This article focuses on product promotions to kids that are restricted during the Saturday morning TV schedule.
Child's Play: Food Makers Hook Kids on Mobile Games
Scott Lewis for The
Wall Street Journal
In summer, four-year-old Anna Woltjen and her sister Madeline,
age 7, play mobile games on their parent's iPads and iPhones in Avalon, N.J.
During the school year they are more busy with school activities and homework.
Like many children,
4-year-old Anna Woltjen pesters her mother during shopping trips for sweets and
snacks. She has a fondness for all kinds of goodies but saves the hard sell for
her favorite brands: Cookie Dough Bites, SuperPretzel and Icee frozen treats.
The New Jersey
preschooler also asks for her mother's iPhone to play some of her favorite
games, including "Cookie Dough Bites Factory," "SuperPretzel
Factory" and "Icee Maker."
Mobile apps are a new, popular, and unregulated way to market
candy and soft drinks to children. WSJ's Anton Troianovski reports. Photo:
Scott Lewis for The Wall Street Journal.
U.S. food companies
are reaching children by embedding their products in simple and enticing games
for touch-screen phones and tablets. The new medium is far cheaper than
Saturday morning TV commercials and could prove as effective.
The mobile games
demonstrate how new technology is changing U.S. commerce, drawing tighter bonds
between marketers and young consumers.
"The apps are
certainly targeted at kids," said Melinda Champion, vice president of
marketing at J&J Snack Foods Corp. in New Jersey, which makes SuperPretzel
and Icee drinks. "If you get the kids saying, 'Mom, I would love a
SuperPretzel,' mom will often buy it for them."
Some apps are already
hits. Players love racing against a timer to mix bowls of dough in
"SuperPretzel Factory," which since mid-July has ranked as one of the
most popular free children's games in Apple Inc.'s iPhone App Store. "Icee
Maker" has been downloaded from the Apple store more than eight million
times since its release last year, the app's developer said.
Scott Lewis for The Wall Street Journal
Anna Woltjen, 4, plays games on a family iPhone.
"It's almost a
constant commercial," Anna's mother, Christine Woltjen, said of some
smartphone games favored by her three children. Ms. Woltjen, of Moorestown,
N.J., accepts that ads are part of U.S. culture, she said: "If it keeps
them entertained for a couple minutes, it's not like my kids are only going to
eat Cookie Dough Bites and not vegetables at dinner."
Makers of snacks, sweet drinks and candy have long been
under government and public pressure to limit advertising to minors on TV and
the Web. They are now finding the unregulated medium of mobile devices an
effective substitute to trigger demand and cinch brand loyalty.
Young children can master the largely intuitive touch
screens well before they read. A recent survey by research firm NPD Group found
that 37% of 4- and 5-year-old Americans were using such mobile devices as a
smartphone, tablet or iPod Touch, compared with less than a quarter of children
that age who used a laptop computer.
The food-industry games generally have rudimentary graphics
and objectives simple enough for small children to understand. They have raised
debate over who should be responsible for their impact on children—parents or
the government.
"Right now there are some limits to how much exposure
kids can have to advertising on the Internet just because they're not always
sitting at a computer," said Jennifer Harris, who directs research of
marketing practices at the Yale Rudd Center for Food Policy and Obesity.
"But if they have their phone with them, they can be playing these games
that are basically advertisements in school and basically 24/7."
No federal regulations govern how advertising is presented
to children on the Internet. Some consumer advocates argue rules are needed,
given that the Federal Communications Commission already regulates TV
advertising directed at children.
Scrutiny of advertising to children has roots in the 1960s,
when viewers of Saturday-morning cartoons were inundated with TV commercials
for sugary foods. The FCC limits commercial time on weekend children's shows to
10.5 minutes per hour and effectively prohibits product placement, noting that
young children are "more vulnerable to commercial messages."
Scott Lewis for The Wall Street Journal
Bobby Woltjen, 8, plays Cookie Dough Bites Factory on a family
iPhone.
Congress in 1980 barred the Federal Trade Commission, which
monitors ad practices, from making broad new rules on food advertising to
children. The commission and three other federal agencies last year released
draft guidelines recommending that companies only advertise healthy foods to
children, regardless of the medium. Companies were resistant.
"I think it's clear there's no congressional appetite
for even government-proposed voluntary guidelines, much less regulation,"
said Mary Engle, head of the FTC's advertising practices division.
Many parents say they prefer to decide which apps their
children use. Some said they don't pay much attention to how their children use
mobile devices.
"The Icee game is definitely a good form of
advertising. It definitely works," said Darren Ortiz of Coaldale, Pa., who
was visiting New York's Times Square recently with his 11-year-old son, Noah.
"But like I said, it's harmless—it's definitely good that they play that
versus some of the other violent videogames that are out there."
For Noah, talk of the Icee game triggered a craving for the
sweet, fizzy, frozen drink. "When I think about it," he said, "I
really want one."
Food companies including Kraft Foods Inc. and Wm. Wrigley Jr. Co. helped pioneer
online games on the website Candystand.com, which was launched in 1997.
"If you were to walk into a roomful of kids and say,
'OK. All of you that want to watch a commercial go on the left side, and all of
you that want to play a game go on the right side,' where is everybody going to
go?" said Scott Tannen, an early manager of Candystand, who in 2008 joined
a private investment group that bought the popular website from Wrigley.
An emerging childhood obesity epidemic—striking nearly one
in five Americans between ages 2 and 19—rekindled debate on new advertising
rules.
Large food companies responded in 2006 by forming the
Children's Food and Beverage Advertising Initiative, part of the Council of
Better Business Bureaus, which encouraged voluntary commitments to advertising
healthier food to children.
Within a year, a dozen companies including McDonald's Corp., Burger King Worldwide Inc., Mars Inc. and Kraft signed a pledge to
shift more child-directed advertising to healthier foods. Post Holdings LLC and General Mills Inc. later shut down websites that pitched
sugary foods alongside games.
In 2008, the council said, "advertising to the nation's
children has already undergone a substantial shift toward the promotion of
better-for-you foods."
By then, smartphones and tablets had started changing
consumer habits. Now, some of those same companies are rushing to build a
presence on mobile devices with games that appeal to children.
Wrigley this summer touted a new smartphone app, "Candy
Sports." Players can hit baseballs toward a Skittles logo, kick footballs
into a Starburst sign and shoot free throws in a virtual basketball arena
plastered with Life Savers Gummies banners. The app is targeted to teenagers
and adults, Wrigley spokeswoman Jennifer Jackson-Luth said. Like all Mars
subsidiaries, she said, the company doesn't market to young children.
Kraft recently released an iPad app, "Dinner, Not
Art." Players slide pieces of Mac & Cheese around the screen to create
"macaroni art." Kraft said the game and its other mobile-game
projects are aimed at and advertised to teens and young adults, though the TV
commercial for the app stars two children who appear closer to grade-school
age.
Other Kraft mobile games include "Jell-O Jiggle
It," in which players try to get a cube of Jell-O to dance, and "Sour
Fling," which features Sour Patch Kids candies tossed past obstacles.
In the past six months, the 16 large food companies that
make up the Children's Food and Beverage Advertising Initiative have shown
increased interest in mobile marketing, said the group's director, Elaine D.
Kolish.
Ms. Kolish said apps downloaded by parents for their
children don't qualify as child-directed advertising and should be free of any
new rules. "We don't view it as our place to be a superparent—the nanny of
the parents and the children to say what products they can see and what games
they can play," she said.
One of the first food-branded mobile games sprang out of a
2009 brainstorming session at a small design firm in Shaker Heights, Ohio.
Teresa Kiplinger, a partner at the firm, impulsively licked her iPhone. The
screen responded.
Within weeks, Ms. Kiplinger and her partner had a pitch for
a longtime client, Dum Dum Pops maker Spangler Candy Co. of Bryan, Ohio. The
app, "Dum Dums Lick-A-Pop," would let players ingest a virtual Dum
Dum lollipop by licking their smartphone before a clock ran out.
Spangler signed off, but Apple rejected the app, saying
licking could damage the devices. Developers replaced licking with a vertical
finger swipe and the result was "Dum Dums Flick-A-Pop."
The app has been downloaded more than 1.5 million times,
Spangler said, and fans have spent the equivalent of more than 112 years
swiping through the company's virtual lollipops. About a third of the traffic
is coming from iPod Touches, which are popular with children.
The game's typical user, said Spangler marketing chief Jim
Knight, is "probably your 6- to 12-year-old."
For smaller companies, these apps level the playing field
against larger competitors. J&J Snack Foods, the makers of SuperPretzel and
Icee, reported $744 million in sales in the fiscal year that ended last
September, compared with Kraft and Mars, which last year reported revenues of
$54 billion and $30 billion, respectively.
Mr. Knight said developing the Dum Dums game cost less than
$10,000, barely the price of four 30-second TV spots during Saturday morning
cartoons, according to average advertising prices provided by Nielsen.
Carol Janet was an early app explorer. She runs an Atlanta
licensing agency that helps companies get their brands on everything from toys
to T-shirts. Two years ago, she saw her daughter's 3-year-old niece sitting on
her training potty, engrossed in an iPad.
"She was so at ease with it, so familiar,"
recalled Ms. Janet. "I just said to myself, 'Oh, my goodness. I have to be
here. I have to take every single one of my clients into this because these
young kids are the future consumers for my brands.' "
Ms. Janet struck a deal with Anthony Campiti, a videogame
developer in Las Vegas, to build the mobile app for the Icee company, one of
her clients, and later for SuperPretzel.
Mr. Campiti's software company, Sunstorm Interactive, has
churned out dozens of simple apps in which players assembled sweets and snacks
by tapping levers and buttons on the screen. Four of the top 25 free children's
games in the U.S. iPhone App Store on Monday were made by Mr. Campiti's
company.
Related
"Kids are our No. 1 consumer," said Susan Woods,
Icee's marketing chief. "The fact that they may think about getting an
Icee next time they see an Icee machine is a lot more likely if they've engaged
themselves with something to do with Icee."
The idea has spread. Last year, Scott Samet, president of
Taste of Nature Inc., saw his 4- and 7-year-old children fascinated with Mr.
Campiti's games. Mr. Samet's Santa Monica, Calif.-based company shifted
strategies years ago from trying to sell healthy food to movie theaters to
selling candy, such as Cookie Dough Bites. While trying to boost retail sales,
he had Mr. Campiti build him an app.
The app—"Cookie Dough Bites Factory"—has been
downloaded more than three million times, Mr. Samet said, and directly reaches
children without the high cost of TV advertising.
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