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Babysitter's Club Stephen Kline discusses the sordid world of character marketing
In Out of the Garden: Toys and Children's Culture in the Age of TV Marketing (Verso), author Stephen Kline sets out to illustrate a not particularly arguable argument--that the key forces in children's socialization aren't strictly parents and schools but the marketplace. Fortunately, the 400-some pages backing that up illuminate (and rather brilliantly) the complicated history of marketing to children while examining the impact of market forces on children's play. Terribly interesting stuff, particularly Kline's discussion of character goods--the Ninja Turtles dolls, Power Rangers--those with licensing ties to popular television, film, and video game characters. Due largly to deregulation of children's TV, almost every children's product advertised on TV now has a "personality" associated with it, whether that personality is tied directly to the product (Tony the Tiger, Jolly Green Giant) or licensed from a separate, already established character (Ninja Turtles, Pocahontas). The same strategy that helps sell all kinds of products to adults is even more important with children: personality is, as Kline says, "the best way to differentiate a product without depending on brand-name recognition or the retention of product attributes." Or as the time-honored marketing cliché goes, "personality promotes loyalty," whether that "personality" be Aunt Jemima or the Nike mystique. Of course, some products are easier to personify than others. It's hard to make a TV hero or a community of cuddly creatures out of broccoli, shoes, sports beverages, etc. As Kline writes: Only toy makers could (successfully) feature their products as the hero of a TV series. In the case of character toys, the personalities featured in the television series were the products--so their unique abilities, weapons, styles, voices, and identities could be much more clearly defined and communicated than by advertising back-stories.
Furthermore, when kids request their favorite toy, they don't need to remember brand names ("J-E-L-L-O") or product attributes ("air-cushioned heel"), all they have to learn to say is "I want Liono, King of the Thundercats!" Marketers' emphasis on personality is taken to its rational end with toy-based television (Care Bears, Ninja Turtles, My Little Pony, etc.) and other media. Personality not only plays a greater role in establishing product identity; personality practically becomes the product. The character isn't just trying to sell something else, it's selling itself. The implications here are many. For one, yeah, the products that sell best via children's television are those that can more easily accommodate personalities. But what's more--and this is something Kline discusses in depth--the rise of character marketing affects how children play. When a kid buys a Nancy Nimrod, she doesn't just get a hunk of plastic and vinyl accessories, she gets specific social roles, rules, and rituals associated with the character's fantasy world. Increased market segmentation--more and more toys designed exclusively for girls or boys; for blacks or whites or Native Americans, or Asians--discourages kids from playing with those not like themselves. (I'm not going to get into the "PC toys don't sell" argument here. I realize this works both ways--girls want girly toys; companies make what sells, etc. The point here is just that target marketing makes matters worse). Character toys are even more gender-stereotyped than regular toys. Kline found that children playing with character toys were extremely unlikely to play with kids of the other gender--not, he suggests, because they don't like each other but because they don't know how (G.I. Joe can't date My Little Ponies). Boys and girls would find it easier playing together with a large cardboard box than with action figures.
Anyway, I was so fired up after I read the book, I hunted Kline down for an interview. -- Carrie McLaren
Stay Free!: First, about the book: you discuss ways marketing segments
kids by age and gender, but you don't mention race. Why? It's a little politically problematic to state this in an era of representational political ideas--where everyone is saying we need more feminist fashion dolls or Afro-American superheroes--but I don't think the color of the doll matters. Lego, Fisher-Price and Play Mobil are happy to paint their toys if it helps to sell the play sets. More important is whether kids play together or not. If they are not playing together they are not establishing the patterns of communication . . . ultimately, this kind of racism is more deeply rooted in our culture, it's structural and it's everywhere and not really being transformed by marketing. Yeah, but then how is that really any different from sexism? Has there been more research about gender than race or class? It
seems like it'd be in the industry's interest to know more about marketing
to, for example, African-Americans since African Americans make up a disproportiately
larger percent of lower classes, and lower classes spend more on toys.
Yeah, you mention in Out of the Garden how some of the most significant
advances in child psychology are made by marketing researchers. I wonder
if much attention has been given to considering the long-term effects
of this trend. The second issue is that it was left to the marketing researchers to rectify this bias in the academic discussion of childhood, and they did this with gusto, because understanding kids' culture is essential to marketing. For example, Nintendo U.S. has a fantastic research effort where they run at least 1500 kids a week through this groovy research center. How am I to compete with them in understanding what's behind kids' fascinations with Doom and Mortal Kombat? Fisher-Price/Mattel undertook a global cultural research project to find how various toys are suited to different cultural contexts, but try and get hold of world sales of Lego sets by theme or some of the evidence about cultural differences in play or attitudes of parents . . . well, you can't, because it's private data--"can't give you that for reasons of competitive advantage." So in fact some very important observations about the fate of childhood in the increasingly globalized consumer culture are simply not open to examination and debate! In the book when you mentioned The Child and how that proprietary
information was eventually disclosed to the public. How did that come
to pass? Any idea why Toys 'R' Us uses Down's syndrome kids in their ads? You suggest that to make any substantial improvements in the children's
culture industries, we need a whole new framework for developing them;
business isn't going to do it. But how? Government subsidies? Regulation?
In your book you say there's no commercial impetus to make kids'
programming other than animated fiction. Could you explain that a bit?
You mentioned earlier that you've been studying video games the past
couple of years. What sort of research have you done? Since you explore
how fantasy/escape has served an increasingly important fuction in animated
TV shows, I'm wondering what sort of connection that could have with the
rise of video games. Has the fantasy defense--"obviously it's not real"--helped get makers
of violent video games off the hook in the same way it's accommodated
children's TV? What about other strategies? I know Nintendo has used comarketing
deals with Pepsi, Procter & Gamble, McDonald's, to gain credibility
with the family values lobby. Do you mean that whether something is fantasy or reality isn't the
issue? Or that there's something wrong with the the way fantasy and reality
are defined, as polar opposites? How does character factor into video game marketing? Pac Man and Mario
seem to have really benefited from having a "personality." Do video games
use personalities in the same way that TV characters or macaroni do? It
seems to me that if interactivity were as important to games as their
advocates claim, that games wouldn't have to rely on preset characters
and narratives to be successful. Plus the video game brands [Nintendo,
Sega, Sony] are sort of "personalities." But characters help popularize them, even if they're not very important
to the affective experience, like a bare-breasted Jenny McCarthy isn't
important to listening to surf music. Ok, just one more question. Which is easier to spinoff? TV shows/movies
based on video games or vice versa?
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