Despite limitations in the classroom, teenagers are adding a spectrum of consumer electronics to their back-to-school lists. InsightExpress’s back-to-school August 2004 survey of 312 teenagers took a look at the most popular gadgets for the age group, and how the kids got parents to pay for them.
Doug Adams, director of marketing, InsightExpress, says that the survey was inspired by the second highest revenue generating time of year for retailers. “As marketers, we were curious about who was making the buying decisions,” said Adams, referring to back-to-school shopping.
Consumer electronics were fifth on the list of back-to-school items compiled by The NPD Group. Of the more than 22,000 poll participants, 86 percent said they would spend money on school supplies, 71 percent said they would buy apparel, 58 percent intend to purchase footwear, 46 percent planned to buy school bags and backpacks, and 45 percent of consumers intend to purchase consumer electronics such as computers, cell phones and calculators.
More than half (almost 56 percent) of the InsightExpress respondents said that they wanted a new computer before returning to school because it would make school life easier, or they would get better grades, or the school required it. However, when teenagers were asked what purposes their computers served, entertainment-related activities took precedence over academic.
|Purposes for Computer|
|Communicating with friends||86%|
|Generally surfing the Internet||78%|
|Keeping up with current events||48%|
InsightExpress found that parents primarily paid for nearly every electronic device owned by their teenagers, even when kids were in charge of the decision-making. The Walkman was the only item that teenagers paid for themselves, largely because it was among the lowest-priced items on the survey list.
Parents were highly involved in the brand decision-making process for cell phones, computers, Internet access, PDAs/Blackberrys, printers, software, digital cameras and digital video cameras. They had less input on calculators and MP3 players.
|Who Decides to Buy?|
|Digital video camera||36%||31%||22%|
“For a teenager, these things are their toys,” said Adams.
“Peer pressure” is now compounded by “Net pressure,” as teenagers report that friends and the Internet exert the strongest influences on consumer electronics purchases. Just 34 percent of the respondents said that they typically learned about new high tech devices from their parents, compared to more than twice as many who learned from friends (71 percent) and the Internet (70 percent). Nearly all (92 percent) of the respondents have a computer with Internet access (84 percent).
Adams explained that kids’ exposure to products has multiplied. “It’s gone from kids watching television, seeing commercials and demanding products to now they go on the Internet to find products are built in to the games. It’s clever and integrated.”
Adams is referring to “advergaming” which melds marketing with entertainment by building products and brands directly into online games. Acting as interactive commercials, advergames tap into the $172 billion per year that 8 to 21-year-olds freely spend.
According to a survey conducted as part of OnBrand Magazine's State of Branding Report 2017, marketers are well aware of the new technologies that are expected to be important to their brands in coming years, but the majority aren't rushing to invest in them before they're fully-baked.
The rise of YouTube and digital video generally has a lot to do with the rise of the internet and the abundance of digital video content. But YouTube's ascendency is also the result of Google's savvy use of algorithms.
In January, following U.S. President Donald Trump's temporary immigration ban, Starbucks announced that it would hire 10,000 refugees over the next five years.
According to data gathered for the report,‘Communications Infrastructure: The Backbone of Digital,’ 88% of IT professionals and 61% of marketers ranked their company’s current communication infrastructure as 'cutting-edge' or 'good.'