Episode 3

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0:00:03 > 0:00:05We live in a world where spending never stops.

0:00:06 > 0:00:11Cherie? Cherie? You're going to need to be tannoying this.

0:00:11 > 0:00:15- OVER TANNOY:- Ladies and gentlemen, can you please stop panicking?

0:00:15 > 0:00:17But why DO we buy what we buy?

0:00:17 > 0:00:21And how is our desire to spend manipulated?

0:00:21 > 0:00:24Every other company on Earth is trying to get you to spend money

0:00:24 > 0:00:27and they're putting all their effort into getting you

0:00:27 > 0:00:29to spend your money on stuff all the time.

0:00:30 > 0:00:32'I'm Jacques Peretti and, in this series,

0:00:32 > 0:00:35'I'm going to investigate the men who've made us spend.'

0:00:37 > 0:00:39'I'll look at how children

0:00:39 > 0:00:42'were turned into consumerism's greatest weapon...'

0:00:42 > 0:00:44We had trained a generation of kids to think,

0:00:44 > 0:00:47"There's got to be a product, there's got to be toys."

0:00:47 > 0:00:49Good luck. '..reveal how play

0:00:49 > 0:00:53'became a serious business when targeted at grown-ups.'

0:00:53 > 0:00:56What was the money that was being generated for these games?

0:00:56 > 0:00:59I mean, the money is astounding.

0:00:59 > 0:01:03Within a week, you're talking about billions.

0:01:04 > 0:01:08'And how the techniques first used to sell to kids were used on adults,

0:01:08 > 0:01:12'giving us licence to behave like children.'

0:01:12 > 0:01:15The trouble with adult consumers is they think too much.

0:01:15 > 0:01:19That's the last thing that those who sell to consumers want.

0:01:19 > 0:01:22They'd much rather have adults go in and say, "Oooh, look at that,

0:01:22 > 0:01:24"I want it, I want it now!" Like a child.

0:01:44 > 0:01:48In less than 50 years, children have become prized consumers,

0:01:48 > 0:01:53with British and American kids worth £700 billion a year.

0:01:56 > 0:01:58Open to selling and impulsive when buying,

0:01:58 > 0:02:01children are valued for their own spending power,

0:02:01 > 0:02:04as well as the unique access they give to the family purse.

0:02:10 > 0:02:11It is through these young consumers

0:02:11 > 0:02:15the business learned to sell using fun and play.

0:02:17 > 0:02:20Techniques that are now being used to sell billions of pounds' worth

0:02:20 > 0:02:24of products to all of us - whether we need them or not.

0:02:35 > 0:02:37And when it comes to the very young,

0:02:37 > 0:02:40the key lies in creating a character which, if successful,

0:02:40 > 0:02:44will be used to sell hundreds of different products.

0:02:45 > 0:02:48Peppa Pig? All right. What's your favourite thing to play, Jeremiah?

0:02:48 > 0:02:51This looks like a play centre, but it isn't.

0:02:51 > 0:02:56Here, Dr Alison Bryant road tests new characters for the toy industry.

0:02:56 > 0:02:59PEPPA PIG SNORTS

0:02:59 > 0:03:01THEY SNORT, LAUGHTER

0:03:01 > 0:03:04They're playing a Peppa Pig app, which they actually asked to play.

0:03:04 > 0:03:07They saw it on the iPad and they said, "Oh, Peppa Pig, Peppa Pig!"

0:03:07 > 0:03:09And then, as I started the app,

0:03:09 > 0:03:11they were actually singing the theme song.

0:03:11 > 0:03:13So, they really love the character.

0:03:13 > 0:03:17'By ten, children can identify up to 400 brands,

0:03:17 > 0:03:21'so it's vital for industry to target them very young.'

0:03:21 > 0:03:25At what age do children start to have these relationships

0:03:25 > 0:03:27- with characters? - Oh, it can start incredibly early.

0:03:27 > 0:03:30I mean, we see children start to identify with characters,

0:03:30 > 0:03:32you know, at one and two.

0:03:32 > 0:03:34It's different, though, at that age, because they're, sort of,

0:03:34 > 0:03:36"I like this character".

0:03:36 > 0:03:40As they get a little bit older, it's, "I'M like this character".

0:03:40 > 0:03:43'If it's a hit, the character will appear on everything,

0:03:43 > 0:03:47'from bedding to biscuits, increasing the price tag by 50%.

0:03:47 > 0:03:49'This is known as licensing.

0:03:49 > 0:03:51'For adults, it's just as lucrative.

0:03:51 > 0:03:55'Peppa Pig replaced by David Beckham or Kate Moss.'

0:03:55 > 0:03:59How valuable is licensing to selling product?

0:03:59 > 0:04:01Er, I mean, licensing really

0:04:01 > 0:04:03can make or break a product at this point in time.

0:04:03 > 0:04:07I mean, if there's no way to create revenue outside of a TV show

0:04:07 > 0:04:10or a movie or whatever it is that's establishing the characters,

0:04:10 > 0:04:14it's very hard to make money in the kids' media space.

0:04:14 > 0:04:15Now, of course, we see it with Marvel,

0:04:15 > 0:04:17which was just purchased by Disney.

0:04:17 > 0:04:20And every kid, even if they haven't seen the movies,

0:04:20 > 0:04:21they want the products.

0:04:21 > 0:04:23'It wasn't always like this.'

0:04:23 > 0:04:26As late as the '60s,

0:04:26 > 0:04:29only a few toys were advertised directly to children.

0:04:29 > 0:04:33Barbie was one of the first to be widely marketed.

0:04:33 > 0:04:36There wasn't the endless range of licensed products we see today.

0:04:39 > 0:04:42Few toymakers saw children as spenders.

0:04:42 > 0:04:46It was the parents that held the purse strings. And it was THEY

0:04:46 > 0:04:49that needed persuading to buy new toys for their children.

0:04:50 > 0:04:52To change this mindset,

0:04:52 > 0:04:55the toy industry needed not just a new product...

0:04:56 > 0:04:58..but a cultural phenomenon

0:04:58 > 0:05:00that would change the way we were sold to.

0:05:04 > 0:05:07Great shot, kid, that was one in a million!

0:05:07 > 0:05:11- OBI-WAN KENOBI:- 'Remember, the Force will be with you...always.'

0:05:18 > 0:05:23Star Wars was the singular vision of one man - George Lucas.

0:05:23 > 0:05:26A sci-fi trilogy, pitching Luke Skywalker

0:05:26 > 0:05:28in an epic battle against the evil Darth Vader.

0:05:30 > 0:05:32Lucas may not have been a toymaker,

0:05:32 > 0:05:35but he was about to turn children into voracious consumers.

0:05:41 > 0:05:45I've come to California, where, in 1977, the film-maker was struggling

0:05:45 > 0:05:49to find a studio to back the unpromising sci-fi project

0:05:49 > 0:05:53he described to would-be investors as "cowboys and Indians in space".

0:05:55 > 0:05:59To raise money, Lucas wanted to do something unheard of -

0:05:59 > 0:06:02create a toy franchise, not just for the hero,

0:06:02 > 0:06:04but the entire world he'd invented.

0:06:07 > 0:06:08Steve.

0:06:08 > 0:06:10Hi, Jacques. How are you?

0:06:10 > 0:06:14- Welcome to Rancho Obi-Wan.- Thank you for having me!- You're welcome.

0:06:15 > 0:06:21'Steve Sansweet worked at Lucasfilm for 15 years, marketing Star Wars.'

0:06:24 > 0:06:28MUSIC: "The Imperial March" from Star Wars

0:06:28 > 0:06:30It's phenomenal.

0:06:32 > 0:06:35Well, er, this is Rancho Obi-Wan.

0:06:37 > 0:06:38That's amazing.

0:06:40 > 0:06:42I, erm, I'm not often lost for words.

0:06:42 > 0:06:44LAUGHTER

0:06:44 > 0:06:45But I am today.

0:06:45 > 0:06:49So...this...Darth Vader... This is THE Darth Vader?

0:06:49 > 0:06:53Lots of it are parts from the original movie costume

0:06:53 > 0:06:56from Star Wars and The Empire Strikes Back.

0:06:56 > 0:06:59- Can I touch...?- Yes, absolutely.

0:06:59 > 0:07:03It's like, um... it's like my generation's equivalent

0:07:03 > 0:07:06- of the Turin Shroud or something. - LAUGHTER

0:07:06 > 0:07:08You said it, I didn't!

0:07:11 > 0:07:15When Star Wars opened in cinemas, its tale of good battling evil

0:07:15 > 0:07:19enthralled children around the world, including me.

0:07:19 > 0:07:20CHEERING

0:07:20 > 0:07:23The franchise had been created and the world of selling to children

0:07:23 > 0:07:26and adults would never be the same again.

0:07:26 > 0:07:30These are the action figures and these are the things that

0:07:30 > 0:07:36really cemented fans' appreciation for Star Wars, I think.

0:07:36 > 0:07:39So this Luke Skywalker was the first ever toy?

0:07:39 > 0:07:42There were 12 toys that came out

0:07:42 > 0:07:45- and so you can see on the back of the package...- Mm.

0:07:45 > 0:07:49But even predating that, there had never been

0:07:49 > 0:07:53a successfully merchandised movie, until Star Wars.

0:07:53 > 0:07:55'For the next six years, Star Wars cemented itself

0:07:55 > 0:07:59'not as a movie or a toy, but an industry.'

0:07:59 > 0:08:01This is ridiculously fantastic.

0:08:01 > 0:08:04'But when Lucas took his idea to big toymakers...'

0:08:04 > 0:08:05Whoosh!

0:08:05 > 0:08:07'..none spotted its potential.'

0:08:07 > 0:08:10When he first came up with the idea of Star Wars,

0:08:10 > 0:08:13did he approach any toy manufacturers?

0:08:13 > 0:08:16They passed on it, they passed on it. They weren't interested.

0:08:16 > 0:08:20And in fact, the two guys from Fox and Lucasfilm who went

0:08:20 > 0:08:24to Toy Fair International, got, literally, thrown out of

0:08:24 > 0:08:28one of the toy showrooms of one of the largest toy makers at the time.

0:08:28 > 0:08:32'George Lucas's idea was finally picked up by toy company Kenner.

0:08:35 > 0:08:39'Together, they came up with a simple but revolutionary idea

0:08:39 > 0:08:42'that would dramatically increase the volume of toys sold.'

0:08:44 > 0:08:48At the time, figures were either seven inches

0:08:48 > 0:08:50or the 12-inch GI Joe figures,

0:08:50 > 0:08:55but having figures this size let you build environments, play sets,

0:08:55 > 0:09:00vehicles. That was really the key to Star Wars' success.

0:09:00 > 0:09:04And what's clever is that, by selling these small figures cheaply,

0:09:04 > 0:09:08you're actually creating rolling demand for much bigger purchases

0:09:08 > 0:09:12which will be like the Millennium Falcon or the big, big, set pieces.

0:09:12 > 0:09:15Yeah, absolutely, because originally, these were priced in the US

0:09:15 > 0:09:19at 1.97 and, of course, the marketing was all -

0:09:19 > 0:09:21"Collect them all".

0:09:21 > 0:09:24Star Wars set the template, not only for the toys,

0:09:24 > 0:09:28but for all kinds of merchandise - apparel, bedding, you name it.

0:09:28 > 0:09:32Profits increased as the range expanded, with Star Wars branding

0:09:32 > 0:09:36- on everything.- 'Video games, clothing, bubble bath.'

0:09:36 > 0:09:39All of which showed just how much money could be made

0:09:39 > 0:09:40through selling directly to kids.

0:09:43 > 0:09:46Business also learned that licensed products like this

0:09:46 > 0:09:47could be sold to adults.

0:09:47 > 0:09:49PHONE RINGS

0:09:49 > 0:09:50Hello?

0:09:54 > 0:09:58Since the launch of the first film, £13 billion pounds' worth

0:09:58 > 0:10:01of Star Wars-branded products have been sold worldwide.

0:10:05 > 0:10:09Star Wars heralded a new era in selling to children.

0:10:09 > 0:10:13Film and TV would combine with the toy industry

0:10:13 > 0:10:16to create brands that would stay with us for ever.

0:10:18 > 0:10:22The 1970s saw a new conduit for selling - colour television.

0:10:22 > 0:10:24The perfect medium for marketers

0:10:24 > 0:10:27to drive home sales to a young audience.

0:10:32 > 0:10:37Professor Benjamin Barber has studied the politics of selling.

0:10:37 > 0:10:41The challenge for vendors, the challenge for producers,

0:10:41 > 0:10:43was how to get to the children,

0:10:43 > 0:10:46because between them and the children stood gatekeepers -

0:10:46 > 0:10:50parents, teachers, government regulators.

0:10:50 > 0:10:53So, how to bypass them, how to get around them, was crucial

0:10:53 > 0:10:57and one of the things that was very, very important was television.

0:10:57 > 0:11:01Because those who controlled what was on the screens

0:11:01 > 0:11:04were in a position to market directly to the children.

0:11:07 > 0:11:10Airtime quickly became cluttered with ads selling sugary foods

0:11:10 > 0:11:15and toys, as children were targeted increasingly aggressively.

0:11:15 > 0:11:17There was a backlash against this attempt

0:11:17 > 0:11:20to turn kids into mini-consumers.

0:11:20 > 0:11:22As the children's market

0:11:22 > 0:11:25began opening up in ways previously undreamt of,

0:11:25 > 0:11:28in the US, the Federal Trade Commission began lobbying lawmakers

0:11:28 > 0:11:33to curb advertising to children. The fall-out from this battle

0:11:33 > 0:11:36would change the way children across the world were sold to.

0:11:39 > 0:11:42The FTC had been urged into action by an unlikely coalition

0:11:42 > 0:11:46of consumer lobbyists and traditional family-value groups.

0:11:47 > 0:11:51They pointed to research that showed children to be the consumer group

0:11:51 > 0:11:53most susceptible to TV advertising

0:11:53 > 0:11:56because their ideas were still being formed.

0:11:56 > 0:12:00Kids are being told the biggest lie they will ever hear in their lives.

0:12:00 > 0:12:03A lie that says they should

0:12:03 > 0:12:05shove candy into their mouths,

0:12:05 > 0:12:10a lie that says that 12, 20 and 30 toys work perfectly every time.

0:12:10 > 0:12:12That all the other kids have them

0:12:12 > 0:12:15and that they, too, must have them in order to be happy.

0:12:15 > 0:12:19But their attempt to protect kids was doomed to failure.

0:12:19 > 0:12:22At hearings in Washington, industry fought back.

0:12:24 > 0:12:27The man defending big business was Fred Furth.

0:12:27 > 0:12:30One of America's leading lawyers, Furth represented Kellogg's,

0:12:30 > 0:12:34a company that advertised heavily around children's programming.

0:12:34 > 0:12:38In an American democratic capitalistic society,

0:12:38 > 0:12:42we all must learn, top to bottom, to care for ourselves and what

0:12:42 > 0:12:47the last thing we need in the next 20 years is a national nanny.

0:12:47 > 0:12:51The idea was to ban foods, er,

0:12:51 > 0:12:55which advertised to children that had sugar in them and, er,

0:12:55 > 0:13:00this was way beyond the authority of the FTC.

0:13:00 > 0:13:04I mean, the FTC had substantial responsibilities, in regard to

0:13:04 > 0:13:08mergers and acquisitions and other matters

0:13:08 > 0:13:13but they're not a social agency that goes out on liberal crusades.

0:13:13 > 0:13:17The people who are supposed to keep the children from eating too much sugar

0:13:17 > 0:13:21are called parents and grandparents and uncles and aunts.

0:13:21 > 0:13:23'With such powerful opponents,

0:13:23 > 0:13:26'the government agency was soon in retreat.'

0:13:26 > 0:13:29It was one of those ideas that cost millions and millions

0:13:29 > 0:13:34of dollars to lots of people, cost the FTC a lot of time,

0:13:34 > 0:13:38made them look foolish and it went nowhere.

0:13:38 > 0:13:42'But those opposing advertising to kids hadn't just lost the battle.'

0:13:44 > 0:13:48At the end of the 1970s, the US economy was in recession

0:13:48 > 0:13:53and the proposed ban was portrayed in Washington as an attack on trade.

0:13:53 > 0:13:56The resulting backlash gave newly-elected president,

0:13:56 > 0:14:01Ronald Reagan, a mandate for huge deregulation.

0:14:01 > 0:14:04As you know, I have never liked big government

0:14:04 > 0:14:05and I think you would agree

0:14:05 > 0:14:09there's no reason to substitute the judgment of Washington bureaucrats

0:14:09 > 0:14:12for that of professional broadcasters.

0:14:12 > 0:14:13APPLAUSE

0:14:17 > 0:14:19The government set about dismantling the rules

0:14:19 > 0:14:23that protected children from advertising.

0:14:23 > 0:14:27Looking back now, do you not have any qualms about preventing

0:14:27 > 0:14:32legislation going through that was designed to protect children?

0:14:32 > 0:14:36I never prevented any legislation from going through.

0:14:36 > 0:14:40If this was such a grievous affair,

0:14:40 > 0:14:45certainly the Congress of the United States would step forward

0:14:45 > 0:14:49to protect five-year-old children, if that was the great issue.

0:14:53 > 0:14:57The way was clear for toy marketing to step up another gear.

0:14:57 > 0:15:00US television was now free to screen programmes that were

0:15:00 > 0:15:03little more than advertising slots for toys

0:15:03 > 0:15:06and these would be seen by children across the world.

0:15:06 > 0:15:11For the children's market, still in its infancy, it was a gold rush.

0:15:12 > 0:15:14The world's largest toymakers,

0:15:14 > 0:15:18Hasbro and Mattel, were the first companies to cash in.

0:15:18 > 0:15:20Having seen the profits Lucas had made,

0:15:20 > 0:15:25they now wanted to use television in a new way to sell their toys.

0:15:25 > 0:15:29Their cunning plan was to create the toy and then invent a story.

0:15:31 > 0:15:35The first and most successful to use this strategy was Transformers.

0:15:35 > 0:15:39Paul Kurnit was one of the team tasked with making it happen.

0:15:41 > 0:15:44You flipped the Star Wars model, didn't you, in a way?

0:15:44 > 0:15:46Well, in a way, because the product came first.

0:15:46 > 0:15:48We took it from this three-dimensional toy

0:15:48 > 0:15:50that didn't have a lot of meaning

0:15:50 > 0:15:55to a completely unique storyline that kids could get excited about.

0:15:55 > 0:15:58And we had trained a generation of kids to think,

0:15:58 > 0:16:01"There's got to be product, there's got to be toys."

0:16:02 > 0:16:04The Transformers' back story

0:16:04 > 0:16:07was to be developed by ad agency Griffin-Bacal.

0:16:09 > 0:16:14My two partners, Tom Griffin and Joe Bacal, and the head of marketing

0:16:14 > 0:16:18for Hasbro, Steve Schwartz, were driving back to New York that night.

0:16:18 > 0:16:21And we got in the car and just started talking.

0:16:21 > 0:16:25And it was kind of like being with your best buddies on a schoolyard

0:16:25 > 0:16:30and just jamming and coming up with a story that had real legs.

0:16:30 > 0:16:34Because in that... three-hour car drive,

0:16:34 > 0:16:38we invented the entire story of Transformers.

0:16:38 > 0:16:40By giving the toys characters,

0:16:40 > 0:16:44they could then script a TV programme around them.

0:16:44 > 0:16:48The product line was fixed - there were six cars, six planes,

0:16:48 > 0:16:51a truck and a gun.

0:16:51 > 0:16:54And we started coming up with names, right?

0:16:54 > 0:16:56Like Autobots for cars.

0:16:56 > 0:17:00Decepticons because deceptive is not a good thing.

0:17:00 > 0:17:03And so, once we had our Autobots and our Decepticons,

0:17:03 > 0:17:05we had the good-versus-evil, kind of, storyline

0:17:05 > 0:17:10which in boys' toy play is really rather classic.

0:17:11 > 0:17:14'There was an aggressive campaign behind the Transformers' launch -

0:17:14 > 0:17:19'the TV mini-series, a range of toys and a Marvel comic book.

0:17:19 > 0:17:21'But that was just the beginning.'

0:17:21 > 0:17:24Licensing opportunities became really big,

0:17:24 > 0:17:28where, if a child loved Transformers, the child would want

0:17:28 > 0:17:31Transformers bedding, pillows, blankets.

0:17:31 > 0:17:34A child would want to go as Optimus Prime

0:17:34 > 0:17:37or Megatron on Halloween as their costume.

0:17:37 > 0:17:41A child would want to carry a Transformers lunch box

0:17:41 > 0:17:42or thermos with them to school.

0:17:43 > 0:17:48Within two years, sales of the toy had reached 300m.

0:17:49 > 0:17:53But, to its critics, Transformers shows were adverts

0:17:53 > 0:17:58masquerading as programmes - half an hour of hard sell to young children.

0:17:58 > 0:18:02How did you get away with making 30- minute commercials in a mini-series?

0:18:02 > 0:18:06Now you're being very controversial. We did not feel they were adverts.

0:18:06 > 0:18:08We were very serious about the work that we were doing.

0:18:08 > 0:18:10And it was quality television programming.

0:18:10 > 0:18:15Some of the finest television programming for children at the time.

0:18:15 > 0:18:17But you don't feel it was a, kind of, more aggressive,

0:18:17 > 0:18:20naked way of selling a product?

0:18:20 > 0:18:24I think that is a cynical view and I think it sells kids short.

0:18:24 > 0:18:28I think that the idea of creating worlds in which there is open-ended

0:18:28 > 0:18:32play...and understanding that kids can breathe their own storyline,

0:18:32 > 0:18:36their own excitement into it, is a really joyful thing to do.

0:18:41 > 0:18:44'Meanwhile, Mattel created He-Man Masters Of The Universe,

0:18:44 > 0:18:48'a 65-part animated TV series,

0:18:48 > 0:18:52'designed to promote a new line of toys that would rival Transformers.'

0:18:52 > 0:18:55- All right, Teresa, you haven't seen this for some time.- Mm-hm.

0:18:55 > 0:18:57SHE CHUCKLES

0:18:57 > 0:18:59- ANNOUNCER: - '..and The Masters of the Universe!'

0:18:59 > 0:19:01For years...

0:19:01 > 0:19:04'The hard sell of these shows was frowned on in Britain.

0:19:04 > 0:19:07'But they were attractive to TV executives

0:19:07 > 0:19:09'as they were cheap and popular.

0:19:09 > 0:19:13'In 1984, Theresa Plummer-Andrews was a programme buyer for ITV.'

0:19:13 > 0:19:15By the power of Grayskull...

0:19:15 > 0:19:18- You know it better than I do! - Yeah, I used to watch this.

0:19:18 > 0:19:23'And I became He-Man, the most powerful man in the universe..'

0:19:23 > 0:19:25It was very different from the kind of shows that were

0:19:25 > 0:19:29shown before, wasn't it? It was brashly commercial?

0:19:29 > 0:19:32Hugely commercial. Everybody was concerned

0:19:32 > 0:19:34but it was going to happen.

0:19:34 > 0:19:38You know, there was no way we could hold the floodgates back

0:19:38 > 0:19:41from this onslaught of American material.

0:19:41 > 0:19:46So, despite initial resistance, the need to attract viewers won out

0:19:46 > 0:19:48and He-Man was shown by ITV.

0:19:48 > 0:19:53That year, toy sales in Britain rocketed by an unprecedented 25%,

0:19:53 > 0:19:58to £450 million, with He-Man leading the charge.

0:19:58 > 0:20:01Which means that Masters of the Universe have muscled in

0:20:01 > 0:20:03as masters of Santa's grotto.

0:20:05 > 0:20:09Isn't a part of you thinking, "These shows really shouldn't be

0:20:09 > 0:20:12"shown to kids because they are ads for toys?"

0:20:12 > 0:20:16They're not coming from a place that's about imagination

0:20:16 > 0:20:19and creativity. It's about cynical selling.

0:20:19 > 0:20:22If I'm an investor and I'm investing in your programme,

0:20:22 > 0:20:25I'm not going to give you two million quid

0:20:25 > 0:20:27to go away and play with it. I want my money back.

0:20:27 > 0:20:31And the only way you're going to get your money back is toys,

0:20:31 > 0:20:37books, DVDs, apps nowadays, etc, etc. It's...it's commercial.

0:20:41 > 0:20:43Children's programming was

0:20:43 > 0:20:47now used to prime kids to want the latest licensed toy.

0:20:47 > 0:20:51In time, children would help the market understand the full power

0:20:51 > 0:20:54of narrative and franchising in selling to all of us.

0:20:56 > 0:21:00But the project to develop them into the super-consumers of today

0:21:00 > 0:21:01was just beginning.

0:21:03 > 0:21:06It would be turbo-charged, thanks to a kids TV channel,

0:21:06 > 0:21:08now familiar for its distinctive branding.

0:21:11 > 0:21:15POPPING

0:21:15 > 0:21:21Nickelodeon, the US kids' network, launched in Britain in 1993.

0:21:21 > 0:21:23Heidi Diamond would help make

0:21:23 > 0:21:27this aggressively-commercial new channel a success in the UK.

0:21:28 > 0:21:31She was the executive vice-president tasked with winning over

0:21:31 > 0:21:34the many critics of its brash approach.

0:21:35 > 0:21:38We got a lot of, "Yankee, go home",

0:21:38 > 0:21:44because they thought that Watch With Mother time was very sacrosanct

0:21:44 > 0:21:46and the idea of children

0:21:46 > 0:21:51to be wild and children to be loud and outspoken and effervescent,

0:21:51 > 0:21:57that was not what the British population was used to at that time.

0:21:57 > 0:22:01Heidi, how valuable was Nickelodeon to advertisers?

0:22:01 > 0:22:06All of a sudden, there was a way to reach children with...

0:22:06 > 0:22:10volume and frequency. It meant a lot.

0:22:10 > 0:22:15And particularly, when you're selling cereal or sweets or toys.

0:22:15 > 0:22:17It took a little while to catch on,

0:22:17 > 0:22:22because, certainly, you know, the notion that, "Oh, my goodness,

0:22:22 > 0:22:26"all of a sudden, you're doing too much programming to kids."

0:22:26 > 0:22:28But advertisers started to see the light

0:22:28 > 0:22:33and that here was an opportunity to message to them regularly -

0:22:33 > 0:22:34before they went to school,

0:22:34 > 0:22:38after they came home from school, before they went to bed.

0:22:38 > 0:22:41'By 2007, the average British child

0:22:41 > 0:22:45'was watching 10,000 TV adverts in a year.'

0:22:45 > 0:22:47Don't you think there's something slightly immoral

0:22:47 > 0:22:53about the idea of targeting people who really haven't the capacity

0:22:53 > 0:22:57to judge whether it's right to be wanting that object?

0:22:57 > 0:22:59You know, fair enough, the question.

0:22:59 > 0:23:03But kids are consumers, the same way adults are consumers.

0:23:03 > 0:23:07They get pocket money, they do chores, they earn money,

0:23:07 > 0:23:12they want to go to the newsagent, they want to buy their magazines,

0:23:12 > 0:23:15they want to buy their Kit Kat bars or their Mars Bars,

0:23:15 > 0:23:18so why not talk to them on a level

0:23:18 > 0:23:23that appreciates that they're a consumer, the same as you and I?

0:23:23 > 0:23:26'Ads on Nickelodeon were not just aimed at children, but also

0:23:26 > 0:23:30'at parents, who, it was assumed, would watch TV with their kids.

0:23:30 > 0:23:33'But research by Nickelodeon found that children watched alone

0:23:33 > 0:23:35'and it was they that saw the ads for holidays

0:23:35 > 0:23:38'and cars that were aimed at their parents.'

0:23:38 > 0:23:40It became evident to us

0:23:40 > 0:23:46that kids had such a firm influence on their parents' decisions.

0:23:46 > 0:23:49Besides saying, "Mummy, Mummy, I want this kind of ice cream."

0:23:49 > 0:23:53When it came time to purchase the family car,

0:23:53 > 0:23:55the children's voice was heard.

0:23:56 > 0:24:00Children were, of course, primary targets for marketers

0:24:00 > 0:24:04and advertisers, but increasingly, it was apparent that kids

0:24:04 > 0:24:07also had considerable influence on adults as well.

0:24:07 > 0:24:12They were in a position to go to their parents and not just say,

0:24:12 > 0:24:16"I want this particular game, I want this particular video,"

0:24:16 > 0:24:21but to also say, "Why don't we have this kind of a television?"

0:24:21 > 0:24:27So, the old gatekeepers, in a sense, now became the new targets

0:24:27 > 0:24:29of the very children they were supposed to be gatekeeping,

0:24:29 > 0:24:33in influencing them in what they buy.

0:24:33 > 0:24:36By 1996, it was estimated that British children

0:24:36 > 0:24:41influenced around £31 million of adult spending each year.

0:24:41 > 0:24:45Advertisers looked at children with fresh eyes.

0:24:45 > 0:24:49They now saw kids as a Trojan Horse. Get the message to the child

0:24:49 > 0:24:51and they would take it straight into the family home,

0:24:51 > 0:24:55to the unsuspecting parent. Ads for large family purchases

0:24:55 > 0:24:59would now be targeted at kids, as well as adults.

0:24:59 > 0:25:03Manufacturers didn't stop at advertising to kids.

0:25:03 > 0:25:05They began to redesign the very product,

0:25:05 > 0:25:07according to what children wanted.

0:25:08 > 0:25:13The first to do this was the Japanese car manufacturer Toyota.

0:25:13 > 0:25:14In the late '90s,

0:25:14 > 0:25:17sales of the people carrier went into sharp decline.

0:25:17 > 0:25:21Mum and Dad thought it looked boring when compared to the SUV.

0:25:21 > 0:25:26So, engineers at this American plant in Detroit came up with an idea.

0:25:26 > 0:25:29If they couldn't sell the people carrier to parents,

0:25:29 > 0:25:32why not try and sell it to the kids?

0:25:32 > 0:25:35Andy Lund came up with the new child-friendly design.

0:25:35 > 0:25:40We did not think the word "cool" and "people carrier" had to be opposites.

0:25:40 > 0:25:43We wanted to make a cool van.

0:25:43 > 0:25:47'Toyota weren't sure what "cool" might be for 7-14 year olds,

0:25:47 > 0:25:50'so they travelled from coast to coast to find out.'

0:25:50 > 0:25:52We decided that, if we're going to learn,

0:25:52 > 0:25:55we have to go and listen to the children and watch the children.

0:25:55 > 0:25:58What were the things that kids were saying they wanted?

0:25:58 > 0:26:00There were several features. Let me show you two.

0:26:00 > 0:26:01The first one is the seat.

0:26:01 > 0:26:05It is a captain's chair, it's designed after the driver seat.

0:26:05 > 0:26:09so the people who sit here don't feel they're stuck way back there.

0:26:09 > 0:26:11A key member of the vehicle.

0:26:11 > 0:26:14And so that was the first thing.

0:26:14 > 0:26:17The second thing was a wide-screen rear-seat entertainment,

0:26:17 > 0:26:19They're here...

0:26:19 > 0:26:23An advertising campaign was launched to promote the new child-led design.

0:26:23 > 0:26:27- Hi, ladies.- Are you ready to get started?- Shall we...?

0:26:27 > 0:26:30- I want 100 cup holders. - How about 14?- OK.

0:26:30 > 0:26:32Put a TV there, make this prettier..

0:26:32 > 0:26:34- This is working well.- Yeah.

0:26:34 > 0:26:37How did these changes affect sales?

0:26:37 > 0:26:40Well, focusing on what children want did help our sales of our minivan.

0:26:40 > 0:26:44We always believe that, if you listen to the customer,

0:26:44 > 0:26:47and if you give the customer what they want, they will reward you

0:26:47 > 0:26:49by purchasing the vehicle.

0:26:49 > 0:26:51- CHILDREN CHATTER - In fact, Andy Lund's redesign

0:26:51 > 0:26:54led to a rapid surge in orders,

0:26:54 > 0:26:58reversing the downward trend in sales of people carriers.

0:26:58 > 0:27:00- Looks like you still have a job. - APPLAUSE

0:27:00 > 0:27:01Thanks.

0:27:01 > 0:27:04ANNOUNCER: It has everything kids want and everything you need.

0:27:09 > 0:27:12The children's market had proved to be hugely lucrative.

0:27:12 > 0:27:16Kids were model consumers, with untold influence

0:27:16 > 0:27:19and the power to change the fortunes of a product or brand.

0:27:20 > 0:27:26One fascinating consequence of the increasing focus on children

0:27:26 > 0:27:28was that marketers begin to realise

0:27:28 > 0:27:32if they could get adults to behave more like children,

0:27:32 > 0:27:37they would become better buyers, better consumers.

0:27:37 > 0:27:41In the early '90s, business began to encourage adults

0:27:41 > 0:27:45to channel their inner child, spend money and have fun.

0:27:47 > 0:27:50Children and adults were swapping places,

0:27:50 > 0:27:53an idea explored in the Hollywood comedy Big.

0:27:57 > 0:27:59Make my wish.

0:28:01 > 0:28:03I wish I were big.

0:28:03 > 0:28:05In this clever and prescient film,

0:28:05 > 0:28:09Josh Baskin is a boy who desires to become big

0:28:09 > 0:28:13and wakes up the next day in the body of a man, played by Tom Hanks.

0:28:13 > 0:28:15KEYBOARD MUSIC

0:28:15 > 0:28:17Neat!

0:28:19 > 0:28:21As a grown-up, he finds work in a toy company,

0:28:21 > 0:28:26but it is the child inside him - impetuous, innocent and endlessly

0:28:26 > 0:28:30delighting in toys and play - that offers the key to the market.

0:28:30 > 0:28:34THEY PLAY "Chopsticks"

0:28:34 > 0:28:38'Today, we're all encouraged to indulge the child within us.'

0:28:38 > 0:28:40Hey! Brilliant.

0:28:42 > 0:28:45Those that, like me, grew up with Star Wars,

0:28:45 > 0:28:48have been conditioned to consume from an early age.

0:28:49 > 0:28:53This is Comic-Con, where adults and children come together to see

0:28:53 > 0:28:56the latest in comic books, games and toys.

0:28:57 > 0:29:01Manufacturers now see an opportunity to grow their markets

0:29:01 > 0:29:04and increase their profits by keeping us playing.

0:29:13 > 0:29:17Do you think there isn't really a divide between adults and children any more?

0:29:17 > 0:29:22We, sort of, just consume things that are childish, but as adults?

0:29:22 > 0:29:24In every man, there is still a boy left,

0:29:24 > 0:29:27because men never truly grow up.

0:29:27 > 0:29:30I certainly haven't put away all my childish things.

0:29:30 > 0:29:32I have Lego myself that they're not allowed to play with,

0:29:32 > 0:29:36so I think my parents stopped playing a lot earlier than I have.

0:29:36 > 0:29:40I came here today to support my kids. Because I've always made them

0:29:40 > 0:29:42costumes since they were that high...

0:29:42 > 0:29:44And now they're 30 and 28!

0:29:44 > 0:29:45SHE LAUGHS

0:29:46 > 0:29:48Erm... They're here.

0:29:50 > 0:29:53It's a different world to what we had.

0:29:53 > 0:29:57'We had to grow up when you was 18 and that was all there was to it!'

0:29:57 > 0:29:59Your bone's hanging out.

0:29:59 > 0:30:01The boundaries separating the adult

0:30:01 > 0:30:03and children's markets are invisible here.

0:30:08 > 0:30:11Perfect. You look brilliant.

0:30:11 > 0:30:14- Really?- It's Pikachu.

0:30:14 > 0:30:17Everyone loves Pikachu and you even have a tail.

0:30:17 > 0:30:19What more could you ask for?

0:30:19 > 0:30:25Increasingly, adults and children find pleasure in the same purchases.

0:30:25 > 0:30:30One can notice a gradual transformation, a convergence,

0:30:30 > 0:30:33of desires. Last century,

0:30:33 > 0:30:37children wanted games and toys and adults wanted books and instruments

0:30:37 > 0:30:40that helped them live well and take care of their families.

0:30:40 > 0:30:44Today, everybody wants smartphones, everybody wants the new video games.

0:30:44 > 0:30:46- Are you wanting to jump in? - Yeah, of course, yeah.

0:30:46 > 0:30:48- Good luck. - Go.. go, go, go. Go for it.

0:30:48 > 0:30:50Whoa. No.

0:30:50 > 0:30:53- Whoa, no! - Out, out, out, there you go.

0:30:53 > 0:30:56- Have I bashed you yet?- No. - No!- I've already finished.

0:30:56 > 0:30:58Have you?! Oh, no!

0:31:00 > 0:31:04'Today, the gaming industry is worth £40 billion.

0:31:04 > 0:31:07'And adults happily admit to owning a gaming console.'

0:31:09 > 0:31:13But in the '80s, playing games was something kids did.

0:31:13 > 0:31:15Sega and Nintendo led the market,

0:31:15 > 0:31:19with games depicting cartoon-style characters, like Mario and Sonic.

0:31:21 > 0:31:26- Where the hell am I, what am I doing? - Look, I spun him around.

0:31:26 > 0:31:28- Oh, I want to fly. - I've got three tails, look...

0:31:28 > 0:31:30Look... I get all coins, look.

0:31:30 > 0:31:34But everything was to change in the '90s,

0:31:34 > 0:31:38when large multinationals saw the real cash possible in gaming.

0:31:38 > 0:31:40If they could extend the market to everyone,

0:31:40 > 0:31:44they'd create an entertainment industry to rival Hollywood.

0:31:44 > 0:31:47The hunt was now on for games that adults would play.

0:31:48 > 0:31:52One of the men who pioneered this new multi-billion-pound market

0:31:52 > 0:31:54was Peter Molyneux.

0:31:54 > 0:31:56'Now one of the world's leading games developers.'

0:31:56 > 0:32:01- Can I be the prince?- Yeah, you be the prince, and remember you...

0:32:01 > 0:32:06The point of this game is that you are, um, going to become a king.

0:32:06 > 0:32:08- And so...- That's good.

0:32:08 > 0:32:13Eventually you can wreak revenge on every single person

0:32:13 > 0:32:16- that is going to do bad to you in this game.- That sounds great.- Yeah.

0:32:19 > 0:32:21'Among Molyneux's biggest-selling games was Fable,

0:32:21 > 0:32:23'which spawned two sequels.'

0:32:25 > 0:32:27Who was the game aimed at, Peter?

0:32:27 > 0:32:31- Well, it was aimed at 25-35 year-olds.- Yeah.

0:32:31 > 0:32:37- How successful was the game?- Er, this sold almost five million units

0:32:37 > 0:32:40- and, erm....- How much did you make out of that? A lot?

0:32:40 > 0:32:42Well... Microsoft made the money,

0:32:42 > 0:32:44not me, personally... JACQUES LAUGHS

0:32:44 > 0:32:46..but, you know, in the hundreds of millions, yeah.

0:32:46 > 0:32:50In the hundreds of millions! I like the way you say that!

0:32:50 > 0:32:53'When Sony introduced the PlayStation in 1994,

0:32:53 > 0:32:56'its goal was to create gaming for a mass market.

0:32:56 > 0:33:00'This was a revolutionary new console for adults.

0:33:00 > 0:33:04'Ideal for the darker, violent games being developed.

0:33:04 > 0:33:06'And it had a rival in Microsoft's Xbox.'

0:33:08 > 0:33:12The consoles were powerful enough that the guns sounded liked guns

0:33:12 > 0:33:17and the blood looked like blood, and so all of those things came together

0:33:17 > 0:33:23to create what is now an entire genre, the first-person action genre.

0:33:23 > 0:33:26We're making games not for kids,

0:33:26 > 0:33:30we're making them for adults, and we're making them for adults

0:33:30 > 0:33:33that like the horror and the brutality of those moments.

0:33:37 > 0:33:40It was almost as if we took a gun and shot Mario,

0:33:40 > 0:33:43that cute moustache, you know, the baggy pants,

0:33:43 > 0:33:47the plumber - we as adults didn't want to play that any more.

0:33:47 > 0:33:51We wanted to shoot things and it was as if we blew Mario out of the park.

0:33:53 > 0:33:56Suddenly, men spent hours playing games like the all-conquering,

0:33:56 > 0:33:59military shooter series Call of Duty.

0:33:59 > 0:34:02With violent action games, the industry had found a winner.

0:34:03 > 0:34:08This was a new golden goose in the mid-'90s and we had

0:34:08 > 0:34:11Microsoft with Halo, that was set in space.

0:34:11 > 0:34:15We had Activision, they came out with Call of Duty, which now...

0:34:15 > 0:34:17got super, super-successful.

0:34:17 > 0:34:19We had EA with Medal of Honor.

0:34:19 > 0:34:21They were all vying against each other.

0:34:21 > 0:34:25What was the money that was being generated for these games?

0:34:25 > 0:34:30I mean, the money is astounding. Within a week, you are talking

0:34:30 > 0:34:36about billons of dollars of revenue and over the Christmas period...

0:34:36 > 0:34:39you know, they were huge successes,

0:34:39 > 0:34:43far more successful than almost every Hollywood film.

0:34:43 > 0:34:49The fantastic thing about this is this is a renewable franchise.

0:34:49 > 0:34:51You're not talking about one year,

0:34:51 > 0:34:54you're talking about multiple year after year after year.

0:34:54 > 0:34:58For years, I've lived a double life. In the day, I do my job,

0:34:58 > 0:35:01roll up my sleeves with the hoi polloi,

0:35:01 > 0:35:04but at night, I live a life of exhilaration.

0:35:04 > 0:35:06Of missed heartbeats and adrenaline.

0:35:06 > 0:35:09Sony's unconventional appeal to an adult audience,

0:35:09 > 0:35:13as seen in this dramatic PlayStation ad, had paid off.

0:35:13 > 0:35:14And conquered worlds.

0:35:14 > 0:35:16And though I've...

0:35:16 > 0:35:18Games were increasingly dystopian.

0:35:18 > 0:35:20..I've lived.

0:35:21 > 0:35:24A third of all homes now had a console,

0:35:24 > 0:35:27but the market was heavily skewed towards men.

0:35:27 > 0:35:30The problem we had was that we were making these games -

0:35:30 > 0:35:34they were becoming more and more dark,

0:35:34 > 0:35:36more and more brutal, more and more horrific,

0:35:36 > 0:35:40they were becoming more challenging, more hard, they were actually

0:35:40 > 0:35:43constraining the audience a little bit.

0:35:43 > 0:35:46And Nintendo came out and they said, "Well, you've forgotten

0:35:46 > 0:35:49"about someone, you've forgotten about the rest of the world."

0:35:52 > 0:35:55This is what Nintendo came up with - the Wii.

0:35:55 > 0:35:59It was fun and easy to use. There were no dark,

0:35:59 > 0:36:02shoot 'em up games and, instead, it was bowling, dancing and karaoke.

0:36:05 > 0:36:08Importantly, it put the console back in the living room.

0:36:08 > 0:36:11This was gaming for all, no matter what your age.

0:36:13 > 0:36:16Finish! Second.

0:36:16 > 0:36:18Mario was alive and kicking

0:36:18 > 0:36:24and finding a whole new audience of 9-95-year-olds, men AND women.

0:36:24 > 0:36:28Up till that point when any consumers, especially women, funny enough,

0:36:28 > 0:36:32picked up a game, the same thing would happen - they would use

0:36:32 > 0:36:36the thumb stick and their character would run against the wall.

0:36:36 > 0:36:39They'd feel stupid, they'd feel foolish at playing a game,

0:36:39 > 0:36:42they'd just put down the controller and say, "The game's not for me."

0:36:42 > 0:36:46Along came the Wii, they picked up the controller

0:36:46 > 0:36:50and they move this hand and the tennis racket moved.

0:36:50 > 0:36:54You didn't have to learn that X button did this and Y button did that

0:36:54 > 0:36:57and press red and press yellow and use the thumb stick.

0:36:57 > 0:37:02With that one moment, we drew millions of new consumers

0:37:02 > 0:37:07into this market, and one segment of society

0:37:07 > 0:37:10could start playing games for the first time. And that was women.

0:37:10 > 0:37:14The Wii was an instant success. 600,000 were sold

0:37:14 > 0:37:18within a week of its launch, as supply struggled to meet demand.

0:37:20 > 0:37:23Playing games is now considered acceptable to all generations,

0:37:23 > 0:37:26from children to pensioners.

0:37:26 > 0:37:30And last year, in the UK, games outsold music and video.

0:37:32 > 0:37:35Now companies outside gaming gathered to exploit

0:37:35 > 0:37:39the opportunities it opened up to sell other products.

0:37:39 > 0:37:42And the people who would do that were two British students -

0:37:42 > 0:37:45Adam and Donna Powell.

0:37:45 > 0:37:48The couple created the online website, Neopets,

0:37:48 > 0:37:50which would sow the seeds

0:37:50 > 0:37:54for an entirely new way of doing business, worth billions.

0:37:54 > 0:37:57So, this is the Neopets website and it might not look like it could

0:37:57 > 0:38:00change the nature of selling, but these cute little characters

0:38:00 > 0:38:03drew in 35 million players,

0:38:03 > 0:38:06many of them - and here's the key thing - adults.

0:38:06 > 0:38:10And the reason why was simple - it was fiendishly compulsive.

0:38:13 > 0:38:15In order to keep your virtual pet alive,

0:38:15 > 0:38:19you needed to visit the site again and again to check on it.

0:38:19 > 0:38:22They had created something called "stickiness"

0:38:22 > 0:38:26and it was about to change the way the world was sold to.

0:38:27 > 0:38:32Neopets was the stickiest site on the web. By stickiest site, we mean

0:38:32 > 0:38:35was the site where the people spent, you know,

0:38:35 > 0:38:37the longest period of time on there.

0:38:37 > 0:38:39We had people that were spending hours and hours a day

0:38:39 > 0:38:41and were returning on a daily basis.

0:38:41 > 0:38:44And we had a lot of players, a lot of eyeballs,

0:38:44 > 0:38:46we had 50 million accounts.

0:38:46 > 0:38:49- 50 million?! - Yeah, it was huge in the States.

0:38:49 > 0:38:52Australia, we had a lot of players in Australia

0:38:52 > 0:38:57and Singapore, it was hugely popular. It was a vast, vast, percentage

0:38:57 > 0:39:00of the population played in Singapore.

0:39:00 > 0:39:05Half the population of Singapore, at one point, were playing Neopets!

0:39:05 > 0:39:09Yeah, it was... Yeah, pretty insane.

0:39:09 > 0:39:12Stickiness was a games innovation,

0:39:12 > 0:39:16but business was about to exploit it to get us to spend money.

0:39:16 > 0:39:19Within two years, global corporations

0:39:19 > 0:39:23like McDonalds, Disney and Colgate, began to advertise on Neopets.

0:39:25 > 0:39:28How important was it to these companies

0:39:28 > 0:39:30to get in on something like Neopets?

0:39:30 > 0:39:33It was hugely important for them.

0:39:33 > 0:39:38They never had an opportunity before to reach such a captive audience

0:39:38 > 0:39:42that they could present their brands to, in a completely new way.

0:39:42 > 0:39:46I mean, this was something that people were going nuts for.

0:39:46 > 0:39:49It's the thing that marketers dream of.

0:39:50 > 0:39:54Neopets offered big companies the chance to integrate their branding

0:39:54 > 0:39:58into the site's content, often as part of a game.

0:39:58 > 0:40:01In this way, players engaged directly with the brand.

0:40:01 > 0:40:03It was called "immersive advertising".

0:40:04 > 0:40:08What did they do, in terms of this immersive advertising?

0:40:08 > 0:40:11Basically, we made tailored mini-games for them

0:40:11 > 0:40:13which involved McDonalds' products,

0:40:13 > 0:40:17where you would build a burger and things like that.

0:40:17 > 0:40:22Colgate wanted Wheel of Brush which...

0:40:22 > 0:40:25I'm not kidding here! SHE CHUCKLES

0:40:25 > 0:40:29You basically spun a wheel and it was a toothbrush and you won a prize,

0:40:29 > 0:40:32depending on where the toothbrush head landed.

0:40:32 > 0:40:34'The Powells say they grew uncomfortable

0:40:34 > 0:40:37'with the increasing commercialisation of the website.'

0:40:37 > 0:40:43It kind of turned a little bit... too heavily towards the sponsor side.

0:40:43 > 0:40:46At one point, we had five developers working on sponsor games

0:40:46 > 0:40:50and one developer working on our own content.

0:40:50 > 0:40:53'In 2005, Neopets was sold

0:40:53 > 0:40:57'to global media corporation Viacom for £100 million.'

0:40:57 > 0:41:01People have accused Neopets of being quite cynical about creating

0:41:01 > 0:41:05this stickiness, about people coming back to the game again and again.

0:41:05 > 0:41:09- Mm-hm.- So...was that deliberate when you designed the game?

0:41:09 > 0:41:12We didn't deliberately decide to make something that would

0:41:12 > 0:41:15make people's lives hell if they didn't log on on a daily basis.

0:41:15 > 0:41:18We just wanted to make something that, you know, people would

0:41:18 > 0:41:22want to come back and there would be new things for them to do.

0:41:22 > 0:41:25But this stickiness was something that other people have picked up on

0:41:25 > 0:41:29and then have used cynically to keep people going back again and again.

0:41:29 > 0:41:32Erm, yeah, I know...but...

0:41:32 > 0:41:36But you did create those techniques, you know?

0:41:36 > 0:41:39Yeah, I mean, we were very young, very naive

0:41:39 > 0:41:43and we just wanted to try to create the best game we possibly could.

0:41:44 > 0:41:47Business learned something profound from Neopets.

0:41:47 > 0:41:49Consumers could be drawn back

0:41:49 > 0:41:53more frequently if play combined challenges with reward.

0:41:53 > 0:41:57Angry Birds put this into action. This led to games

0:41:57 > 0:42:00become increasingly compulsive and involving.

0:42:00 > 0:42:04We started to realise, if we compare scores,

0:42:04 > 0:42:06then we can give you a ranking.

0:42:06 > 0:42:09How were you better than your friends?

0:42:09 > 0:42:13And that's how we could make you play more, because it wasn't

0:42:13 > 0:42:16just about beating the game, it was beating your friends.

0:42:16 > 0:42:19And then we introduced something called achievements.

0:42:19 > 0:42:21Achievements were fantastic -

0:42:21 > 0:42:25there were little bizarre things that you did in the game,

0:42:25 > 0:42:28you got a gold star for doing an achievement

0:42:28 > 0:42:31and that again encouraged you to keep playing the game. If you're

0:42:31 > 0:42:33playing my game, you're not playing someone else's game.

0:42:38 > 0:42:42Having tapped into our innate human drive to seek out easy rewards,

0:42:42 > 0:42:45gaming was turning into selling.

0:42:47 > 0:42:49Our brains are wired in a very specific way,

0:42:49 > 0:42:53which is called intrinsic reinforcement. And how it works is,

0:42:53 > 0:42:56any time you challenge yourself to something,

0:42:56 > 0:42:59and then you achieve that thing, your brain secretes

0:42:59 > 0:43:02a little bit of this magical neurotransmitter called dopamine.

0:43:02 > 0:43:04And dopamine is, sort of, like a little bit of a high,

0:43:04 > 0:43:07but it also makes you want to do that thing again.

0:43:07 > 0:43:10So, challenge, achievement, dopamine.

0:43:10 > 0:43:12And experts like Gabe Zichermann

0:43:12 > 0:43:14began to proselytise about how marketers could take

0:43:14 > 0:43:17the best ideas from games and apply them to shopping.

0:43:17 > 0:43:20In a game setting, that challenge-achievement loop

0:43:20 > 0:43:22is done hundreds of times per hour.

0:43:22 > 0:43:26In contrast, in the real world, and most of the things people do,

0:43:26 > 0:43:29whether that's work or buying stuff, there is very little of that.

0:43:29 > 0:43:32We've taken all the challenge out of most things,

0:43:32 > 0:43:34so we're not getting that dopamine rush.

0:43:39 > 0:43:41Marketers realised that if they could inject

0:43:41 > 0:43:43the same excitement and compulsion

0:43:43 > 0:43:46into their products, they could dramatically increase sales,

0:43:46 > 0:43:49so they began to look at ways of using gaming techniques,

0:43:49 > 0:43:52such as rewards, levels and achievements,

0:43:52 > 0:43:55to sell us everything from running shoes to groceries.

0:43:56 > 0:43:59This cereal, Krave, has its own gaming app.

0:44:00 > 0:44:05Pirates of the Caribbean - comes with its own reward scheme.

0:44:07 > 0:44:10And these sausages have their own Facebook page.

0:44:10 > 0:44:14'This technique became known as gamification. Manufacturers use it

0:44:14 > 0:44:18'to create "stickiness" with the product and the brand.'

0:44:18 > 0:44:21McDonald's Best Chance Monopoly is still on. This means...

0:44:21 > 0:44:24One early and profitable example of this is the McDonald's Monopoly

0:44:24 > 0:44:27promotion, which ran in the UK, as well as the US.

0:44:27 > 0:44:31Based on the popular board game, shiny ads like this cleverly

0:44:31 > 0:44:35lured customers, offering the chance to win wheelbarrows of cash.

0:44:35 > 0:44:37We haven't won any food prizes or instant-win prizes yet,

0:44:37 > 0:44:41but we got six chances, so here we go.

0:44:43 > 0:44:46It looks like a simple tear-and-win game

0:44:46 > 0:44:49but to make it more compulsive, players needed to collect

0:44:49 > 0:44:52all the properties on the Monopoly board to win the jackpot.

0:44:52 > 0:44:56McDonalds had turned a visit to their restaurant into a game.

0:44:56 > 0:44:59In the United States, that game, which is played

0:44:59 > 0:45:02for one month a year, every year for the last ten years,

0:45:02 > 0:45:05is responsible single-handedly for an increase

0:45:05 > 0:45:09of about 3% in same-store sales in the US alone.

0:45:09 > 0:45:11So, this game alone is worth

0:45:11 > 0:45:14nearly three quarters of a billion dollars in revenue to McDonalds.

0:45:14 > 0:45:19Oh-oh-oh, guess what? I am a winner today - that's right.

0:45:19 > 0:45:21I just won a medium order of French fries.

0:45:21 > 0:45:24Every other company on Earth is trying to get you to spend money

0:45:24 > 0:45:27and they are putting all their effort into getting you

0:45:27 > 0:45:30to spend your money on stuff all the time and gamification

0:45:30 > 0:45:33is one of the tools that companies might use to accomplish their goals.

0:45:33 > 0:45:36Just like they incorporated television advertising 50 years ago,

0:45:36 > 0:45:38gamification is the new tool set.

0:45:38 > 0:45:40So, fun isn't this frivolous thing at all?

0:45:40 > 0:45:43It's actually a hard-nosed currency for selling now?

0:45:43 > 0:45:46Make no mistake - the house always wins.

0:45:46 > 0:45:48And that's a key thing for consumers to understand.

0:45:48 > 0:45:53This thing that's fun and engaging and useful, they're paying for that,

0:45:53 > 0:45:56one way or the other, whether that's in cash or time.

0:45:57 > 0:46:00Business had learned from selling to children how the adult market

0:46:00 > 0:46:02could be turned into a game.

0:46:03 > 0:46:06But there was another childish trait

0:46:06 > 0:46:09which business needed to tease out of adults.

0:46:10 > 0:46:13The trouble with adult consumers is they think too much.

0:46:13 > 0:46:15They walk down there and say,

0:46:15 > 0:46:17"I don't think I really need that,

0:46:17 > 0:46:19"I think I'll put off that shoe purchase till next week."

0:46:19 > 0:46:23That's the last thing that those who sell to consumers want -

0:46:23 > 0:46:27that kind of reflective, deliberative approach.

0:46:27 > 0:46:30They'd much rather have adults go in and say, "Oooh, look at that!

0:46:30 > 0:46:32"I want it, I want it now!" Like a child.

0:46:34 > 0:46:37The last 30 years of selling have been about getting us

0:46:37 > 0:46:40to give in to this instant gratification.

0:46:41 > 0:46:45And the greatest enabler of this is credit.

0:46:47 > 0:46:53The consumer merchandisers came up with a magic bullet -

0:46:53 > 0:46:55the credit card.

0:46:55 > 0:46:59Cards boomed following the deregulation of credit in the 1980s.

0:46:59 > 0:47:02They transformed our attitude to spending.

0:47:02 > 0:47:09By infantilising us, we could now buy whatever we want without saving.

0:47:09 > 0:47:15The credit card becomes the facilitator of impetuous,

0:47:15 > 0:47:19narcissistic, buy-now consumerism, because you don't have

0:47:19 > 0:47:23to wait a second, you've always got that credit card. You can always...

0:47:23 > 0:47:25CLICKS FINGERS ..make your purchase like that.

0:47:28 > 0:47:31We bought on impulse, knowing that we could pay later.

0:47:31 > 0:47:33But that wasn't all.

0:47:33 > 0:47:36'Studies of brain activity show that we experience

0:47:36 > 0:47:39'a discomfort akin to pain when we hand over cash.'

0:47:39 > 0:47:41- Hi there.- Good morning!

0:47:41 > 0:47:43- Thank you.- Thank you.

0:47:43 > 0:47:45Put simply, when I pay with cash,

0:47:45 > 0:47:48I'll think more carefully about what I'm spending.

0:47:48 > 0:47:49That's 7.20, please.

0:47:52 > 0:47:54Right, thanks...

0:47:54 > 0:47:58But when I spend with cards, I'm far more likely to spend more.

0:47:58 > 0:48:00Up to 100% more.

0:48:01 > 0:48:03That's 66.70, please.

0:48:07 > 0:48:10'Evidence of this was provided by Drazen Prelec,

0:48:10 > 0:48:13'a professor of behavioural economics.

0:48:13 > 0:48:17'He and fellow academic Duncan Simester carried out an experiment.

0:48:17 > 0:48:19'They set up an auction.

0:48:19 > 0:48:23'And students were asked to bid for tickets at a basketball game.'

0:48:23 > 0:48:26Students who were interested in basketball,

0:48:26 > 0:48:31walking through the door, they received a bid sheet.

0:48:31 > 0:48:34'Half of the students were told that, if their bids won the auction,

0:48:34 > 0:48:36'they would have to pay with a credit card.

0:48:36 > 0:48:39'The other half were told they would pay for their winning bid in cash.

0:48:40 > 0:48:43'The results were extraordinary.'

0:48:43 > 0:48:45The bids with the credit card condition

0:48:45 > 0:48:51were about twice as high and, in fact, there were no cash bids

0:48:51 > 0:48:55- up to 100, but the credit card bids went to 300 or 400.- Wow.

0:48:56 > 0:48:59Somehow, with a credit card, your tendency to purchase

0:48:59 > 0:49:02is released and you're more comfortable with high figures.

0:49:02 > 0:49:05You lost the tight connection between the purchase

0:49:05 > 0:49:07and the actual payment itself.

0:49:07 > 0:49:10- The tight connection...- The tight connection.- What do you mean by that?

0:49:10 > 0:49:13Well, a tight connection is when you take out your wallet

0:49:13 > 0:49:15and pay in cash, because there is the purchase

0:49:15 > 0:49:19and then there is the cash that you see that you don't have any more.

0:49:19 > 0:49:22Try to pay for everything in cash for a week

0:49:22 > 0:49:24and just watch how that feels.

0:49:25 > 0:49:28Just go for a cash system.

0:49:28 > 0:49:30Pay your rent in cash if you can.

0:49:31 > 0:49:34It's...painful, it's painful.

0:49:35 > 0:49:38So what you've done with a credit card is

0:49:38 > 0:49:40you've deferred the pain down the road?

0:49:40 > 0:49:43Yes, you defer the pain and you have diffused it,

0:49:43 > 0:49:46you have disconnected it from the purchases.

0:49:46 > 0:49:49- That's the important bit. - That's the important thing.

0:49:49 > 0:49:51By the late '90s, an entire shopping culture had been

0:49:51 > 0:49:55built around credit and the glamorous life it could buy,

0:49:55 > 0:49:56creating a new syndrome.

0:49:58 > 0:50:02- The green scarf, please! - Good choice, it's the last one.

0:50:02 > 0:50:05In lively comedy, Confessions Of A Shopaholic,

0:50:05 > 0:50:07a smart, successful woman shops compulsively.

0:50:07 > 0:50:09Can you put 30 on this card?

0:50:11 > 0:50:13BEEPS

0:50:13 > 0:50:15Ten on there?

0:50:15 > 0:50:18Reflecting our growing reliance on credit, her shopping habits

0:50:18 > 0:50:22run out of control, as she continues to spend money she doesn't have.

0:50:22 > 0:50:25- Declined.- Really?!

0:50:25 > 0:50:28Could you just, could you try it again?

0:50:28 > 0:50:29BEEPS

0:50:29 > 0:50:31Really declined.

0:50:31 > 0:50:34For several years, Avis Cardella was the real version,

0:50:34 > 0:50:37struggling to bring her own shopping habit under control.

0:50:37 > 0:50:40She wrote a book analysing how credit cards

0:50:40 > 0:50:43have fed our compulsion to spend.

0:50:43 > 0:50:46I remember, for me, with my first credit card,

0:50:46 > 0:50:48it felt a little bit like magic.

0:50:48 > 0:50:50How many credit cards did you have?

0:50:50 > 0:50:53I think, at one point, I had eight or ten cards,

0:50:53 > 0:50:57but when I first got them, I was this very,

0:50:57 > 0:51:01very serious, responsible credit card user.

0:51:01 > 0:51:05I would keep a very strict, er, record of everything that

0:51:05 > 0:51:07I spent and the payments I made.

0:51:07 > 0:51:12- So, you started off as a, kind of, responsible consumer?- Very much so.

0:51:12 > 0:51:14And as you got more and more credit,

0:51:14 > 0:51:18you became, for various reasons, less responsible.

0:51:18 > 0:51:20I think, by that point, I was indoctrinated into this

0:51:20 > 0:51:24way of believing that, you know, you had these credit cards

0:51:24 > 0:51:27and you just continued to use them.

0:51:29 > 0:51:33Research has found that credit cards play to our innate tendency

0:51:33 > 0:51:35to believe the future will be better.

0:51:35 > 0:51:38So many of us believe that, by the time the bill arrives,

0:51:38 > 0:51:40we'll be able to pay it.

0:51:40 > 0:51:43And in allowing us to behave like children,

0:51:43 > 0:51:46the credit card industry has become immensely profitable.

0:51:49 > 0:51:54The adult might want a BMW, the child might want a video game,

0:51:54 > 0:51:58but what's now the same is that both want it now.

0:51:58 > 0:52:02Neither deliberate, neither defer their gratification, neither

0:52:02 > 0:52:07feel they have to earn it. Both feel they can and should have it now and

0:52:07 > 0:52:13it's that change in attitude that I think has infantilised adults.

0:52:15 > 0:52:17For me, shopping was really like a candy land.

0:52:17 > 0:52:20It was a place you could go and you'd see all these fabulous

0:52:20 > 0:52:24things and almost, like a child, you'd want to see things that were

0:52:24 > 0:52:29shiny or things that you want to hold and possess, ultimately.

0:52:32 > 0:52:36Britons now owe a record £1.4 trillion.

0:52:36 > 0:52:39Far from putting the brakes on spending, the new millennium

0:52:39 > 0:52:42saw the process speeded up and made easier.

0:52:47 > 0:52:49The internet brought the shopping mall into our homes

0:52:49 > 0:52:52allowing us to pick and choose whatever we desire,

0:52:52 > 0:52:55with no opening and closing times to delay our purchasing.

0:52:57 > 0:53:01Two of the men behind this new multibillion dollar candy land

0:53:01 > 0:53:05were Max Levchin and Peter Thiel.

0:53:05 > 0:53:08The Silicon Valley pioneers recognised that whoever

0:53:08 > 0:53:11created a speedy and secure way of transferring money

0:53:11 > 0:53:14on the internet would reinvent shopping.

0:53:15 > 0:53:18- ANNOUNCER:- At PayPal, we securely store your payment options

0:53:18 > 0:53:22- all in one place... - Their solution was PayPal.

0:53:22 > 0:53:23As its ads emphasise,

0:53:23 > 0:53:26there would be no need to enter credit card numbers.

0:53:26 > 0:53:30Purchasing had become instantaneous.

0:53:30 > 0:53:33And with two clicks, PayPal had further disconnected

0:53:33 > 0:53:37the consumer from the cash transaction and pain of payment.

0:53:37 > 0:53:39MUSIC: "I Want Candy" by Bow Wow Wow

0:53:46 > 0:53:49So, Narik, I want to buy this sandwich, how do I pay with PayPal?

0:53:49 > 0:53:50There you go.

0:53:50 > 0:53:53- So you start the PayPal app... - Excellent...

0:53:53 > 0:53:55'PayPal's Narik Patel is finding ever newer,

0:53:55 > 0:53:58'pain-free ways of getting us to pay.'

0:53:58 > 0:54:04- There you go.- Great.- That's it. - Brilliant, we've just paid with PayPal.- Yeah.- Fantastic.

0:54:05 > 0:54:08The big thing about it is you just needed an e-mail address

0:54:08 > 0:54:12to create a PayPal account and the funding source behind it.

0:54:12 > 0:54:16Everyone is marching in the same direction - quicker, simpler...

0:54:16 > 0:54:19Yes, of course, businesses are trying to

0:54:19 > 0:54:22look at it from their perspective of "how do I sell you more?"

0:54:22 > 0:54:27We're looking at it from a shopping experience - "How do we make it better?"

0:54:27 > 0:54:30And payment happens to be one of the parts of that equation.

0:54:30 > 0:54:36We're doing around 5,500 per second going through our system.

0:54:37 > 0:54:40And, you know, that gives you an idea of the scale

0:54:40 > 0:54:43and the amount of different payments from different parts of the world.

0:54:45 > 0:54:49The lure of one-click shopping is irresistible to Britons -

0:54:49 > 0:54:53the biggest online shoppers in the world, our annual spending

0:54:53 > 0:54:55soon likely to hit £100 billion.

0:54:55 > 0:54:58It is a constant battle and a constant war

0:54:58 > 0:55:00to try and make purchase as easy as possible.

0:55:00 > 0:55:04Technology is moving on at a time that enables us to get more things

0:55:04 > 0:55:07more quickly, so that process is speeding up all the time.

0:55:07 > 0:55:09And that stops us from

0:55:09 > 0:55:11taking a moment to think about what we're doing.

0:55:11 > 0:55:15Yes. What you are doing is you're taking away phases

0:55:15 > 0:55:20during which they may doubt or question or consider alternatives.

0:55:20 > 0:55:23If you can make a purchase process automatic,

0:55:23 > 0:55:25if you can buy something in one click

0:55:25 > 0:55:28without having to put in lots of details, without having to go

0:55:28 > 0:55:32through some big process, you will be much more likely to make a purchase.

0:55:33 > 0:55:38- Narik, PayPal's slogan is "Want it, get it".- Yeah.

0:55:38 > 0:55:41- So, it really is about instant gratification, isn't it?- Yes!

0:55:41 > 0:55:45The way we see ourselves is shortening that distance

0:55:45 > 0:55:48between what you want and what you get.

0:55:48 > 0:55:53You can buy something in two clicks. It is quite magical that you can

0:55:53 > 0:55:56see an advert for a product or something, search for it,

0:55:56 > 0:56:00buy it and, next day, it's at your house.

0:56:00 > 0:56:03'By removing any moment at which we may pause

0:56:03 > 0:56:06'to think about a purchase, consumerism now uses tactics

0:56:06 > 0:56:09'first developed on kids to sell to all of us.'

0:56:11 > 0:56:15It's the latest attempt to perfect the machine that is consumerism.

0:56:16 > 0:56:19As we've seem in this series, it began when industry

0:56:19 > 0:56:22developed the idea of planned obsolescence -

0:56:22 > 0:56:24deliberately designing items to break.

0:56:24 > 0:56:27Well, planned obsolescence is an open secret.

0:56:27 > 0:56:31When I'm talking to professional management people, they all say -

0:56:31 > 0:56:32"Well, we all know this."

0:56:34 > 0:56:37It's an idea which has evolved into the world of almost

0:56:37 > 0:56:40instantaneous obsolescence we inhabit today.

0:56:40 > 0:56:42Pushing us on to keep spending.

0:56:42 > 0:56:43CHEERING

0:56:43 > 0:56:45We want the new thing. It's hard-wired into our brain

0:56:45 > 0:56:47to be looking for new stuff.

0:56:47 > 0:56:50The marketers have figured out how to take advantage of that.

0:56:50 > 0:56:55'The often-irresistible urge to buy is further driven by fear...

0:56:55 > 0:56:58ANNOUNCER: Poor Marge, she'll never hold a man

0:56:58 > 0:57:00until she does something about her breath.

0:57:00 > 0:57:04'..as business summons our deepest anxieties

0:57:04 > 0:57:05'and then offers us a solution.'

0:57:05 > 0:57:09I relieve the fear. I relieve the anxiety.

0:57:09 > 0:57:14'It's hard-wired into us by training that begins almost from birth.'

0:57:17 > 0:57:19The British were once disparagingly described

0:57:19 > 0:57:24as a nation of shopkeepers, but now we're a nation of shoppers.

0:57:24 > 0:57:28And it's through spending that we are able to express who we are

0:57:28 > 0:57:30and who we want to be.

0:57:30 > 0:57:34But this entire world of consumerism was actually the result

0:57:34 > 0:57:38of cleverly-crafted strategies by the men who made us spend.

0:57:40 > 0:57:41But what's cleverest of all

0:57:41 > 0:57:44is that the desires they created can never be satisfied.

0:57:44 > 0:57:49Whatever we own, there'll always be something more, something better,

0:57:49 > 0:57:51and that's what keeps us spending.

0:57:56 > 0:57:59What secret methods do shops use to make you buy?

0:57:59 > 0:58:03Take a ride on the Open University shopping carousel and find out

0:58:03 > 0:58:10what influences you while you're shopping. Go to...

0:58:10 > 0:58:12Follow the links to the Open University.