Digital Kids
Digital Kids
Consumer Culture*
Kathryn C. Montgomery
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by WebTV) will further transform this medium. Experts predict that, within the
next few years, these interactive services will become a communications, mar-
keting, retailing, and cultural medium similar in scope to what cable TV and
newspapers are today (Jupiter Communications, 1999b).
Driving the growth of the digital technologies is the promise of e-commerce,
which is already expanding at a rapid rate. Although few, if any, companies on
the Web have yet to make any money, the potential viability of the digital
marketplace has generated major investment in the many on-line ventures. The
recent spate of mergers and “strategic alliances” within the media, communica-
tions, and retail industries is intended to position these newly configured corpo-
rations to take advantage of the potentially huge profits of the digital era
(Wieffering, 1999). The Internet generated approximately $300 billion in U.S.
revenues in 1998, a figure approaching that of the automobile industry. Consum-
ers spent $8 billion buying computers, books, CDs, clothing, and other items
through the Internet in 1998 (Leibovich, Smart, & Dugan, 1999).
Digital kids
As “early adopters” of new media, children and youth are, in many ways, the
defining users of the digital media. Even as the digital future is still unfolding,
electronic media are already playing a significant role in the lives of [U.S., edi-
tors’ note] children and teens, many of whom enjoy access to their own personal
media devices. Among children ages 6 to 17, for example, 86% have access to a
VCR (23% in their own rooms); 70% have a video game system at home (32% in
their own rooms); 50% have a TV in their own room; 40% have their own
portable cassette or CD player; and 35% have their own stereo system (Roper
Starch Worldwide, 1998). Although TV remains the dominant media pastime for
children (who watch an average of 17.2 hours per week, along with another 5.5
hours watching videotapes), the time spent in front of that screen is declining,
while the time spent in front of the computer is going up. However, as a study
by the Annenberg Public Policy Center of the University of Pennsylvania points
out: “Rather than displacing television as the dominant medium, new technolo-
gies have supplemented it, resulting in an aggregate increase in electronic media
penetration and use by America’s youth” (Stanger & Gridina, 1999, p. 2).
Families with children represent one of the fastest-growing segments of the
population using the Internet. In 1998, according to Jupiter Communications,
approximately 8.6 million children and 8.4 million teenagers were on-line, fig-
ures that are expected to grow to a combined 38.5 million by 2002 (Jupiter
Communications, 1999a). According to an October 1998 study from the Graph-
ics, Visualization, and Usability Center at the Georgia Institute of Technology,
32% of 11- to 20- year-olds spend 10 to 20 hours a week on-line. Among that age
group, according to self-reporting, 18.6% of this time is spent on entertainment,
17.1% on education, 16.3% on personal information, 16% on “time wasting”,
11.8% on communication, 8.2% on shopping, 7.8% on work, and 4.2% on other
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One to one
Since it was published in 1993, The One to One Future, by Don Peppers and
Martha Rogers, has become the bible for on-line marketing, spawning an entire
generation of handbooks, seminars, articles, and conferences (Peppers & Rogers,
1993). Sometimes called “relational marketing”, the strategy is based on the
principle of developing unique, long-term relationships with individual custom-
ers to create personalized marketing and sales appeals based on their individual
preferences and behaviors. “Interactive technology”, espouses Peppers (1999),
“means that marketers can inexpensively engage consumers in one-to-one rela-
tionships fueled by two-way ‘conversations’ – conversations played out with
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Digital Kids: The New On-Line Childrens Consumer Culture
In response to complaints from the Center for Media Education and other
consumer groups, Congress passed the Children’s On-line Privacy Protection Act
(COPPA) in 1998, which directed the Federal Trade Commission to develop
rules restricting some of these data collection practices and requiring parental
permission for collection of personal information from children under 13. (See
the section “Need for Safeguards” for a fuller discussion of COPPA.) But market-
ers are continuing to devise other techniques for gathering personalized infor-
mation and establishing ongoing relationships with children. For example, a
number of children’s websites now ask children to sign up for on-line “newslet-
ters”, which are sent to their e-mail addresses on a regular basis and are little
more than thinly disguised advertisements for products (Center for Media Educa-
tion et al., 1999).
This and other forms of Internet-based marketing do not even require knowing
the real name and address of the individual, since the relationship can be estab-
lished and maintained solely on-line. With the increasing innovation in technol-
ogy, it has become unnecessary to ask individuals to volunteer personal infor-
mation about themselves. Technological methods can be employed to develop
and maintain “customer identifying data”, making it possible to track customers’
behavior, target them with personalized marketing messages, and marry the
information from individual websites with that from other sources (Givens, 1997).
Indeed, it is this ability of computer-based technologies to combine personal
information from a variety of sources that makes them so potent, and threatens
consumer privacy.
As more sophisticated computer interfaces are developed, the potential for
more compelling and engaging forms of one-to-one marketing is growing. The
next generation of digital marketing will employ human-like “interactive charac-
ters” to “build relationships based on familiarity, affection, and trust” (Hayes-
Roth, 1999, p. 61). Digital television, which has already begun operating in some
cities, will make possible another level of data collection and microtargeting by
linking the moving image and sound of television with the interactive capabili-
ties of the Internet (Larson, 1998).
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Branded environments
Not only are marketing and advertising woven into many children’s content
areas, but the Web has spawned a new genre of sites in which the product is the
content. In many ways, this pattern turns the concept of sponsorship and adver-
tiser-supported programming on its head. Almost all of the major companies that
advertise and market to children have created their own websites, designed as
“branded environments” for children on the Web. Many are among the most
popular sites visited by kids. Companies such as Hasbro, Mattel, Frito-Lay, and
Lego are just a few that have created websites for children. Emblematic of this
trend is Mattel’s Barbie.com site. Positioning itself as a community for girls –
with links to high schools and other “.orgs”, the site offers a variety of on-line
activities designed to appeal to girls, such as sending e-postcards, receiving
newsletters, entering contests, and “voting” for their favorite Barbie. The site
profiles many of the popular doll’s new personas (including Soccer Barbie, Pet
Lovin’ Barbie, and Vintage Spring in Tokyo Barbie) as well as many of the classic
styles. Following its successful Barbie Fashion Designer CD-ROM, the site also
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gives girls the opportunity to design their own personalized Barbie, choosing
from an inventory of physical features, clothing styles, and personality traits. The
personalized Barbie can then be custom-made for that child and purchased on-
line for $39.95 (Thompson, 1999).
The development of “brand loyalty” among children has become axiomatic
among marketers in recent years, a core strategy of the “cradle-to-grave marketing”
principle. As marketing expert James U. McNeal (1992) explains: “Children be-
gin developing brand preferences and store preferences in early childhood,
even before they enter school. And not just for child-oriented products, but also
for such adult-oriented things such as gasoline, radios, and soaps.” This tendency
is strongly rooted in the developmental needs of children, according to McNeal.
The belonging (affiliation) need, which causes us to seek cooperative relation-
ships, is very strong among children... Also, children are looking for order in
their lives. There are so many new things to encounter that some order is
necessary to cope with them all. A trusting relationship in which satisfying
acquisitions can always be expected helps give order to an increasingly com-
plex life. (pp. 92-93)
“Branding” is a pervasive theme in the digital media, one that is not restricted to
products but is increasingly used as a descriptive and organizing principle for all
aspects of media culture. Media companies refer to themselves as brands; even
public television calls itself a “brand”. When speaking of strategic alliances and
partnerships, companies refer to the practice as “sharing each others’ brand
space”. At the 1999 Digital Kids conference, participants spoke proudly of “branded
communities” for teens – websites built around products – invoking the slogan
“Love my community, love my brand” (Digital Kids, 1999).
On-line selling/e-commerce
A growing number of websites for children and teens feature on-line stores or
links to websites that are designed to make direct sales (Thompson, 1999). A
1999 survey by market research firm NFO Interactive found that 52% of children
between the ages of 5 and 17 have asked their parents to purchase an item that
they have seen on the Web (Cox, 1999; Thompson, 1999). According to Jupiter
Communications (1999a), “Kids and teens have become a growth sector for
online shopping”, which in 1999 made the important shift from “passive online
advertising” to “actively targeting kids and teens for digital transactions” (p. 1). A
recent Jupiter/NFO consumer survey, which queried 600 teens (13-18 years old)
and kids (5-12 years old), found that 67% of on-line teens and 37% of on-line
kids indicate that they have researched or bought products on-line. Jupiter fore-
casts that teens will account for $1.2 billion and kids will account for $100
million of the e-commerce dollars in 2002 (Jupiter Communications, 1999a).
Companies are employing a variety of strategies to facilitate on-line pur-
chases by children, including the creation of “digital wallets”, which allow par-
ents to use a credit card to deposit a set amount of money into a child’s on-line
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Digital Kids: The New On-Line Childrens Consumer Culture
1999, p. 122). The Web-based network targeted at teens was designed to become
an interactive television channel. Though it went out of business in spring 2000,
its combination of product placement, streaming video, chat, and instant polls
has already been widely adopted by other media companies. DEN’s advertising
strategy was a curious blend of old and new techniques. Modeled in part on
1950s TV programs in which actors pitched products within the story line, the
network also made use of cutting-edge youth marketing approaches such as
“discovery marketing”, which is “essentially a way to put a brand in front of
someone’s face yet make them think they found it on their own” (Frauenfelder,
1999, p. 122).
As digital television becomes more available, not only will products be
featured as part of the story but the viewer will be given the opportunity to buy
them on the spot. “Narrative strands” within a program will lead viewers to a
“buying opportunity” and then return them to the story after the purchase (Dig-
ital Coast, 1999). Precursors to this planned “embedded e-commerce” can al-
ready be seen in some of the websites associated with popular television shows.
For example, CBS recently began selling a bracelet on its website worn by a
character in Guiding Light, a popular soap opera. The silver-coated replica ($29.95)
was advertised during the program; promotional spots directed viewers to the
CBS website (Beatty, 1999). Another website that offers similar features is
AsSeenIn.com (www.asseenin.com), a project of successful TV producer Aaron
Spelling. Here, replicas of furniture, clothing, cars, and miscellaneous products
from Spelling’s popular teen shows such as Charmed and 7th Heaven are sold.
Viewers can go to the program’s website, click on a photo of the house used in
the show, then click on an individual room, and then click on an item within that
room. For example, clicking on a rug in the living room will immediately hotlink
the customer to the retailer’s website, where that exact rug can be purchased on-
line (Hunt, 1999).
The techniques currently in practice on the World Wide Web are only the
earliest and most embryonic representations of what is likely to become a highly
sophisticated marketing and e-commerce infrastructure in the digital age. The
zeal with which digital marketing is being embraced by children’s advertisers
and content providers alike suggests that the new digital children’s culture may
quickly become highly commercialized. Governed by the principles of brand
loyalty, one-to-one relationships, and e-commerce, marketing and advertising in
the new media are likely to become a particularly pervasive presence in children’s
lives.
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content to minors on the Internet. Both laws, however, have been met with
constitutional challenges (Zick, 1999). To address parental concerns, the on-line
industry has come forward with a series of measures to protect the safety of
children on the Internet. Companies such as CyberPatrol, SurfWatch, and Net
Nanny offer parents software to block out inappropriate content on the Web
(Center for Media Education, 1999; Kennedy, 1996). In May 1999, the White
House announced the “One Click Away” initiative, in which on-line companies
have agreed to create “parents’ protection pages” on all major portals, search
engines, and websites. The pages are to provide access to blocking and filtering
software, tools for monitoring children’s activities on-line, and safety tips for
both parents and children (Clinton & Gore, 1999).
However vital these issues may be, the debate over pornography, violence,
and predation has in many ways diverted public attention away from other
important developments in this new medium that will have a significant impact
on children and youth. While there are legitimate concerns about children’s
access to harmful and inappropriate adult content on-line, it is also important to
focus attention on the content and services that are being created exclusively for
children. It is in these areas, after all, that children will be spending the vast
majority of their time on-line. And it is in these areas that the full potential of the
Internet – for both good and ill – will be realized.
The early trends in the development of the children’s digital marketplace
suggest the possibility for both promise and peril. On the one hand, children’s
value as a market could generate an abundant media universe, offering children
a richness and diversity of experience heretofore unavailable to them. The frag-
mentation of the youth market into smaller, more defined demographic and
interest groups also means that the new media should be better able to tailor
their content to meet the needs of more children, including those who may have
been underserved in the conventional media. On the other hand, the powerful
influence of commercial forces at this earliest formative stage is likely to leave
an indelible, long-lasting imprint on the structure and design of the entire chil-
dren’s digital media culture. With so much money to be made from children and
teens, the imperatives of marketing and sales will likely shape the vast majority
of content and services for children in the digital age.
This is not to suggest that digital media technologies will not offer children
multiple opportunities for education, communication, and creativity outside of
the commercial context. In fact, the World Wide Web has already made possible
a flowering of educational, cultural, and civic content for children, enabling
children to create their own websites and form communities across geographic
boundaries (Montgomery, 1999). Although these sites are an important part of
the Web, most are already being overshadowed by the much more heavily
promoted commercial sites, many of them tied to popular TV shows, films, and
other consumer products. The overwhelming presence of this commercial cul-
ture is reflected in the list of the most popular children’s websites maintained by
Web21 (www.100hot.com/kids). Of the top 25 sites on that list from May 1999,
the only noncommercial site was the Smithsonian Institution (number 17). Domi-
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Digital Kids: The New On-Line Childrens Consumer Culture
nating the list were media conglomerates (including Disney, Fox, Warner Broth-
ers, and Nickelodeon) and toy companies (Lego, Sega, Nintendo, and Toys ‘R’
Us). The convergence of television and the Internet could eventually mean that
the less popular noncommercial and civic services will be relegated to the
hinterlands of the digital media universe. Although they may be there, few will
know about them, and even fewer will find it easy to access them.
Even public television is being influenced by the new commercial impera-
tives of the digital media culture. Though there are rules that govern the role of
corporate underwriters on public TV, no such restrictions exist in cyberspace.
Although most of the websites for PBS children’s shows have been careful not to
incorporate advertising or marketing, some underwriters have been able to take
advantage of the fluidity of the Web experience by putting links designed to
transport children to their own “branded environment” (HR: Corporation for
Public Broadcasting Authorization Act of 1999). One of the most respected insti-
tutions in public television, Sesame Workshop (Children’s Television Workshop),
which produces Sesame Street, has introduced advertising into its website for
preschoolers and formed a partnership with E-Toys, an on-line toy retailer. Though
targeted to parents, the intrusion of advertising and marketing into what has
traditionally been a noncommercial service raises disturbing questions about the
viability of truly noncommercial children’s media in the digital era (Slatalla,
1999).
There have been innovative attempts by some Web content providers to
develop alternatives to the advertiser-based model. For example, JuniorNet bills
itself as a kind of “gated community” for children on the Internet. For a monthly
fee, the service provides an advertising-free space, offers “quality content” from
such producers as Scholastic and Jim Henson Productions, and promises to pro-
tect children from questionable content by monitoring chat rooms and screening
material from other sites (Flaherty, 1999). Whether noncommercial subscription
services such as JuniorNet prove to be financially viable in a digital world where
so much advertiser-supported content is available for free remains unclear. If
such services do succeed, they could set up a new digital caste system, where
only more affluent families would be able to provide their children with alterna-
tives to a media culture saturated with sales pitches.
Concerns about advertising reach beyond the scope of media in the home as
more Web-based companies are targeting the classroom as a site for marketing
and on-line sales to children (Manning, 1999). Given the controversy that has
surrounded Channel One’s introduction of advertising into high schools, the
growth of Web-based marketing to schools should be of concern to educators
and to parents (Hoynes, 1997). As law professor Angela Campbell warns: “Where
a Web site has two purposes – providing information and selling a product – it is
easy to see that the first may be subordinated to the second” (Campbell, 1997/
1998, p. 331).
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Research agenda
Commercialization of the digital media is taking place so quickly that there has
been little opportunity for serious scholarly research on its impact. Current TV
advertising safeguards are based on a substantial body of research, conducted in
the 1960s and 1970s, documenting the special vulnerabilities of children to the
powerful appeals of marketers (Wartella, 1984). However, research on the im-
pact of children’s advertising has declined dramatically in recent years, with
most of the attention in the scholarly community focused on ensuring the effec-
tiveness of advertising to children rather than assessing its social and behavioral
impact (Wartella, 1984). A multidisciplinary research agenda is urgently needed
to guide the development of digital children’s media. This should include sys-
tematic studies that begin to assess the ways in which children interact with new
media and the impact of new media on children’s cognitive, emotional, and
social development.
As part of this agenda, scholars should begin looking closely at the new
forms of interactive advertising, marketing, and sales that are developing so
swiftly in the digital media. As new techniques are developed, they will need to
be monitored closely. Timely, independent research will need to be conducted
to determine their impact. Several key issues will need to be taken into consid-
eration when designing a research agenda in this area. Because the lines be-
tween advertising, marketing, sales, and “content” are increasingly blurred, it
may be important to look at the on-line experience for children in more holistic
terms, rather than trying to isolate “commercial messages” to measure their ef-
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fects. For example, the integration of “content”, interactive advertising, and di-
rect selling is an unprecedented form of children’s media, which raises serious
concerns about the possibility of deception and manipulation. Researchers will
also need to look at the interrelationships among different “platforms” in a child’s
media experience (e.g., Internet, television, “programmable objects”, etc.). The
emergence of an increasingly immersive media environment, made more vivid
through virtual reality and human-like interfaces, may make it difficult to sepa-
rate the child’s so-called real-world experiences from those in the media (Calvert
& Tan, 1996). Finally, it will be necessary to think beyond traditional research
theories and methods and to draw on the expertise of scholars in a wide range
of fields (e.g., communications, computer science, anthropology, sociology, psy-
chology, etc.) to develop fresh approaches to the study of children and digital
media.
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Authors note
I wish to thank the following people for their help in researching and writing this chapter: Jeff
Chester, Gary O. Larson, Charlene Simmons, Erin Fitzgerald, Ellen O’Brien, Yalda Nikoomanesh,
and Caty Borum.
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Source
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tions, Inc.
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