Episode 3 The Men Who Made Us Spend


Episode 3

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Transcript


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We live in a world where spending never stops.

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Cherie? Cherie? You're going to need to be tannoying this.

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-OVER TANNOY:

-Ladies and gentlemen, can you please stop panicking?

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But why DO we buy what we buy?

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And how is our desire to spend manipulated?

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Every other company on Earth is trying to get you to spend money

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and they're putting all their effort into getting you

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to spend your money on stuff all the time.

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'I'm Jacques Peretti and, in this series,

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'I'm going to investigate the men who've made us spend.'

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'I'll look at how children

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'were turned into consumerism's greatest weapon...'

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We had trained a generation of kids to think,

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"There's got to be a product, there's got to be toys."

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Good luck. '..reveal how play

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'became a serious business when targeted at grown-ups.'

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What was the money that was being generated for these games?

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I mean, the money is astounding.

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Within a week, you're talking about billions.

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'And how the techniques first used to sell to kids were used on adults,

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'giving us licence to behave like children.'

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The trouble with adult consumers is they think too much.

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That's the last thing that those who sell to consumers want.

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They'd much rather have adults go in and say, "Oooh, look at that,

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"I want it, I want it now!" Like a child.

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In less than 50 years, children have become prized consumers,

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with British and American kids worth £700 billion a year.

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Open to selling and impulsive when buying,

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children are valued for their own spending power,

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as well as the unique access they give to the family purse.

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It is through these young consumers

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the business learned to sell using fun and play.

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Techniques that are now being used to sell billions of pounds' worth

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of products to all of us - whether we need them or not.

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And when it comes to the very young,

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the key lies in creating a character which, if successful,

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will be used to sell hundreds of different products.

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Peppa Pig? All right. What's your favourite thing to play, Jeremiah?

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This looks like a play centre, but it isn't.

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Here, Dr Alison Bryant road tests new characters for the toy industry.

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PEPPA PIG SNORTS

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THEY SNORT, LAUGHTER

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They're playing a Peppa Pig app, which they actually asked to play.

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They saw it on the iPad and they said, "Oh, Peppa Pig, Peppa Pig!"

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And then, as I started the app,

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they were actually singing the theme song.

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So, they really love the character.

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'By ten, children can identify up to 400 brands,

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'so it's vital for industry to target them very young.'

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At what age do children start to have these relationships

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-with characters?

-Oh, it can start incredibly early.

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I mean, we see children start to identify with characters,

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you know, at one and two.

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It's different, though, at that age, because they're, sort of,

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"I like this character".

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As they get a little bit older, it's, "I'M like this character".

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'If it's a hit, the character will appear on everything,

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'from bedding to biscuits, increasing the price tag by 50%.

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'This is known as licensing.

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'For adults, it's just as lucrative.

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'Peppa Pig replaced by David Beckham or Kate Moss.'

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How valuable is licensing to selling product?

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Er, I mean, licensing really

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can make or break a product at this point in time.

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I mean, if there's no way to create revenue outside of a TV show

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or a movie or whatever it is that's establishing the characters,

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it's very hard to make money in the kids' media space.

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Now, of course, we see it with Marvel,

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which was just purchased by Disney.

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And every kid, even if they haven't seen the movies,

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they want the products.

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'It wasn't always like this.'

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As late as the '60s,

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only a few toys were advertised directly to children.

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Barbie was one of the first to be widely marketed.

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There wasn't the endless range of licensed products we see today.

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Few toymakers saw children as spenders.

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It was the parents that held the purse strings. And it was THEY

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that needed persuading to buy new toys for their children.

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To change this mindset,

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the toy industry needed not just a new product...

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..but a cultural phenomenon

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that would change the way we were sold to.

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Great shot, kid, that was one in a million!

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-OBI-WAN KENOBI:

-'Remember, the Force will be with you...always.'

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Star Wars was the singular vision of one man - George Lucas.

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A sci-fi trilogy, pitching Luke Skywalker

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in an epic battle against the evil Darth Vader.

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Lucas may not have been a toymaker,

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but he was about to turn children into voracious consumers.

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I've come to California, where, in 1977, the film-maker was struggling

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to find a studio to back the unpromising sci-fi project

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he described to would-be investors as "cowboys and Indians in space".

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To raise money, Lucas wanted to do something unheard of -

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create a toy franchise, not just for the hero,

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but the entire world he'd invented.

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Steve.

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Hi, Jacques. How are you?

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-Welcome to Rancho Obi-Wan.

-Thank you for having me!

-You're welcome.

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'Steve Sansweet worked at Lucasfilm for 15 years, marketing Star Wars.'

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MUSIC: "The Imperial March" from Star Wars

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It's phenomenal.

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Well, er, this is Rancho Obi-Wan.

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That's amazing.

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I, erm, I'm not often lost for words.

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LAUGHTER

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But I am today.

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So...this...Darth Vader... This is THE Darth Vader?

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Lots of it are parts from the original movie costume

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from Star Wars and The Empire Strikes Back.

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-Can I touch...?

-Yes, absolutely.

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It's like, um... it's like my generation's equivalent

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-of the Turin Shroud or something.

-LAUGHTER

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You said it, I didn't!

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When Star Wars opened in cinemas, its tale of good battling evil

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enthralled children around the world, including me.

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CHEERING

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The franchise had been created and the world of selling to children

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and adults would never be the same again.

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These are the action figures and these are the things that

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really cemented fans' appreciation for Star Wars, I think.

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So this Luke Skywalker was the first ever toy?

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There were 12 toys that came out

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-and so you can see on the back of the package...

-Mm.

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But even predating that, there had never been

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a successfully merchandised movie, until Star Wars.

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'For the next six years, Star Wars cemented itself

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'not as a movie or a toy, but an industry.'

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This is ridiculously fantastic.

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'But when Lucas took his idea to big toymakers...'

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Whoosh!

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'..none spotted its potential.'

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When he first came up with the idea of Star Wars,

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did he approach any toy manufacturers?

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They passed on it, they passed on it. They weren't interested.

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And in fact, the two guys from Fox and Lucasfilm who went

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to Toy Fair International, got, literally, thrown out of

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one of the toy showrooms of one of the largest toy makers at the time.

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'George Lucas's idea was finally picked up by toy company Kenner.

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'Together, they came up with a simple but revolutionary idea

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'that would dramatically increase the volume of toys sold.'

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At the time, figures were either seven inches

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or the 12-inch GI Joe figures,

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but having figures this size let you build environments, play sets,

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vehicles. That was really the key to Star Wars' success.

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And what's clever is that, by selling these small figures cheaply,

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you're actually creating rolling demand for much bigger purchases

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which will be like the Millennium Falcon or the big, big, set pieces.

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Yeah, absolutely, because originally, these were priced in the US

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at 1.97 and, of course, the marketing was all -

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"Collect them all".

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Star Wars set the template, not only for the toys,

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but for all kinds of merchandise - apparel, bedding, you name it.

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Profits increased as the range expanded, with Star Wars branding

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-on everything.

-'Video games, clothing, bubble bath.'

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All of which showed just how much money could be made

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through selling directly to kids.

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Business also learned that licensed products like this

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could be sold to adults.

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PHONE RINGS

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Hello?

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Since the launch of the first film, £13 billion pounds' worth

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of Star Wars-branded products have been sold worldwide.

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Star Wars heralded a new era in selling to children.

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Film and TV would combine with the toy industry

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to create brands that would stay with us for ever.

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The 1970s saw a new conduit for selling - colour television.

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The perfect medium for marketers

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to drive home sales to a young audience.

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Professor Benjamin Barber has studied the politics of selling.

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The challenge for vendors, the challenge for producers,

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was how to get to the children,

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because between them and the children stood gatekeepers -

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parents, teachers, government regulators.

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So, how to bypass them, how to get around them, was crucial

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and one of the things that was very, very important was television.

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Because those who controlled what was on the screens

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were in a position to market directly to the children.

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Airtime quickly became cluttered with ads selling sugary foods

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and toys, as children were targeted increasingly aggressively.

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There was a backlash against this attempt

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to turn kids into mini-consumers.

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As the children's market

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began opening up in ways previously undreamt of,

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in the US, the Federal Trade Commission began lobbying lawmakers

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to curb advertising to children. The fall-out from this battle

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would change the way children across the world were sold to.

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The FTC had been urged into action by an unlikely coalition

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of consumer lobbyists and traditional family-value groups.

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They pointed to research that showed children to be the consumer group

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most susceptible to TV advertising

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because their ideas were still being formed.

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Kids are being told the biggest lie they will ever hear in their lives.

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A lie that says they should

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shove candy into their mouths,

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a lie that says that 12, 20 and 30 toys work perfectly every time.

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That all the other kids have them

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and that they, too, must have them in order to be happy.

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But their attempt to protect kids was doomed to failure.

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At hearings in Washington, industry fought back.

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The man defending big business was Fred Furth.

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One of America's leading lawyers, Furth represented Kellogg's,

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a company that advertised heavily around children's programming.

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In an American democratic capitalistic society,

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we all must learn, top to bottom, to care for ourselves and what

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the last thing we need in the next 20 years is a national nanny.

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The idea was to ban foods, er,

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which advertised to children that had sugar in them and, er,

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this was way beyond the authority of the FTC.

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I mean, the FTC had substantial responsibilities, in regard to

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mergers and acquisitions and other matters

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but they're not a social agency that goes out on liberal crusades.

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The people who are supposed to keep the children from eating too much sugar

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are called parents and grandparents and uncles and aunts.

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'With such powerful opponents,

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'the government agency was soon in retreat.'

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It was one of those ideas that cost millions and millions

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of dollars to lots of people, cost the FTC a lot of time,

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made them look foolish and it went nowhere.

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'But those opposing advertising to kids hadn't just lost the battle.'

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At the end of the 1970s, the US economy was in recession

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and the proposed ban was portrayed in Washington as an attack on trade.

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The resulting backlash gave newly-elected president,

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Ronald Reagan, a mandate for huge deregulation.

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As you know, I have never liked big government

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and I think you would agree

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there's no reason to substitute the judgment of Washington bureaucrats

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for that of professional broadcasters.

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APPLAUSE

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The government set about dismantling the rules

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that protected children from advertising.

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Looking back now, do you not have any qualms about preventing

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legislation going through that was designed to protect children?

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I never prevented any legislation from going through.

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If this was such a grievous affair,

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certainly the Congress of the United States would step forward

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to protect five-year-old children, if that was the great issue.

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The way was clear for toy marketing to step up another gear.

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US television was now free to screen programmes that were

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little more than advertising slots for toys

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and these would be seen by children across the world.

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For the children's market, still in its infancy, it was a gold rush.

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The world's largest toymakers,

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Hasbro and Mattel, were the first companies to cash in.

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Having seen the profits Lucas had made,

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they now wanted to use television in a new way to sell their toys.

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Their cunning plan was to create the toy and then invent a story.

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The first and most successful to use this strategy was Transformers.

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Paul Kurnit was one of the team tasked with making it happen.

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You flipped the Star Wars model, didn't you, in a way?

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Well, in a way, because the product came first.

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We took it from this three-dimensional toy

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that didn't have a lot of meaning

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to a completely unique storyline that kids could get excited about.

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And we had trained a generation of kids to think,

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"There's got to be product, there's got to be toys."

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The Transformers' back story

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was to be developed by ad agency Griffin-Bacal.

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My two partners, Tom Griffin and Joe Bacal, and the head of marketing

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for Hasbro, Steve Schwartz, were driving back to New York that night.

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And we got in the car and just started talking.

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And it was kind of like being with your best buddies on a schoolyard

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and just jamming and coming up with a story that had real legs.

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Because in that... three-hour car drive,

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we invented the entire story of Transformers.

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By giving the toys characters,

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they could then script a TV programme around them.

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The product line was fixed - there were six cars, six planes,

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a truck and a gun.

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And we started coming up with names, right?

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Like Autobots for cars.

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Decepticons because deceptive is not a good thing.

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And so, once we had our Autobots and our Decepticons,

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we had the good-versus-evil, kind of, storyline

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which in boys' toy play is really rather classic.

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'There was an aggressive campaign behind the Transformers' launch -

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'the TV mini-series, a range of toys and a Marvel comic book.

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'But that was just the beginning.'

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Licensing opportunities became really big,

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where, if a child loved Transformers, the child would want

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Transformers bedding, pillows, blankets.

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A child would want to go as Optimus Prime

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or Megatron on Halloween as their costume.

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A child would want to carry a Transformers lunch box

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or thermos with them to school.

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Within two years, sales of the toy had reached 300m.

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But, to its critics, Transformers shows were adverts

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masquerading as programmes - half an hour of hard sell to young children.

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How did you get away with making 30- minute commercials in a mini-series?

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Now you're being very controversial. We did not feel they were adverts.

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We were very serious about the work that we were doing.

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And it was quality television programming.

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Some of the finest television programming for children at the time.

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But you don't feel it was a, kind of, more aggressive,

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naked way of selling a product?

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I think that is a cynical view and I think it sells kids short.

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I think that the idea of creating worlds in which there is open-ended

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play...and understanding that kids can breathe their own storyline,

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their own excitement into it, is a really joyful thing to do.

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'Meanwhile, Mattel created He-Man Masters Of The Universe,

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'a 65-part animated TV series,

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'designed to promote a new line of toys that would rival Transformers.'

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-All right, Teresa, you haven't seen this for some time.

-Mm-hm.

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SHE CHUCKLES

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-ANNOUNCER:

-'..and The Masters of the Universe!'

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For years...

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'The hard sell of these shows was frowned on in Britain.

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'But they were attractive to TV executives

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'as they were cheap and popular.

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'In 1984, Theresa Plummer-Andrews was a programme buyer for ITV.'

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By the power of Grayskull...

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-You know it better than I do!

-Yeah, I used to watch this.

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'And I became He-Man, the most powerful man in the universe..'

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It was very different from the kind of shows that were

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shown before, wasn't it? It was brashly commercial?

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Hugely commercial. Everybody was concerned

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but it was going to happen.

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You know, there was no way we could hold the floodgates back

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from this onslaught of American material.

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So, despite initial resistance, the need to attract viewers won out

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and He-Man was shown by ITV.

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That year, toy sales in Britain rocketed by an unprecedented 25%,

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to £450 million, with He-Man leading the charge.

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Which means that Masters of the Universe have muscled in

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as masters of Santa's grotto.

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Isn't a part of you thinking, "These shows really shouldn't be

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"shown to kids because they are ads for toys?"

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They're not coming from a place that's about imagination

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and creativity. It's about cynical selling.

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If I'm an investor and I'm investing in your programme,

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I'm not going to give you two million quid

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to go away and play with it. I want my money back.

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And the only way you're going to get your money back is toys,

0:20:270:20:31

books, DVDs, apps nowadays, etc, etc. It's...it's commercial.

0:20:310:20:37

Children's programming was

0:20:410:20:43

now used to prime kids to want the latest licensed toy.

0:20:430:20:47

In time, children would help the market understand the full power

0:20:470:20:51

of narrative and franchising in selling to all of us.

0:20:510:20:54

But the project to develop them into the super-consumers of today

0:20:560:21:00

was just beginning.

0:21:000:21:01

It would be turbo-charged, thanks to a kids TV channel,

0:21:030:21:06

now familiar for its distinctive branding.

0:21:060:21:08

POPPING

0:21:110:21:15

Nickelodeon, the US kids' network, launched in Britain in 1993.

0:21:150:21:21

Heidi Diamond would help make

0:21:210:21:23

this aggressively-commercial new channel a success in the UK.

0:21:230:21:27

She was the executive vice-president tasked with winning over

0:21:280:21:31

the many critics of its brash approach.

0:21:310:21:34

We got a lot of, "Yankee, go home",

0:21:350:21:38

because they thought that Watch With Mother time was very sacrosanct

0:21:380:21:44

and the idea of children

0:21:440:21:46

to be wild and children to be loud and outspoken and effervescent,

0:21:460:21:51

that was not what the British population was used to at that time.

0:21:510:21:57

Heidi, how valuable was Nickelodeon to advertisers?

0:21:570:22:01

All of a sudden, there was a way to reach children with...

0:22:010:22:06

volume and frequency. It meant a lot.

0:22:060:22:10

And particularly, when you're selling cereal or sweets or toys.

0:22:100:22:15

It took a little while to catch on,

0:22:150:22:17

because, certainly, you know, the notion that, "Oh, my goodness,

0:22:170:22:22

"all of a sudden, you're doing too much programming to kids."

0:22:220:22:26

But advertisers started to see the light

0:22:260:22:28

and that here was an opportunity to message to them regularly -

0:22:280:22:33

before they went to school,

0:22:330:22:34

after they came home from school, before they went to bed.

0:22:340:22:38

'By 2007, the average British child

0:22:380:22:41

'was watching 10,000 TV adverts in a year.'

0:22:410:22:45

Don't you think there's something slightly immoral

0:22:450:22:47

about the idea of targeting people who really haven't the capacity

0:22:470:22:53

to judge whether it's right to be wanting that object?

0:22:530:22:57

You know, fair enough, the question.

0:22:570:22:59

But kids are consumers, the same way adults are consumers.

0:22:590:23:03

They get pocket money, they do chores, they earn money,

0:23:030:23:07

they want to go to the newsagent, they want to buy their magazines,

0:23:070:23:12

they want to buy their Kit Kat bars or their Mars Bars,

0:23:120:23:15

so why not talk to them on a level

0:23:150:23:18

that appreciates that they're a consumer, the same as you and I?

0:23:180:23:23

'Ads on Nickelodeon were not just aimed at children, but also

0:23:230:23:26

'at parents, who, it was assumed, would watch TV with their kids.

0:23:260:23:30

'But research by Nickelodeon found that children watched alone

0:23:300:23:33

'and it was they that saw the ads for holidays

0:23:330:23:35

'and cars that were aimed at their parents.'

0:23:350:23:38

It became evident to us

0:23:380:23:40

that kids had such a firm influence on their parents' decisions.

0:23:400:23:46

Besides saying, "Mummy, Mummy, I want this kind of ice cream."

0:23:460:23:49

When it came time to purchase the family car,

0:23:490:23:53

the children's voice was heard.

0:23:530:23:55

Children were, of course, primary targets for marketers

0:23:560:24:00

and advertisers, but increasingly, it was apparent that kids

0:24:000:24:04

also had considerable influence on adults as well.

0:24:040:24:07

They were in a position to go to their parents and not just say,

0:24:070:24:12

"I want this particular game, I want this particular video,"

0:24:120:24:16

but to also say, "Why don't we have this kind of a television?"

0:24:160:24:21

So, the old gatekeepers, in a sense, now became the new targets

0:24:210:24:27

of the very children they were supposed to be gatekeeping,

0:24:270:24:29

in influencing them in what they buy.

0:24:290:24:33

By 1996, it was estimated that British children

0:24:330:24:36

influenced around £31 million of adult spending each year.

0:24:360:24:41

Advertisers looked at children with fresh eyes.

0:24:410:24:45

They now saw kids as a Trojan Horse. Get the message to the child

0:24:450:24:49

and they would take it straight into the family home,

0:24:490:24:51

to the unsuspecting parent. Ads for large family purchases

0:24:510:24:55

would now be targeted at kids, as well as adults.

0:24:550:24:59

Manufacturers didn't stop at advertising to kids.

0:24:590:25:03

They began to redesign the very product,

0:25:030:25:05

according to what children wanted.

0:25:050:25:07

The first to do this was the Japanese car manufacturer Toyota.

0:25:080:25:13

In the late '90s,

0:25:130:25:14

sales of the people carrier went into sharp decline.

0:25:140:25:17

Mum and Dad thought it looked boring when compared to the SUV.

0:25:170:25:21

So, engineers at this American plant in Detroit came up with an idea.

0:25:210:25:26

If they couldn't sell the people carrier to parents,

0:25:260:25:29

why not try and sell it to the kids?

0:25:290:25:32

Andy Lund came up with the new child-friendly design.

0:25:320:25:35

We did not think the word "cool" and "people carrier" had to be opposites.

0:25:350:25:40

We wanted to make a cool van.

0:25:400:25:43

'Toyota weren't sure what "cool" might be for 7-14 year olds,

0:25:430:25:47

'so they travelled from coast to coast to find out.'

0:25:470:25:50

We decided that, if we're going to learn,

0:25:500:25:52

we have to go and listen to the children and watch the children.

0:25:520:25:55

What were the things that kids were saying they wanted?

0:25:550:25:58

There were several features. Let me show you two.

0:25:580:26:00

The first one is the seat.

0:26:000:26:01

It is a captain's chair, it's designed after the driver seat.

0:26:010:26:05

so the people who sit here don't feel they're stuck way back there.

0:26:050:26:09

A key member of the vehicle.

0:26:090:26:11

And so that was the first thing.

0:26:110:26:14

The second thing was a wide-screen rear-seat entertainment,

0:26:140:26:17

They're here...

0:26:170:26:19

An advertising campaign was launched to promote the new child-led design.

0:26:190:26:23

-Hi, ladies.

-Are you ready to get started?

-Shall we...?

0:26:230:26:27

-I want 100 cup holders.

-How about 14?

-OK.

0:26:270:26:30

Put a TV there, make this prettier..

0:26:300:26:32

-This is working well.

-Yeah.

0:26:320:26:34

How did these changes affect sales?

0:26:340:26:37

Well, focusing on what children want did help our sales of our minivan.

0:26:370:26:40

We always believe that, if you listen to the customer,

0:26:400:26:44

and if you give the customer what they want, they will reward you

0:26:440:26:47

by purchasing the vehicle.

0:26:470:26:49

-CHILDREN CHATTER

-In fact, Andy Lund's redesign

0:26:490:26:51

led to a rapid surge in orders,

0:26:510:26:54

reversing the downward trend in sales of people carriers.

0:26:540:26:58

-Looks like you still have a job.

-APPLAUSE

0:26:580:27:00

Thanks.

0:27:000:27:01

ANNOUNCER: It has everything kids want and everything you need.

0:27:010:27:04

The children's market had proved to be hugely lucrative.

0:27:090:27:12

Kids were model consumers, with untold influence

0:27:120:27:16

and the power to change the fortunes of a product or brand.

0:27:160:27:19

One fascinating consequence of the increasing focus on children

0:27:200:27:26

was that marketers begin to realise

0:27:260:27:28

if they could get adults to behave more like children,

0:27:280:27:32

they would become better buyers, better consumers.

0:27:320:27:37

In the early '90s, business began to encourage adults

0:27:370:27:41

to channel their inner child, spend money and have fun.

0:27:410:27:45

Children and adults were swapping places,

0:27:470:27:50

an idea explored in the Hollywood comedy Big.

0:27:500:27:53

Make my wish.

0:27:570:27:59

I wish I were big.

0:28:010:28:03

In this clever and prescient film,

0:28:030:28:05

Josh Baskin is a boy who desires to become big

0:28:050:28:09

and wakes up the next day in the body of a man, played by Tom Hanks.

0:28:090:28:13

KEYBOARD MUSIC

0:28:130:28:15

Neat!

0:28:150:28:17

As a grown-up, he finds work in a toy company,

0:28:190:28:21

but it is the child inside him - impetuous, innocent and endlessly

0:28:210:28:26

delighting in toys and play - that offers the key to the market.

0:28:260:28:30

THEY PLAY "Chopsticks"

0:28:300:28:34

'Today, we're all encouraged to indulge the child within us.'

0:28:340:28:38

Hey! Brilliant.

0:28:380:28:40

Those that, like me, grew up with Star Wars,

0:28:420:28:45

have been conditioned to consume from an early age.

0:28:450:28:48

This is Comic-Con, where adults and children come together to see

0:28:490:28:53

the latest in comic books, games and toys.

0:28:530:28:56

Manufacturers now see an opportunity to grow their markets

0:28:570:29:01

and increase their profits by keeping us playing.

0:29:010:29:04

Do you think there isn't really a divide between adults and children any more?

0:29:130:29:17

We, sort of, just consume things that are childish, but as adults?

0:29:170:29:22

In every man, there is still a boy left,

0:29:220:29:24

because men never truly grow up.

0:29:240:29:27

I certainly haven't put away all my childish things.

0:29:270:29:30

I have Lego myself that they're not allowed to play with,

0:29:300:29:32

so I think my parents stopped playing a lot earlier than I have.

0:29:320:29:36

I came here today to support my kids. Because I've always made them

0:29:360:29:40

costumes since they were that high...

0:29:400:29:42

And now they're 30 and 28!

0:29:420:29:44

SHE LAUGHS

0:29:440:29:45

Erm... They're here.

0:29:460:29:48

It's a different world to what we had.

0:29:500:29:53

'We had to grow up when you was 18 and that was all there was to it!'

0:29:530:29:57

Your bone's hanging out.

0:29:570:29:59

The boundaries separating the adult

0:29:590:30:01

and children's markets are invisible here.

0:30:010:30:03

Perfect. You look brilliant.

0:30:080:30:11

-Really?

-It's Pikachu.

0:30:110:30:14

Everyone loves Pikachu and you even have a tail.

0:30:140:30:17

What more could you ask for?

0:30:170:30:19

Increasingly, adults and children find pleasure in the same purchases.

0:30:190:30:25

One can notice a gradual transformation, a convergence,

0:30:250:30:30

of desires. Last century,

0:30:300:30:33

children wanted games and toys and adults wanted books and instruments

0:30:330:30:37

that helped them live well and take care of their families.

0:30:370:30:40

Today, everybody wants smartphones, everybody wants the new video games.

0:30:400:30:44

-Are you wanting to jump in?

-Yeah, of course, yeah.

0:30:440:30:46

-Good luck.

-Go.. go, go, go. Go for it.

0:30:460:30:48

Whoa. No.

0:30:480:30:50

-Whoa, no!

-Out, out, out, there you go.

0:30:500:30:53

-Have I bashed you yet?

-No.

-No!

-I've already finished.

0:30:530:30:56

Have you?! Oh, no!

0:30:560:30:58

'Today, the gaming industry is worth £40 billion.

0:31:000:31:04

'And adults happily admit to owning a gaming console.'

0:31:040:31:07

But in the '80s, playing games was something kids did.

0:31:090:31:13

Sega and Nintendo led the market,

0:31:130:31:15

with games depicting cartoon-style characters, like Mario and Sonic.

0:31:150:31:19

-Where the hell am I, what am I doing?

-Look, I spun him around.

0:31:210:31:26

-Oh, I want to fly.

-I've got three tails, look...

0:31:260:31:28

Look... I get all coins, look.

0:31:280:31:30

But everything was to change in the '90s,

0:31:300:31:34

when large multinationals saw the real cash possible in gaming.

0:31:340:31:38

If they could extend the market to everyone,

0:31:380:31:40

they'd create an entertainment industry to rival Hollywood.

0:31:400:31:44

The hunt was now on for games that adults would play.

0:31:440:31:47

One of the men who pioneered this new multi-billion-pound market

0:31:480:31:52

was Peter Molyneux.

0:31:520:31:54

'Now one of the world's leading games developers.'

0:31:540:31:56

-Can I be the prince?

-Yeah, you be the prince, and remember you...

0:31:560:32:01

The point of this game is that you are, um, going to become a king.

0:32:010:32:06

-And so...

-That's good.

0:32:060:32:08

Eventually you can wreak revenge on every single person

0:32:080:32:13

-that is going to do bad to you in this game.

-That sounds great.

-Yeah.

0:32:130:32:16

'Among Molyneux's biggest-selling games was Fable,

0:32:190:32:21

'which spawned two sequels.'

0:32:210:32:23

Who was the game aimed at, Peter?

0:32:250:32:27

-Well, it was aimed at 25-35 year-olds.

-Yeah.

0:32:270:32:31

-How successful was the game?

-Er, this sold almost five million units

0:32:310:32:37

-and, erm....

-How much did you make out of that? A lot?

0:32:370:32:40

Well... Microsoft made the money,

0:32:400:32:42

not me, personally... JACQUES LAUGHS

0:32:420:32:44

..but, you know, in the hundreds of millions, yeah.

0:32:440:32:46

In the hundreds of millions! I like the way you say that!

0:32:460:32:50

'When Sony introduced the PlayStation in 1994,

0:32:500:32:53

'its goal was to create gaming for a mass market.

0:32:530:32:56

'This was a revolutionary new console for adults.

0:32:560:33:00

'Ideal for the darker, violent games being developed.

0:33:000:33:04

'And it had a rival in Microsoft's Xbox.'

0:33:040:33:06

The consoles were powerful enough that the guns sounded liked guns

0:33:080:33:12

and the blood looked like blood, and so all of those things came together

0:33:120:33:17

to create what is now an entire genre, the first-person action genre.

0:33:170:33:23

We're making games not for kids,

0:33:230:33:26

we're making them for adults, and we're making them for adults

0:33:260:33:30

that like the horror and the brutality of those moments.

0:33:300:33:33

It was almost as if we took a gun and shot Mario,

0:33:370:33:40

that cute moustache, you know, the baggy pants,

0:33:400:33:43

the plumber - we as adults didn't want to play that any more.

0:33:430:33:47

We wanted to shoot things and it was as if we blew Mario out of the park.

0:33:470:33:51

Suddenly, men spent hours playing games like the all-conquering,

0:33:530:33:56

military shooter series Call of Duty.

0:33:560:33:59

With violent action games, the industry had found a winner.

0:33:590:34:02

This was a new golden goose in the mid-'90s and we had

0:34:030:34:08

Microsoft with Halo, that was set in space.

0:34:080:34:11

We had Activision, they came out with Call of Duty, which now...

0:34:110:34:15

got super, super-successful.

0:34:150:34:17

We had EA with Medal of Honor.

0:34:170:34:19

They were all vying against each other.

0:34:190:34:21

What was the money that was being generated for these games?

0:34:210:34:25

I mean, the money is astounding. Within a week, you are talking

0:34:250:34:30

about billons of dollars of revenue and over the Christmas period...

0:34:300:34:36

you know, they were huge successes,

0:34:360:34:39

far more successful than almost every Hollywood film.

0:34:390:34:43

The fantastic thing about this is this is a renewable franchise.

0:34:430:34:49

You're not talking about one year,

0:34:490:34:51

you're talking about multiple year after year after year.

0:34:510:34:54

For years, I've lived a double life. In the day, I do my job,

0:34:540:34:58

roll up my sleeves with the hoi polloi,

0:34:580:35:01

but at night, I live a life of exhilaration.

0:35:010:35:04

Of missed heartbeats and adrenaline.

0:35:040:35:06

Sony's unconventional appeal to an adult audience,

0:35:060:35:09

as seen in this dramatic PlayStation ad, had paid off.

0:35:090:35:13

And conquered worlds.

0:35:130:35:14

And though I've...

0:35:140:35:16

Games were increasingly dystopian.

0:35:160:35:18

..I've lived.

0:35:180:35:20

A third of all homes now had a console,

0:35:210:35:24

but the market was heavily skewed towards men.

0:35:240:35:27

The problem we had was that we were making these games -

0:35:270:35:30

they were becoming more and more dark,

0:35:300:35:34

more and more brutal, more and more horrific,

0:35:340:35:36

they were becoming more challenging, more hard, they were actually

0:35:360:35:40

constraining the audience a little bit.

0:35:400:35:43

And Nintendo came out and they said, "Well, you've forgotten

0:35:430:35:46

"about someone, you've forgotten about the rest of the world."

0:35:460:35:49

This is what Nintendo came up with - the Wii.

0:35:520:35:55

It was fun and easy to use. There were no dark,

0:35:550:35:59

shoot 'em up games and, instead, it was bowling, dancing and karaoke.

0:35:590:36:02

Importantly, it put the console back in the living room.

0:36:050:36:08

This was gaming for all, no matter what your age.

0:36:080:36:11

Finish! Second.

0:36:130:36:16

Mario was alive and kicking

0:36:160:36:18

and finding a whole new audience of 9-95-year-olds, men AND women.

0:36:180:36:24

Up till that point when any consumers, especially women, funny enough,

0:36:240:36:28

picked up a game, the same thing would happen - they would use

0:36:280:36:32

the thumb stick and their character would run against the wall.

0:36:320:36:36

They'd feel stupid, they'd feel foolish at playing a game,

0:36:360:36:39

they'd just put down the controller and say, "The game's not for me."

0:36:390:36:42

Along came the Wii, they picked up the controller

0:36:420:36:46

and they move this hand and the tennis racket moved.

0:36:460:36:50

You didn't have to learn that X button did this and Y button did that

0:36:500:36:54

and press red and press yellow and use the thumb stick.

0:36:540:36:57

With that one moment, we drew millions of new consumers

0:36:570:37:02

into this market, and one segment of society

0:37:020:37:07

could start playing games for the first time. And that was women.

0:37:070:37:10

The Wii was an instant success. 600,000 were sold

0:37:100:37:14

within a week of its launch, as supply struggled to meet demand.

0:37:140:37:18

Playing games is now considered acceptable to all generations,

0:37:200:37:23

from children to pensioners.

0:37:230:37:26

And last year, in the UK, games outsold music and video.

0:37:260:37:30

Now companies outside gaming gathered to exploit

0:37:320:37:35

the opportunities it opened up to sell other products.

0:37:350:37:39

And the people who would do that were two British students -

0:37:390:37:42

Adam and Donna Powell.

0:37:420:37:45

The couple created the online website, Neopets,

0:37:450:37:48

which would sow the seeds

0:37:480:37:50

for an entirely new way of doing business, worth billions.

0:37:500:37:54

So, this is the Neopets website and it might not look like it could

0:37:540:37:57

change the nature of selling, but these cute little characters

0:37:570:38:00

drew in 35 million players,

0:38:000:38:03

many of them - and here's the key thing - adults.

0:38:030:38:06

And the reason why was simple - it was fiendishly compulsive.

0:38:060:38:10

In order to keep your virtual pet alive,

0:38:130:38:15

you needed to visit the site again and again to check on it.

0:38:150:38:19

They had created something called "stickiness"

0:38:190:38:22

and it was about to change the way the world was sold to.

0:38:220:38:26

Neopets was the stickiest site on the web. By stickiest site, we mean

0:38:270:38:32

was the site where the people spent, you know,

0:38:320:38:35

the longest period of time on there.

0:38:350:38:37

We had people that were spending hours and hours a day

0:38:370:38:39

and were returning on a daily basis.

0:38:390:38:41

And we had a lot of players, a lot of eyeballs,

0:38:410:38:44

we had 50 million accounts.

0:38:440:38:46

-50 million?!

-Yeah, it was huge in the States.

0:38:460:38:49

Australia, we had a lot of players in Australia

0:38:490:38:52

and Singapore, it was hugely popular. It was a vast, vast, percentage

0:38:520:38:57

of the population played in Singapore.

0:38:570:39:00

Half the population of Singapore, at one point, were playing Neopets!

0:39:000:39:05

Yeah, it was... Yeah, pretty insane.

0:39:050:39:09

Stickiness was a games innovation,

0:39:090:39:12

but business was about to exploit it to get us to spend money.

0:39:120:39:16

Within two years, global corporations

0:39:160:39:19

like McDonalds, Disney and Colgate, began to advertise on Neopets.

0:39:190:39:23

How important was it to these companies

0:39:250:39:28

to get in on something like Neopets?

0:39:280:39:30

It was hugely important for them.

0:39:300:39:33

They never had an opportunity before to reach such a captive audience

0:39:330:39:38

that they could present their brands to, in a completely new way.

0:39:380:39:42

I mean, this was something that people were going nuts for.

0:39:420:39:46

It's the thing that marketers dream of.

0:39:460:39:49

Neopets offered big companies the chance to integrate their branding

0:39:500:39:54

into the site's content, often as part of a game.

0:39:540:39:58

In this way, players engaged directly with the brand.

0:39:580:40:01

It was called "immersive advertising".

0:40:010:40:03

What did they do, in terms of this immersive advertising?

0:40:040:40:08

Basically, we made tailored mini-games for them

0:40:080:40:11

which involved McDonalds' products,

0:40:110:40:13

where you would build a burger and things like that.

0:40:130:40:17

Colgate wanted Wheel of Brush which...

0:40:170:40:22

I'm not kidding here! SHE CHUCKLES

0:40:220:40:25

You basically spun a wheel and it was a toothbrush and you won a prize,

0:40:250:40:29

depending on where the toothbrush head landed.

0:40:290:40:32

'The Powells say they grew uncomfortable

0:40:320:40:34

'with the increasing commercialisation of the website.'

0:40:340:40:37

It kind of turned a little bit... too heavily towards the sponsor side.

0:40:370:40:43

At one point, we had five developers working on sponsor games

0:40:430:40:46

and one developer working on our own content.

0:40:460:40:50

'In 2005, Neopets was sold

0:40:500:40:53

'to global media corporation Viacom for £100 million.'

0:40:530:40:57

People have accused Neopets of being quite cynical about creating

0:40:570:41:01

this stickiness, about people coming back to the game again and again.

0:41:010:41:05

-Mm-hm.

-So...was that deliberate when you designed the game?

0:41:050:41:09

We didn't deliberately decide to make something that would

0:41:090:41:12

make people's lives hell if they didn't log on on a daily basis.

0:41:120:41:15

We just wanted to make something that, you know, people would

0:41:150:41:18

want to come back and there would be new things for them to do.

0:41:180:41:22

But this stickiness was something that other people have picked up on

0:41:220:41:25

and then have used cynically to keep people going back again and again.

0:41:250:41:29

Erm, yeah, I know...but...

0:41:290:41:32

But you did create those techniques, you know?

0:41:320:41:36

Yeah, I mean, we were very young, very naive

0:41:360:41:39

and we just wanted to try to create the best game we possibly could.

0:41:390:41:43

Business learned something profound from Neopets.

0:41:440:41:47

Consumers could be drawn back

0:41:470:41:49

more frequently if play combined challenges with reward.

0:41:490:41:53

Angry Birds put this into action. This led to games

0:41:530:41:57

become increasingly compulsive and involving.

0:41:570:42:00

We started to realise, if we compare scores,

0:42:000:42:04

then we can give you a ranking.

0:42:040:42:06

How were you better than your friends?

0:42:060:42:09

And that's how we could make you play more, because it wasn't

0:42:090:42:13

just about beating the game, it was beating your friends.

0:42:130:42:16

And then we introduced something called achievements.

0:42:160:42:19

Achievements were fantastic -

0:42:190:42:21

there were little bizarre things that you did in the game,

0:42:210:42:25

you got a gold star for doing an achievement

0:42:250:42:28

and that again encouraged you to keep playing the game. If you're

0:42:280:42:31

playing my game, you're not playing someone else's game.

0:42:310:42:33

Having tapped into our innate human drive to seek out easy rewards,

0:42:380:42:42

gaming was turning into selling.

0:42:420:42:45

Our brains are wired in a very specific way,

0:42:470:42:49

which is called intrinsic reinforcement. And how it works is,

0:42:490:42:53

any time you challenge yourself to something,

0:42:530:42:56

and then you achieve that thing, your brain secretes

0:42:560:42:59

a little bit of this magical neurotransmitter called dopamine.

0:42:590:43:02

And dopamine is, sort of, like a little bit of a high,

0:43:020:43:04

but it also makes you want to do that thing again.

0:43:040:43:07

So, challenge, achievement, dopamine.

0:43:070:43:10

And experts like Gabe Zichermann

0:43:100:43:12

began to proselytise about how marketers could take

0:43:120:43:14

the best ideas from games and apply them to shopping.

0:43:140:43:17

In a game setting, that challenge-achievement loop

0:43:170:43:20

is done hundreds of times per hour.

0:43:200:43:22

In contrast, in the real world, and most of the things people do,

0:43:220:43:26

whether that's work or buying stuff, there is very little of that.

0:43:260:43:29

We've taken all the challenge out of most things,

0:43:290:43:32

so we're not getting that dopamine rush.

0:43:320:43:34

Marketers realised that if they could inject

0:43:390:43:41

the same excitement and compulsion

0:43:410:43:43

into their products, they could dramatically increase sales,

0:43:430:43:46

so they began to look at ways of using gaming techniques,

0:43:460:43:49

such as rewards, levels and achievements,

0:43:490:43:52

to sell us everything from running shoes to groceries.

0:43:520:43:55

This cereal, Krave, has its own gaming app.

0:43:560:43:59

Pirates of the Caribbean - comes with its own reward scheme.

0:44:000:44:05

And these sausages have their own Facebook page.

0:44:070:44:10

'This technique became known as gamification. Manufacturers use it

0:44:100:44:14

'to create "stickiness" with the product and the brand.'

0:44:140:44:18

McDonald's Best Chance Monopoly is still on. This means...

0:44:180:44:21

One early and profitable example of this is the McDonald's Monopoly

0:44:210:44:24

promotion, which ran in the UK, as well as the US.

0:44:240:44:27

Based on the popular board game, shiny ads like this cleverly

0:44:270:44:31

lured customers, offering the chance to win wheelbarrows of cash.

0:44:310:44:35

We haven't won any food prizes or instant-win prizes yet,

0:44:350:44:37

but we got six chances, so here we go.

0:44:370:44:41

It looks like a simple tear-and-win game

0:44:430:44:46

but to make it more compulsive, players needed to collect

0:44:460:44:49

all the properties on the Monopoly board to win the jackpot.

0:44:490:44:52

McDonalds had turned a visit to their restaurant into a game.

0:44:520:44:56

In the United States, that game, which is played

0:44:560:44:59

for one month a year, every year for the last ten years,

0:44:590:45:02

is responsible single-handedly for an increase

0:45:020:45:05

of about 3% in same-store sales in the US alone.

0:45:050:45:09

So, this game alone is worth

0:45:090:45:11

nearly three quarters of a billion dollars in revenue to McDonalds.

0:45:110:45:14

Oh-oh-oh, guess what? I am a winner today - that's right.

0:45:140:45:19

I just won a medium order of French fries.

0:45:190:45:21

Every other company on Earth is trying to get you to spend money

0:45:210:45:24

and they are putting all their effort into getting you

0:45:240:45:27

to spend your money on stuff all the time and gamification

0:45:270:45:30

is one of the tools that companies might use to accomplish their goals.

0:45:300:45:33

Just like they incorporated television advertising 50 years ago,

0:45:330:45:36

gamification is the new tool set.

0:45:360:45:38

So, fun isn't this frivolous thing at all?

0:45:380:45:40

It's actually a hard-nosed currency for selling now?

0:45:400:45:43

Make no mistake - the house always wins.

0:45:430:45:46

And that's a key thing for consumers to understand.

0:45:460:45:48

This thing that's fun and engaging and useful, they're paying for that,

0:45:480:45:53

one way or the other, whether that's in cash or time.

0:45:530:45:56

Business had learned from selling to children how the adult market

0:45:570:46:00

could be turned into a game.

0:46:000:46:02

But there was another childish trait

0:46:030:46:06

which business needed to tease out of adults.

0:46:060:46:09

The trouble with adult consumers is they think too much.

0:46:100:46:13

They walk down there and say,

0:46:130:46:15

"I don't think I really need that,

0:46:150:46:17

"I think I'll put off that shoe purchase till next week."

0:46:170:46:19

That's the last thing that those who sell to consumers want -

0:46:190:46:23

that kind of reflective, deliberative approach.

0:46:230:46:27

They'd much rather have adults go in and say, "Oooh, look at that!

0:46:270:46:30

"I want it, I want it now!" Like a child.

0:46:300:46:32

The last 30 years of selling have been about getting us

0:46:340:46:37

to give in to this instant gratification.

0:46:370:46:40

And the greatest enabler of this is credit.

0:46:410:46:45

The consumer merchandisers came up with a magic bullet -

0:46:470:46:53

the credit card.

0:46:530:46:55

Cards boomed following the deregulation of credit in the 1980s.

0:46:550:46:59

They transformed our attitude to spending.

0:46:590:47:02

By infantilising us, we could now buy whatever we want without saving.

0:47:020:47:09

The credit card becomes the facilitator of impetuous,

0:47:090:47:15

narcissistic, buy-now consumerism, because you don't have

0:47:150:47:19

to wait a second, you've always got that credit card. You can always...

0:47:190:47:23

CLICKS FINGERS ..make your purchase like that.

0:47:230:47:25

We bought on impulse, knowing that we could pay later.

0:47:280:47:31

But that wasn't all.

0:47:310:47:33

'Studies of brain activity show that we experience

0:47:330:47:36

'a discomfort akin to pain when we hand over cash.'

0:47:360:47:39

-Hi there.

-Good morning!

0:47:390:47:41

-Thank you.

-Thank you.

0:47:410:47:43

Put simply, when I pay with cash,

0:47:430:47:45

I'll think more carefully about what I'm spending.

0:47:450:47:48

That's 7.20, please.

0:47:480:47:49

Right, thanks...

0:47:520:47:54

But when I spend with cards, I'm far more likely to spend more.

0:47:540:47:58

Up to 100% more.

0:47:580:48:00

That's 66.70, please.

0:48:010:48:03

'Evidence of this was provided by Drazen Prelec,

0:48:070:48:10

'a professor of behavioural economics.

0:48:100:48:13

'He and fellow academic Duncan Simester carried out an experiment.

0:48:130:48:17

'They set up an auction.

0:48:170:48:19

'And students were asked to bid for tickets at a basketball game.'

0:48:190:48:23

Students who were interested in basketball,

0:48:230:48:26

walking through the door, they received a bid sheet.

0:48:260:48:31

'Half of the students were told that, if their bids won the auction,

0:48:310:48:34

'they would have to pay with a credit card.

0:48:340:48:36

'The other half were told they would pay for their winning bid in cash.

0:48:360:48:39

'The results were extraordinary.'

0:48:400:48:43

The bids with the credit card condition

0:48:430:48:45

were about twice as high and, in fact, there were no cash bids

0:48:450:48:51

-up to 100, but the credit card bids went to 300 or 400.

-Wow.

0:48:510:48:55

Somehow, with a credit card, your tendency to purchase

0:48:560:48:59

is released and you're more comfortable with high figures.

0:48:590:49:02

You lost the tight connection between the purchase

0:49:020:49:05

and the actual payment itself.

0:49:050:49:07

-The tight connection...

-The tight connection.

-What do you mean by that?

0:49:070:49:10

Well, a tight connection is when you take out your wallet

0:49:100:49:13

and pay in cash, because there is the purchase

0:49:130:49:15

and then there is the cash that you see that you don't have any more.

0:49:150:49:19

Try to pay for everything in cash for a week

0:49:190:49:22

and just watch how that feels.

0:49:220:49:24

Just go for a cash system.

0:49:250:49:28

Pay your rent in cash if you can.

0:49:280:49:30

It's...painful, it's painful.

0:49:310:49:34

So what you've done with a credit card is

0:49:350:49:38

you've deferred the pain down the road?

0:49:380:49:40

Yes, you defer the pain and you have diffused it,

0:49:400:49:43

you have disconnected it from the purchases.

0:49:430:49:46

-That's the important bit.

-That's the important thing.

0:49:460:49:49

By the late '90s, an entire shopping culture had been

0:49:490:49:51

built around credit and the glamorous life it could buy,

0:49:510:49:55

creating a new syndrome.

0:49:550:49:56

-The green scarf, please!

-Good choice, it's the last one.

0:49:580:50:02

In lively comedy, Confessions Of A Shopaholic,

0:50:020:50:05

a smart, successful woman shops compulsively.

0:50:050:50:07

Can you put 30 on this card?

0:50:070:50:09

BEEPS

0:50:110:50:13

Ten on there?

0:50:130:50:15

Reflecting our growing reliance on credit, her shopping habits

0:50:150:50:18

run out of control, as she continues to spend money she doesn't have.

0:50:180:50:22

-Declined.

-Really?!

0:50:220:50:25

Could you just, could you try it again?

0:50:250:50:28

BEEPS

0:50:280:50:29

Really declined.

0:50:290:50:31

For several years, Avis Cardella was the real version,

0:50:310:50:34

struggling to bring her own shopping habit under control.

0:50:340:50:37

She wrote a book analysing how credit cards

0:50:370:50:40

have fed our compulsion to spend.

0:50:400:50:43

I remember, for me, with my first credit card,

0:50:430:50:46

it felt a little bit like magic.

0:50:460:50:48

How many credit cards did you have?

0:50:480:50:50

I think, at one point, I had eight or ten cards,

0:50:500:50:53

but when I first got them, I was this very,

0:50:530:50:57

very serious, responsible credit card user.

0:50:570:51:01

I would keep a very strict, er, record of everything that

0:51:010:51:05

I spent and the payments I made.

0:51:050:51:07

-So, you started off as a, kind of, responsible consumer?

-Very much so.

0:51:070:51:12

And as you got more and more credit,

0:51:120:51:14

you became, for various reasons, less responsible.

0:51:140:51:18

I think, by that point, I was indoctrinated into this

0:51:180:51:20

way of believing that, you know, you had these credit cards

0:51:200:51:24

and you just continued to use them.

0:51:240:51:27

Research has found that credit cards play to our innate tendency

0:51:290:51:33

to believe the future will be better.

0:51:330:51:35

So many of us believe that, by the time the bill arrives,

0:51:350:51:38

we'll be able to pay it.

0:51:380:51:40

And in allowing us to behave like children,

0:51:400:51:43

the credit card industry has become immensely profitable.

0:51:430:51:46

The adult might want a BMW, the child might want a video game,

0:51:490:51:54

but what's now the same is that both want it now.

0:51:540:51:58

Neither deliberate, neither defer their gratification, neither

0:51:580:52:02

feel they have to earn it. Both feel they can and should have it now and

0:52:020:52:07

it's that change in attitude that I think has infantilised adults.

0:52:070:52:13

For me, shopping was really like a candy land.

0:52:150:52:17

It was a place you could go and you'd see all these fabulous

0:52:170:52:20

things and almost, like a child, you'd want to see things that were

0:52:200:52:24

shiny or things that you want to hold and possess, ultimately.

0:52:240:52:29

Britons now owe a record £1.4 trillion.

0:52:320:52:36

Far from putting the brakes on spending, the new millennium

0:52:360:52:39

saw the process speeded up and made easier.

0:52:390:52:42

The internet brought the shopping mall into our homes

0:52:470:52:49

allowing us to pick and choose whatever we desire,

0:52:490:52:52

with no opening and closing times to delay our purchasing.

0:52:520:52:55

Two of the men behind this new multibillion dollar candy land

0:52:570:53:01

were Max Levchin and Peter Thiel.

0:53:010:53:05

The Silicon Valley pioneers recognised that whoever

0:53:050:53:08

created a speedy and secure way of transferring money

0:53:080:53:11

on the internet would reinvent shopping.

0:53:110:53:14

-ANNOUNCER:

-At PayPal, we securely store your payment options

0:53:150:53:18

-all in one place...

-Their solution was PayPal.

0:53:180:53:22

As its ads emphasise,

0:53:220:53:23

there would be no need to enter credit card numbers.

0:53:230:53:26

Purchasing had become instantaneous.

0:53:260:53:30

And with two clicks, PayPal had further disconnected

0:53:300:53:33

the consumer from the cash transaction and pain of payment.

0:53:330:53:37

MUSIC: "I Want Candy" by Bow Wow Wow

0:53:370:53:39

So, Narik, I want to buy this sandwich, how do I pay with PayPal?

0:53:460:53:49

There you go.

0:53:490:53:50

-So you start the PayPal app...

-Excellent...

0:53:500:53:53

'PayPal's Narik Patel is finding ever newer,

0:53:530:53:55

'pain-free ways of getting us to pay.'

0:53:550:53:58

-There you go.

-Great.

-That's it.

-Brilliant, we've just paid with PayPal.

-Yeah.

-Fantastic.

0:53:580:54:04

The big thing about it is you just needed an e-mail address

0:54:050:54:08

to create a PayPal account and the funding source behind it.

0:54:080:54:12

Everyone is marching in the same direction - quicker, simpler...

0:54:120:54:16

Yes, of course, businesses are trying to

0:54:160:54:19

look at it from their perspective of "how do I sell you more?"

0:54:190:54:22

We're looking at it from a shopping experience - "How do we make it better?"

0:54:220:54:27

And payment happens to be one of the parts of that equation.

0:54:270:54:30

We're doing around 5,500 per second going through our system.

0:54:300:54:36

And, you know, that gives you an idea of the scale

0:54:370:54:40

and the amount of different payments from different parts of the world.

0:54:400:54:43

The lure of one-click shopping is irresistible to Britons -

0:54:450:54:49

the biggest online shoppers in the world, our annual spending

0:54:490:54:53

soon likely to hit £100 billion.

0:54:530:54:55

It is a constant battle and a constant war

0:54:550:54:58

to try and make purchase as easy as possible.

0:54:580:55:00

Technology is moving on at a time that enables us to get more things

0:55:000:55:04

more quickly, so that process is speeding up all the time.

0:55:040:55:07

And that stops us from

0:55:070:55:09

taking a moment to think about what we're doing.

0:55:090:55:11

Yes. What you are doing is you're taking away phases

0:55:110:55:15

during which they may doubt or question or consider alternatives.

0:55:150:55:20

If you can make a purchase process automatic,

0:55:200:55:23

if you can buy something in one click

0:55:230:55:25

without having to put in lots of details, without having to go

0:55:250:55:28

through some big process, you will be much more likely to make a purchase.

0:55:280:55:32

-Narik, PayPal's slogan is "Want it, get it".

-Yeah.

0:55:330:55:38

-So, it really is about instant gratification, isn't it?

-Yes!

0:55:380:55:41

The way we see ourselves is shortening that distance

0:55:410:55:45

between what you want and what you get.

0:55:450:55:48

You can buy something in two clicks. It is quite magical that you can

0:55:480:55:53

see an advert for a product or something, search for it,

0:55:530:55:56

buy it and, next day, it's at your house.

0:55:560:56:00

'By removing any moment at which we may pause

0:56:000:56:03

'to think about a purchase, consumerism now uses tactics

0:56:030:56:06

'first developed on kids to sell to all of us.'

0:56:060:56:09

It's the latest attempt to perfect the machine that is consumerism.

0:56:110:56:15

As we've seem in this series, it began when industry

0:56:160:56:19

developed the idea of planned obsolescence -

0:56:190:56:22

deliberately designing items to break.

0:56:220:56:24

Well, planned obsolescence is an open secret.

0:56:240:56:27

When I'm talking to professional management people, they all say -

0:56:270:56:31

"Well, we all know this."

0:56:310:56:32

It's an idea which has evolved into the world of almost

0:56:340:56:37

instantaneous obsolescence we inhabit today.

0:56:370:56:40

Pushing us on to keep spending.

0:56:400:56:42

CHEERING

0:56:420:56:43

We want the new thing. It's hard-wired into our brain

0:56:430:56:45

to be looking for new stuff.

0:56:450:56:47

The marketers have figured out how to take advantage of that.

0:56:470:56:50

'The often-irresistible urge to buy is further driven by fear...

0:56:500:56:55

ANNOUNCER: Poor Marge, she'll never hold a man

0:56:550:56:58

until she does something about her breath.

0:56:580:57:00

'..as business summons our deepest anxieties

0:57:000:57:04

'and then offers us a solution.'

0:57:040:57:05

I relieve the fear. I relieve the anxiety.

0:57:050:57:09

'It's hard-wired into us by training that begins almost from birth.'

0:57:090:57:14

The British were once disparagingly described

0:57:170:57:19

as a nation of shopkeepers, but now we're a nation of shoppers.

0:57:190:57:24

And it's through spending that we are able to express who we are

0:57:240:57:28

and who we want to be.

0:57:280:57:30

But this entire world of consumerism was actually the result

0:57:300:57:34

of cleverly-crafted strategies by the men who made us spend.

0:57:340:57:38

But what's cleverest of all

0:57:400:57:41

is that the desires they created can never be satisfied.

0:57:410:57:44

Whatever we own, there'll always be something more, something better,

0:57:440:57:49

and that's what keeps us spending.

0:57:490:57:51

What secret methods do shops use to make you buy?

0:57:560:57:59

Take a ride on the Open University shopping carousel and find out

0:57:590:58:03

what influences you while you're shopping. Go to...

0:58:030:58:10

Follow the links to the Open University.

0:58:100:58:12

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