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Consumer
electronic companies target teens


By Lisa Pickoff-White
UPI Business Correspondent
Washington, DC, Mar. 28 (UPI) -- The first
thing Caitlin Conlee, an eighth grader from Arizona, would buy if
she had all the money in the world is a better cell phone.
"You know, one of the really small ones
with all the great features," she said.
And then?
"Duh, an iPod," she rolls her eyes
and all her friends giggle at the stupidity of the question.
Conlee and her peers make up one of the most
targeted markets for consumer electronics, teenagers and "tweens"
aged 13 to 18. More than half of American teenagers will spend
more than $100 on their next consumer electronic purchase and one
quarter more than $200, according to a study by the Consumer
Electronics Association. More than 90 percent of teens live in a
household with a TV, VCR, DVD player, desktop computer and cell
phone. The top four electronic products teens want as gifts are
laptop computers, cell phones, MP3 players and videogame consoles.
"Getting them early on will make them a
customer for life," said Rebecca Gertsmark, communication
manager for the CEA. "Teens are extremely targeted, they know
what they want and they follow trends and set them."
Companies target teens early hoping that
they will become "early adopters" and develop a taste
for more features and higher-end equipment, Gertsmark said.
"When teens start off with an MP3
player it gives them an appreciation of an audio product. Then
they will buy better headphones, and better audio equipment when
they get older," Gertsmark said.
While parents often buy electronics products
for their teens, it is the teens that influence what is actually
purchased Gertsmark said. Most of their information comes from
friends and the Web sites they visit.
Teens want to know what their friends are
using and are more likely to act on that advice than anything
else. More than 70 percent of teens said they want something if a
friend owns in, according to the CEA study.
"If all their friends are text
messaging, then they're going to get a wireless phone they can
text on," Gertsmark said. "Price, features, lifestyle
it's all important though."
Mobility is a main concern of teenagers,
they want to talk, listen to music and play games on the go,
according to Gertsmark. Teens are more likely to buy something
that fits into their lifestyle.
The popularity of cell phones, portable game
systems and MP3 players is indicative of this wireless drive,
Gertsmark said. Younger people are more likely to purchase MP3
players than older, according to a study done by the Pew Internet
and American Life Project. Households with teenagers are also more
likely to buy consumer electronics, according to the CE study.
Boost Mobile is an Australian cell phone
company that branched out in New Zealand and America in 2002 and
is focused on teen lifestyles. The company's main customers are
"independent, irreverent" high school and college
students, according to Andy Colley the communication manager for
Boost Mobile.
Because teens are so mobile and tend to be
media savvy companies are finding different ways of marketing to
them.
"It's the last great frontier, the
youth and elderly markets had not been penetrated in 2002,"
Colley said.
"Youth market recognition and
credibility that cannot be cultivated simply by splashing out a
large marketing budget," Colley said.
Boost Mobile's most effective campaigns are
local sponsored sports or music events and nationally a ringtone
donation drive of the National Anthem.
In 2004, Boost Mobile hosted and sponsored
some of the world's largest action sports events, including the
"Boost Mobile Pro of Surf," the only ASP World
Championship Tour event for surfing on the U.S. mainland, the
"Boost Mobile Pro of Snow," showcasing snowboarders with
live performances from multi-platinum hip-hop artists and the
"And 1/Boost Mobile Mixed Tape Streetball Tour," Boost's
first national tour sponsorship and its first urban-focused
streetball sponsorship.
The company uses focus groups and asks top
action sports athletes what they would use to make sure they are
following trends, Colley said.
The cell phone, especially among girls, is
turning into a fashion accessory, Colley said. To market to this
group Boost Mobile works with highly recognized brands such as
Quiksilver, Roxy, DUB, and And 1.
"There were these girls who had two to
three phones for different occasions. One for going out at night,
on for at school, and they would just switch the Sim card,"
Colley said.
Kristine Kenner, a Maryland high school
student, would never date a boy with a "busted phone,"
she said.
Kenner and her friends all agreed that the
perfect thing would be a good looking phone with all the features.
"First I would get the phone and then
the perfect outfit to match it," Sierra Wilson said. "It
would have to have a video camera and recorder too. That's
important because then you can watch things as they happen."
The price of a plan is also important to
teens, Colley said.
"We concentrate on simplicity and
affordability, the walkie-talkie has really taken off because it's
cheap," Colley said. "More than 50 percent use it."
Luke Wynecoop, from Washington state, said
he would buy a lot more games, a new cell phone and MP3 player if
he had more money.
"Right now my parents pay for my cell
phone, I just don't have any money," he said. "But tech
stuff is important, without it, there wouldn't be anything to
do."
Copyright
2005 United Press International |