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Hey, Kid, You Want
to Buy a Toyota Scion?
By JULIE BOSMAN
New York Times,
6/14/06
IN April, Toyota
quietly began an
unusual virtual
promotion of its
small, boxy Scion: it
paid for the car's
product placement in
Whyville.net, an
online interactive
community populated
almost entirely by 8-
to 15-year-olds.
Never mind that they
cannot actually buy
the car. Toyota is
counting on
Whyvillians to do two
things — influence
their parents' car
purchases and maybe
grow up with some
Toyota brand loyalty.
It may appear
counterintuitive, but
Toyota says the
promotion is working.
Ten days into the
campaign, visitors to
the site had used the
word "Scion" in online
chats more than 78,000
times; hundreds of
virtual Scions were
purchased, using
"clams," the currency
of Whyville; and the
community meeting
place "Club Scion" was
visited 33,741 times.
These online Scion
owners customized
their cars, drove
around the virtual
Whyville and picked up
their Scion-less
friends for a ride.
Toyota is not the
first car company to
engage video game and
online game audiences
through product
placement. Car
companies like
DaimlerChrysler have
long pitched teenagers
and young adults
through product
placements in video
games, and Cadillac
has incorporated its
cars in a Microsoft
Xbox 360 game.
Whyville was founded
in 1999 as an
educational online
community and now
reaches an audience of
1.6 million, who
create their own
personas within the
site and interact with
other visitors. The
executives behind
Whyville acknowledged
the paradox of
marketing a car to
future drivers. "It's
not lost on us, and
it's not lost on
Scion," said Jay Goss,
the chief operating
officer for Whyville.
"By definition, this
is a sponsor of
Whyville that can't
have as its customers
the kids who visit the
site. But they know
that kids influence
parents, and kids grow
up."
Toyota is paying
Whyville by the number
of visitors on the
site, but declined to
name a figure.
Targeting so-called
tweens or teenagers
long before they can
buy a product is a
tactic that more
marketers are
exploring, said
Matthew Diamond, the
chief executive of
Alloy Media and
Marketing, a
consultancy in New
York that specializes
in youth marketing.
"It's early branding,"
Mr. Diamond said. "You
are branding your
product at a relevant
time to the young
person. You're
establishing that
brand presence and
positive association,
since important buying
decisions are
forthcoming."
For example, retailers
like Staples and
Office Depot are
pitching high school
juniors and seniors
about products that
they will buy in
college, Mr. Diamond
said. "They will begin
to target you because
they know you're going
to be on your own," he
said.
Since the Scion was
introduced nationally
two years ago, Toyota
has aggressively
marketed it to young
drivers. Its median
buyer is 31, the
youngest in the
automotive industry,
Toyota says. The
company has employed
nontraditional
advertising
strategies. For
example, it sponsors
monthly nightclub
events and sells
Scion-themed gear on
its Web site,
including D.J. bags
($55) and snowboard
jackets ($180).
One of the goals in
introducing the Scion
was to cultivate an
un-Toyota audience.
Nearly 80 percent of
Scion buyers are new
to the Toyota family,
said Deborah Senior,
the national marketing
and communications
manager for Scion. In
aiming at an underage
audience, she said,
the company is
thinking about
relationships with
future car buyers. "I
understand that they
are very influential,"
Ms. Senior said of the
intended audience.
"The main goal is to
support the experience
that the Whyvillians
have at Whyville and
engage them. It may be
that down the road
they are interested in
buying a car and they
will think about
Scion."
Because the Scion
appeals to an
unconventional
consumer, Ms. Senior
said, "a lot of what
we do is based on the
mind-set rather than
the specific age
group."
The power of younger
consumers has grown
stronger in recent
years. According to
research from Packaged
Facts, a division of
MarketResearch.com in
Rockville, Md., 39
percent of parents of
10- and 11-year-olds
say their children
have a significant
impact on brand
purchases. Both boys
and girls age 9 to 11
say they spend without
thinking, and
9-to-11-year-olds
account for 53 percent
of total buying power
among children 3 to
11. (They hope to keep
spending, too — 66
percent of boys age 9
to 11 say they want to
be rich.)
Visitors to game sites
like Whyville are
generally open to
product placement on
the Web, many
marketers say.
According to a survey
by comScore Media
Metrix, only 15
percent of avid gamers
said they would be
unlikely to play games
with product
placements included.
But the key to
reaching younger
consumers, said Mr.
Diamond of Alloy, is
to capture them before
they have any opinions
on brands.
"Talk to the young
person in their
environment in a
relevant way," he
said. "I think too
often advertisers wait
to convert them later,
and then it's too
late."
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