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Media Smarts: Canada’s Centre for Digital and Media Literacy
Media Smarts (formerly known as Media Awareness Network) is a nonprofit Canadian organization dedicated to issues of media literacy and awareness. The group’s website provides useful overviews of many issues of digital and media literacy including body image, gender representation, diversity, and consumerism in media.
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EDITORIAL
Douglas Rushkoff, “Which One of These Sneakers Is Me? How Marketers Outsmart Our Media-
Media theorist Douglas Rushkoff wrote this editorial about identity and advertising in 1999. Do his observations still ring true today? How do your interactions with media differ from what Rushkoff describes?
I was in one of those sports “superstores” the other day, hoping to find a pair of trainers for myself. As I faced the giant wall of shoes, each model categorized by either sports affiliation, basketball star, economic class, racial heritage or consumer niche, I noticed a young boy standing next to me, maybe 13 years old, in even greater awe of the towering selection of footwear.
His jaw was dropped and his eyes were glazed over — a psycho-
Having finished several years of research on this exact mind state, I knew to proceed with caution. I slowly made my way to the boy’s side and gently asked him, “what is going through your mind right now?”
He responded without hesitation, “I don’t know which of these trainers is me.” The boy proceeded to explain his dilemma. He thought of Nike as the most utilitarian and scientifically advanced shoe, but had heard something about third world laborers and was afraid that wearing this brand might label him as too anti-
With no clear choice and, more importantly, no other way to conceive of his own identity, the boy stood there, paralyzed in the modern youth equivalent of an existential crisis. Which brand am I, anyway?
Believe it or not, there are dozens, perhaps hundreds of youth culture marketers who have already begun clipping out this article. They work for hip, new advertising agencies and cultural research firms who trade in the psychology of our children and the anthropology of their culture. The object of their labors is to create precisely the state of confusion and vulnerability experienced by the young shopper at the shoe wall — and then turn this state to their advantage. It is a science, though not a pretty one.
Yes, our children are the prey and their consumer loyalty is the prize in an escalating arms race. Marketers spend millions developing strategies to identify children’s predilections and then capitalize on their vulnerabilities. Young people are fooled for a while, but then develop defense mechanisms, such as media-
The battle in which our children are engaged seems to pass beneath our radar screens, in a language we don’t understand. But we see the confusion and despair that results — not to mention the ever-
Alas, things seem to have gotten worse. Ironically, this is because things had gotten so much better.
In olden times — back when those of us who read the newspaper grew up — media was a one-
The next weapon in the child’s arsenal was the video game joystick. For the first time, viewers had control over the very pixels on their monitors. A terrain that was formerly the exclusive province of the BBC presenter was now available to anyone. The television image was demystified.
Lastly, the computer mouse and keyboard transformed the TV receiver into a portal. Today’s young people grew up in a world where a screen could as easily be used for expressing oneself as consuming the media of others. Now the media was up-
Of course, this revolution had to be undone. Television and internet programmers, responding to the unpredictable viewing habits of the newly liberated, began to call our mediaspace an “attention economy.” No matter how many channels they had for their programming, the number of “eyeball hours” that human beings were willing to dedicate to that programming was fixed. Not coincidentally, the channel surfing habits of our children became known as “attention deficit dissorder” — a real disease now used as an umbrella term for anyone who clicks away from programming before the marketer wants him to. We quite literally drug our children into compliance.
Likewise, as computer interfaces were made more complex and opaque — think Windows 98 — the do-
But young people had been changed by their exposure to new media. They constituted a new “psychographic,” as advertisers like to call it, so new kinds of messaging had to be developed that appealed to their new sensibility.
Anthropologists — the same breed of scientists that used to scope out enemy populations before military conquests — engaged in focus groups, conducted “trend-
Thus, Pokemon was born — a TV show, video game, and product line where the object is to collect as many trading cards as possible. The innovation here, among many, is the marketer’s conflation of TV show and advertisement into one piece of media. The show is an advertisement. The story, such as it is, concerns a boy who must collect little monsters in order to develop his own character. Likewise, the Pokemon video game engages the player in a quest for those monsters. Finally, the card game itself (for the few children who actually play it) involves collecting better monsters - not by playing, but by buying more cards. The more cards you buy, the better you can play.
Kids feel the tug, but in a way they can’t quite identify as advertising. Their compulsion to create a story for themselves — in a world where stories are dangerous — makes them vulnerable to this sort of attack. In marketers terms, Pokemon is “leveraged” media, with “cross-
Moreover, the time a child spends in the Pokemon craze amounts to a remedial lesson in how to consume. Pokemon teaches them how to want things that they can’t or won’t actually play with. In fact, it teaches them how to buy things they don’t even want. While a child might want one particular card, he needs to purchase them in packages whose contents are not revealed. He must buy blind and repeatedly until he gets the object of his desire.
Worse yet, the card itself has no value — certainly not as a play-
Meanwhile, older kids have attempted to opt out of aspiration, altogether. The “15-
But now advertisers are making commercials just for them. Soft drink advertisements satirize one another before rewarding the cynical viewer: “image is nothing,” they say. The technique might best be called “wink” advertising, for its ability to engender a young person’s loyalty by pretending to disarm itself. “Get it?” the ad means to ask. If you’re cool, you do.
New magazine advertisements for jeans, such as those created by Diesel, take this even one step further. The ads juxtapose imagery that actually makes no sense — ice cream billboards in North Korea, for example. The strategy is brilliant. For a media-
Like the boy at the wall of shoes, kids today analyze each purchase they make, painstakingly aware of how much effort has gone into seducing them. As a result, they see their choices of what to watch and what to buy as exerting some influence over the world around them. After all, their buying patterns have become the center of so much attention!
But however media-
The more they interact with brands, the more they brand themselves.