How Advertising
Is Becoming
Child's Play
Janet Raloff
Science News
Online/ July 29,
2006
Not long ago,
food advertising
appeared
primarily in
newspapers,
magazines, and
television.
Today, though,
manufacturers
are embracing
new media to
ever more
effectively
target their
youngest
consumers:
children. A new
study conducted
for the Henry J.
Kaiser Family
Foundation
analyzes how
these companies
are feeding
their messages
to tots.
The number of
Web sites
hosting pages
for children is
large and
growing, the
study found.
Most Web sites
developed by
major food
companies
disguise at
least some of
their commercial
messages as
online
entertainment,
says study
author Elizabeth
S. Moore of the
University of
Notre Dame in
Indiana. In
other words,
even children
whose parents
have taught them
that commercials
can contain
exaggerations
might not
recognize online
selling.
One gambit
that's popular:
online games
that reinforce
logos and
characters
associated with
a manufacturer's
products, such
as Ronald
McDonald or
Cap'n Crunch.
Many companies
have opted to
make these
so-called
advergames
competitive.
This encourages
return visits by
kids who want to
better their
scores or
graduate to a
higher game
level. And what
could be better
for a marketer
than having kids
recruit their
friends for
competition on
the Web site?
Companies call
this
person-to-person
spread of a
commercial
message "viral
marketing."
Make no
mistake, Moore
says,
advergaming
engages a lot of
children. More
than 13 million
U.S. youngsters
have access to
the Internet,
and she cites
Department of
Education
statistics
indicating that
approximately 64
percent of
children between
the ages of 5
and 14 with
access to the
Internet go
there to play
games. While a
television ad
may capture a
child's
attention for 30
seconds, she
notes that
youngsters may
spend some 25
minutes at a
gaming site.
Finally, while
economics and
nutrition may be
the focus of a
food marketer's
message to
adults, she
finds that sites
for kids "are
designed to be
playful and
highly
involving, with
'brand
immersion' as an
essential
objective."
Advergaming
is a concern for
many food-policy
analysts because
it threatens to
confuse the
already blurry
edges of what is
and isn't
advertising to
the most naive
segment of
society. The
health community
shares this
concern and
another: that
the foods
generally
promoted in the
new media tend
to be among
those
contributing to
the obesity
epidemic in
children—high-calorie,
fatty, heavily
sweetened, and
low-fiber fare.
"The world in
which children
encounter
advertising is
changing
rapidly,"
concludes Moore.
Her study—which
bills itself as
the first
comprehensive
analysis of the
nature and scope
of online food
advertising to
children—finds
that television
is still the
advertising king
and that "new
media such as
the Internet are
not displacing
television
viewing but
rather
supplementing
it."
What strikes
her most about
the Web sites,
she told
Science News
Online, "is
that this is a
very different
way of
communicating
with children."
Unlike a
television
commercial,
advergaming is
interactive and
can deeply
immerse a child
in the activity.
Says Moore, "we
really don't
know how
children are
responding" to
the Web sites'
messages, at
least in terms
of how those
children choose
foods.
Lots
to choose from
For her new
study, Moore
selected 96 food
brands that were
well known and
targeted to
children. She
then hunted for
any marketing of
these brands to
children on the
Web. Sites aimed
exclusively at
the parents of
young children
were excluded.
Eighty-two of
the brands
hosted Web sites
that either
directly
targeted kids or
offered online
content that
would interest
them.
Some 4,000
unique Web pages
were identified.
Trained judges
then graded each
page's content.
They evaluated
such issues as
the type of
material
featured; how
many times per
page a company
logo, character,
or brand
typically
occurred; how
many advergames
were available
per product or
featured brand;
and whether the
page included
other features,
such as
promotions,
membership
offers,
viral-marketing
efforts, and
movie or
television
tie-ins.
For instance,
the M&M candies'
site (mms.com)
features
interactive,
animated tie-ins
to the movie
Pirates of the
Caribbean: Dead
Man's Chest.
Talking candies
explain the
rules of
pirating.
Another, more
sophisticated
offering on this
site—aimed at
young teens—is a
virtual comic
book that
reveals,
page-by-page,
what happens to
candies in an
adventure story
dubbed "The
Swarm."
Overall,
Moore found, 70
of the Web sites
posted at least
one game
featuring food
brands, although
most sites had
considerably
more—one site
included 67
separate games.
Sites hosting
lots of games
tended to appeal
to young
children and
typically
featured puzzles
or games with
simple rules,
such as
memory-testing
games. In
others, like
Nestlé's
Bop-a-Pop (at
kids.icecream.com),
children would
earn points for
using a virtual
mallet to hammer
down frozen
treats that
randomly pop up.
But kids had to
pay attention,
because bopping
any of the frogs
that
occasionally
popped up would
take away
points.
Arcade,
sports, and
adventure games
predominated and
were usually
accompanied by
slick animation
and music. "The
clear emphasis
through the
games is
entertainment
and brand
reinforcement,"
Moore says. For
example, in
Bop-a-Pop, the
Nestlé ice cream
logo is on the
side of the
virtual arcade
game.
Moore found
that almost half
of all games
offer multiple
levels of play
and more than
two-thirds
awarded game
points. One way
to encourage
kids to stay at
a site: 71
percent of games
explicitly asked
a player whether
he or she wanted
to "play again."
An option on
some sites,
Moore found, was
the chance to
view movie
trailers or
standard
television
commercials. If
the viewer were
a registered
member at that
site, such
activities might
win stamps that
could later be
redeemed to play
special games
elsewhere on the
site. Moore
found that
slightly more
than half of the
kids' sites had
such television
commercials
available.
Another way
to blur the line
between product
endorsement and
gaming is to
offer premiums
via products.
For instance,
kids playing
Honeycomb
Monster Truck at
the Post Cereals
Web site (postopia.com)
might learn
about Postoken
codes inside
real boxes of
cereal. Getting
Mom to buy the
cereal and then
entering the
code online
would award a
player a "big
shield" for his
or her virtual
monster truck.
That shield
would reduce the
truck's
vulnerability to
sustaining
damage during a
game. Most of
these types of
activities
"directly link
consumption to
the quality of
the Internet
experience,"
Moore says.
Some sites
also offered
children the
opportunity to
customize their
portal—to make
the site special
to them—and to
send e-mails to
friends about
what they'd
seen.
When
is it an ad?
Even young
children can
generally tell
when the show
they're watching
takes a
commercial break
for messages
from its
sponsors. To
help reinforce
that
distinction,
federal law
prohibits
program-long
infomercials
aimed at kids or
products that
are sold by a
program's hosts.
It's often not
as easy for
children to
discern when a
Web site goes
"commercial."
Even when
kids do
recognize that
their Internet
experience is
advertising,
Moore asks, "Do
they really
care? Because
these sites are
fun,
entertaining,
creative, does
it affect how
children process
what they're
looking at?
These are
important new
issues."
The Post
Cereals site
contains small
print at the
bottom of each
page that reads:
"The games and
other activities
on this Web site
include messages
about the
products Kraft
sells." It's a
rare example of
a site that
exhibits
reminders that
even its
computer games
are ad-driven,
Moore says. "It
should be
recognized,
however, that no
published
research yet
exists that
shows how
effective these
. . . reminders
are for
children," Moore
notes, much less
where and how
such reminders
should be
displayed for
maximum impact.
Manufacturers
aren't only
clever in their
strategy for
winning
youngsters'
attention, Moore
notes, they're
also thrifty. A
typical
television
commercial in
2004 cost some
$7 to more than
$30 per 1,000
viewers expected
to watch it.
However, "there
are no
media-distribution
costs once a Web
site has been
created," Moore
says. The
result:
Advergames might
cost as little
as $2 per 1,000
youngsters
reached.
Quite a few
sites offer
sweepstakes or
other
contests—some
with highly
valued prizes,
such as a
Nintendo system
or a trip to
Nickelodeon's
movie studio in
Los Angeles.
Three quarters
of the sites
Moore studied
also offer free
take-home
"extras" to
further
reinforce brand
recognition and
extend the ad
experience.
Such extras
might include
downloadable
computer
wallpaper or a
screensaver that
features the
brand's logo or
characters.
Other freebies
include
printable
baseball cards,
masks, or
iron-on T-shirt
designs. Moore's
study notes that
some sites
offered party
invitations to
be e-mailed,
printable
shopping lists
for the next
time Mom would
go to the
grocery store,
and printable
light-switch
covers and
calendars.
A mere 7
percent of the
sites offered
health and
wellness
features, such
as exercise
journals,
brand-decorated
height charts to
print out, or
safe-cooking
tips.
Moore, of
course, is
hardly the first
to recognize the
potent appeal
that these Web
sites and other
types of
advertising can
have for
children.
Earlier this
year, the
Institute of
Medicine issued
a report
entitled
Food Marketing
to Children and
Youth: Threat or
Opportunity?
The institute
created the
report at the
behest of the
federal Centers
for Disease
Control and
Prevention
(CDC), which
wanted a review
of published
data on the
marketing of
food and
beverages to
children. CDC's
concern was the
rising incidence
of childhood
obesity .
This study
found that
overall, "more
than $10 billion
per year is
spent for all
types of food
and beverage
marketing to
children and
youth in
America." That
makes sense,
since children
are major
consumers,
spending more
than $200
billion
annually,
according to the
report. In fact,
it noted,
children "are
increasingly
making decisions
at younger ages
in the
marketplace,
either in ways
that are
independent of
parental
guidance, or as
agents
influencing the
choices and
purchasing
decisions of
their parents
and caregivers."
The leading
consumer
categories
affected by
children's
decision-making:
food and
beverages,
particularly
candy,
carbonated soft
drinks, and
salty snacks.
Not
surprisingly,
manufacturers
have acted on
such data,
according to the
Institute of
Medicine report.
It noted that
over the decade
ending in 2004,
"the rate of
increases in the
introduction of
new food and
beverage
products
targeted to
children and
youth
substantially
outpaced the
rate for those
targeting the
total market."
To do
list
The Institute
of Medicine
report offered a
list of
recommendations
to limit the
impact of
advergaming and
other marketing
strategies
promoting
unhealthful
foods. They
included:
- Getting
food and
beverage
makers to "use
their
creativity,
resources, and
full range of
marketing
practices to
promote and
support more
healthful
diets for
children and
youth."
- Developing
a new code of
conduct
governing
marketing to
children,
which should
limit the use
of
brand-linked
animated
characters to
the promotion
of foods
healthful for
children.
- And
directing "the
nation's
formidable
research
capacity" to
evaluate the
extent to
which
marketing
influences
food and drink
choices by
children.
Food-marketing
experts, such as
Daniel Acuff of
YMS Consulting
and the
Character Lab in
Arcadia, Calif.,
argue that the
nutrition
community needs
to go even
further,
fighting fire
with fire.
Manufacturers'
animated brand
mascots are fun
and compelling.
So, he argues, a
cadre of
child-friendly
superheroes
should be
extolling the
benefits of good
nutrition. Think
Popeye and his
spinach updated
for 21st-century
animation and
story lines.
In fact, one
lab experimented
with just that
idea last year.
Free Range
Graphics, run by
friends who were
Star Wars
fans since
childhood,
produced an
online parody of
Star Wars
timed to
coincide with
the commercial
theater release
of Star Wars
Episode III,
Revenge of the
Sith.
Starring
supermarket
foods, the
miniadventure
was titled
Store Wars: The
Organic
Rebellion
(see
Star
Wars Goes
Organic).
Indeed, the
animated spoof
extolled the
virtues of
organic farming
in a winning
fashion with
characters such
as Cuke
Skywalker, Darth
Tater, and the
wise and always
inspirational
Obi-Wan Cannoli.
Unfortunately,
Acuff observes,
such efforts are
rare, and their
impact usually
far less
compelling or
influential than
the effect of
cartoons and
games sponsored
by the fast
food, cereal,
and candy
companies.
Still, he says
the message is
getting through
to industry and
marketing
executives that
youngsters'
health is at
stake.
Personally, he's
in discussions
with the U.S.
Department of
Agriculture to
develop
healthful-eating
mascots and
diet-related
entertainment
for kids as
young as
preschoolers.
Moore says
that parents
also need to
play a role.
Indeed, she
recommends that
"parents sit
down with their
kids and look at
some of these
sites."
Afterwards, they
can discuss some
issues that
these sites
raise. Topics
might include
why a Web site
is encouraging a
child to send
out an
electronic card
inviting friends
to visit the
site, why it's
encouraging
membership, and
how the games on
the Web site
might be
prompting a
player to
purchase a
product.
Fortunately,
she notes,
online
technology can
be used to teach
children
nutrition, "and
we're seeing the
beginnings of
that because of
all of the
concern about
childhood
obesity." One
example: Kraft
Foods recently
announced that,
by year end, it
will advertise
only its
more-nutritious,
"better for you"
products on its
Internet site
for children. At
least some
companies are
"trying to be
very responsive
to how the
community feels
about such
issues," says
Moore.

References:
Institute of
Medicine.
McGinnis, J.M.,
J.A. Gootman,
and V.I. Kraak,
eds. 2006.
Food Marketing
to Children and
Youth: Threat or
Opportunity?
Washington D.C.:
National
Academies Press.
Available at
http://darwin.nap.edu/books/0309097134/html.
Moore, E.S.
2006. It's
Child's Play:
Advergaming and
the Online
Marketing of
Food to Children.
Kaiser Family
Foundation
Report (July
19). Available
at
http://www.kff.org/entmedia/7536.cfm.
Further
Readings:
Moreira, N.
2005. Soft
drinks as top
calorie culprit.
Science News
Online
(June 18).
Available at
http://www.sciencenews.org/articles/20050618/food.asp.
Raloff, J. 2005.
When kids eat
out. Science
News Online
(Oct. 8).
Available at
http://www.sciencenews.org/articles/20051008/food.asp.
______. 2005.
Docs shy away
from telling
kids they're
heavy.
Science News
168(Sept.
24):206.
Available at
http://www.sciencenews.org/articles/20050924/note18.asp.
______. 2005.
Star Wars
goes organic.
Science News
Online (May
21). Available
at
http://www.sciencenews.org/articles/20050521/food.asp.
______. 2004.
Honey, let's
shrink the kids.
Science News
Online
(Oct. 9).
Available at
http://www.sciencenews.org/articles/20041009/food.asp.
______. 2004.
When it's no
longer baby
fat. Science
News Online
(April 17).
Available at
http://www.sciencenews.org/articles/20040417/food.asp.
______. 2003.
School lunches
are struggling
to earn high
marks.
Science News
Online (May
17). Available
at
http://www.sciencenews.org/articles/20030517/food.asp.
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