
7-year-olds—kind of a Wii for preschoolers. The company
is backing it with a marketing push this fall that
comprises TV, print, online and social media, including
seeding units to mommy bloggers.
The effort is part of VTech’s revived marketing strategy
to build a formidable brand presence in the
kids’-electronics market. The $1.55 billion Hong
Kong-based company sells cordless phones and consumer
electronics, but educational toys account for nearly 40%
of its sales. VTech reported that electronic learning
products were up 8% to $615.7 million in its 2008 fiscal
year, and the division’s North American sales were
$291.1 million, up 3.5%.
A lot of the division’s success has been riding on the
V.Smile TV and hand-held game systems, introduced in
2004. But as sales for V.Smile TV “mature,” as the
company put it in its most recent fiscal report, the
platform is accounting for a dwindling number of sales:
40.1% of the electronic-learning-products division’s
total in fiscal 2008 vs. 51% the year before.
Enter V-Motion, which adds wireless and motion
capability that gets kids off the couch, providing an
extra lure for moms.
Looking up
“We said, ‘Let’s turn guilt into gold. Let’s let moms
say yes to video games,’” said Julia Fitzgerald,
VP-marketing for VTech. “We focus on fun for the child
and an age-appropriate curriculum for mom.”
VTech is tapping into the trend of children playing
video games younger and younger. That trend is fueled by
the long-held desire of youngsters to do what their
older siblings are doing but also—as video gaming passes
its 30th anniversary—to do what their parents are doing.
The average age at which kids first use a video-game
console is now just 6.3, according to NPD Group’s Kids
and Consumer Electronics study. However, more than a
third of 4- and 5-year-olds have played some kind of
video game.
“We don’t create these trends,” Ms. Fitzgerald said. “We
do ask, though: What’s a better alternative for moms?
That’s what we set out to provide.”
NPD analyst Anita Frazier, who has seen firsthand the
longing kids have for “grown-up” video games—her twin
boys used to have Leapster hand-held games they referred
to as Game Boys—said it’s not just the kids who want the
video games.
Educational advantage
“Parents’ desire to jump-start their kids’ education
also plays a huge role in the popularity of these
products,” she said in an e-mail interview. “Having an
educational component is important to the marketing
because that is what makes it enticing to the parents to
purchase. Some parents may have an uneasy feeling about
just pure video gaming, wanting to limit their kids’
overall screen time, but if it’s educational, it makes
it much more acceptable, even desirable.”
The added physical movement that comes with V-Motion
might also appeal to parents. A study out this week in
the Journal of the American Medical Association found
that children burn four times as many calories playing
active video games as they do playing while sitting
down.
For its new marketing push, VTech is shifting its focus
away from talking to kids and reaching out directly to
moms. For instance, instead of buying traditional toy
media slots during Saturday-morning cartoons, the
V-Motion will get product placements on “The View,” “The
Ellen DeGeneres Show” and TLC’s “Jon and Kate Plus
Eight.” Ad agency Energy BBDO, Chicago (which VTech
hired in February), and longtime PR agency Edelman
helped prompt the company’s change in direction with
consumer research.
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