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24 February 2016
Abstract 3 June 2016
22 June 2016
Purpose – This paper aims to examine branding strategies directed at child consumers, used by six 7 July 2016
high fat, sugar and salt food brands across three different digital marketing platforms. It identifies Accepted 19 July 2016
brand relationship building potential in this digital context.
Design/methodology/approach – This study analyses the contents of branded mobile phone
applications, branded websites (including advergames) and branded Facebook sites to understand the
nature of young consumer– brand relationship strategies that marketers are developing in this digital
media marketing environment.
Findings – The use of sophisticated integrated branding strategies in immersive online media creates
the potential for marketers to build relationships between young consumers and brands at an
interactive, direct and social level not seen in traditional media. Categories of relationships and brand
tactics are identified as outcomes of this analysis and linked to brand relationship building potential.
Research limitations/implications – The results suggest that branded communication strategies
that food companies use in the online environment are creating conditions that appeal to young
consumers, fostering new ways to build brand relationships. As this is a dynamic medium in a fluid
state of change, this exploratory study identifies and categorises the marketing strategy, but not the
young consumers’ response to such branding strategies (a limitation).
Originality/value – This study details the potential for child– brand relationship building in the
context of online branding environments. It identifies the potential for longer-term effects of embedded
advertising directly to young consumers, within and across three digital media platforms.
Keywords Brand placements, Branded mobile app, Child– brand relationships,
Digital brand placements, Under-the-radar advertising, Young consumers
Paper type Research paper
interactive media are ushering in an entirely new set of relationships, breaking down
traditional barriers between content and commerce and creating unprecedented intimacies
between children and marketers.
It will develop more fully the specific brand relationship building that some food
companies engage in with children using digital platforms. Further, we examine how
while these digital marketing platforms are here to stay, some regulation may help
protect young consumers from these “intimacies”. Regulation of online marketing is a
complex issue, but as Montgomery et al. (2012) point out, evolving technology makes it
imperative for policy and regulatory practices to keep in step. Nairn and Hang (2012)
point out that apart from the self-regulatory guidelines of the Children’s Advertising
Review Unit (US self-regulatory body), very limited content rating of online and branded
app games exists, and to label them as advertisements is not legally required. In the
self-regulatory jurisdictions of Australia, the requirement is even less stringent.
Montgomery et al. (2012) refer to this as the “new threat of digital marketing” and
suggest that because of the multiple platforms and complex way digital marketing is
used with young consumer segments, a holistic and comprehensive policy of regulation
and protection needs to be developed together with self-regulation. This they suggest
needs to be developed with government, public health, advocacy and industry
stakeholders.
This study and its findings will help inform such policy and regulation. Some policy
directions are suggested as being suited to the overall strategies uncovered by this
study. These suggestions, we hope, will help guide the evolving policy moves by several
countries trying to manage and regulate the privacy and protection issues around
digital marketing approaches by HFSS food companies.
The findings are consolidated and grounded in Fournier’s (1998) and Ji’s (2008)
understandings of how young consumers form relationships with brands as objects.
These studies, written before the existence of mobile platforms such as the ones
examined here, identified the potential for long-term relationships between children and
their favourite brands. Given this new interactivity and bi-directional communication, it
is suggested that this is now a potent and much more real relationship.
Effects of the digital media and marketing environment and its implications for young
consumer– brand relationships
These studies discussed above not only provide evidence for the immediate effects of
digital marketing of branded unhealthy foods on young consumers but also suggest
longer-term engagement by the brand, beyond brand awareness and the immediate
influence of purchase and consumption of the product. We examine how digital
marketing fosters conditions for an on-going “brand relationship” with young
consumers. The medium helps bring them into contact with these brands, helps
reinforce brand associations and continuously communicates and interacts with young
consumers helping create a relationship between the brand and the young consumer.
In this paper, we examine how this Digital Media and Marketing Environment
(DMME), being continuous, engaging, interactive and immersive, creates a web of social
relations with young consumers, developing conditions for the growth and maintenance
of long-term “brand relationships”. We examine how closely the characteristics of the
MME described by Montgomery and Chester (2009) overlap with conditions that have
been shown to best nurture long-term brand relationships (Fournier, 1998; Ji, 2008). Relationship
Hence, this paper links the characteristics of the MME described by Montgomery and building
Chester (2009) to the conditions that foster brand relationships as described by Ji (2008).
This helps to illustrate how the DMME could possibly create longer-term effects beyond
potential
brand awareness and preference or even food brand consumption choice.
Food marketers have created 360-degree campaigns that take advantage of
adolescents’ multitasking and constant connectivity to technology, resulting in food 1997
brands having a ubiquitous presence in the social lives of youth (Montgomery and
Chester, 2008; Montgomery et al., 2011). For example, advertisers can create a Facebook
page that invites users to add an application (software app) to their account. Known as
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a social ad, this system penetrates relationships among individuals that are tracked
online while also serving as a means of advertising and tracking users’ responses to ads
in what has been described as an “infrastructure” for marketers (Montgomery and
Chester, 2008). Furthermore, by tracking relationships, companies can seek out the most
influential young person within a social group and then enlist that “Alpher” to transmit
the brand message, essentially creating a digital chain of covert product endorsement
spread to millions of recipients (Montgomery and Chester, 2008; Montgomery et al.,
2011). (For an example of how this works, please see www.kairaymedia.com/services/
social-ads/).
Mobile-branded apps are yet another platform that reinforces and helps develop the
interaction and exposure of a brand vis-à-vis the young consumer. Games that feature
the brand as the main feature are usually available for free download from the brand’s
website or embedded on the brand’s Facebook page. They are usually simple and
easy-to-play games, featuring the brand in several “in-game” embedded contexts. They
expose the player to multiple images of the brand as an integral part of the game. By
themselves, these branded apps do not seem to serve much of a branding purpose.
However, when combined with a Facebook page, a website that contains advergames
that can be downloaded as a mobile app to the consumer’s mobile device, a more
integrated branding strategy becomes apparent. Little research on this is available in
the mobile app context, although this is only one among multiple online platforms that
helps build the surround-sound effect of integrated marketing.
Heath et al. (2008)[1] illustrate experimentally how emotive content in advertising
“metacommunicates” and builds the strength of the consumer– brand relationship.
Under low-attention conditions, consumers focus on peripheral and emotional cues
rather than processing factual aspects of the communication. This is an important
element in understanding how effective the DMME is in creating fleeting, low-attention,
multiple-brand connections and points of engagement over multiple digital platforms.
These emotional connections serve to build strong ongoing brand relationships.
Boyland and Whalen (2015) explain how such an integrated digital branding strategy
deploys brand impressions and offers emotional engagement opportunities to the young
consumer across multiple digital platforms. Huang and Mitchell (2014) clearly show
how anything that enhances the imagining of brand relationships enhances the strength
of that relationship. Clearly, social media and direct interactivity with a brand online
make it much easier to imagine the brand as an entity with which one can form a
relationship. Huang and Mitchell (2014, p. 44) suggest that brand managers should
“stimulate brand imagination in their brand messages”. This stimulation of brand
imagination is enhanced in the online interaction in which young consumers can engage.
EJM Fournier (1998), in identifying the “typology” of consumer– brand relationships,
50,11 shows how several food brands (e.g. Nestlé’s Quik and Friendly’s ice cream and Coke
Classic were described by respondents as brands they had formed relationships with in
childhood) fall into the “best friendships” and “childhood friendships” categories. Jones
et al. (2010) show that young consumers aged between 6 and 13 years are influenced and
respond well to these “relationship-building communications” by food brands in
1998 magazines. They emphasise that older children in the sample seemed to be susceptible
“to more sophisticated marketing strategies” (p. 2116).
Ji (2008), in unpacking the way young consumers form relationships with brands,
describes a model with the young consumer as a potential relationship partner. She
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points out that the child needs to have enough motivation, opportunity and ability
(MOA) to develop any brand relationship. In terms of motivation, Ji suggests that the
young consumer needs to want to form a relationship with the brand because it helps
them develop self-identity or an “intimate” relationship with others or even the brand (if
it seems sufficiently “person like”). The opportunity to form such relationships is based
on the possibility to interact with the brand, and the frequency thereof. Finally, the
ability to form a relationship is grounded in the young consumer’s cognitive and
affective capacity to make connections and interact as a partner. While Ji’s (2008) work
was performed in the context of more traditional forms of brand interaction, it applies
even more particularly to young consumer– brand interactions online.
To summarise, an environment that fosters interactivity, interconnectedness, intimacy
and brand partner potential (MOA) described by Fournier (1998) and Ji (2008), coupled with
the emotion- and peripheral cue-driven processing that it encourages, and integrated
seamlessly across multiple platforms, create perfect conditions for young consumers to
develop brand relationships with food brands through metacommunication (Heath et al.,
2008).
In this paper, in analysing the content of digital marketing that targets young
consumers, we highlight how the DMME metacommunicates in the context of food
brands and fosters conditions that motivate young consumers to engage with these food
brands in a relationship. The DMME provides opportunities to connect with the brands
and even to directly purchase or consume them, and ensures that consumers (in
particular young consumers) are able to emotionally connect with the brand.
Rationale
This study attempts to systematically identify the key strategies of engagement used by
HFSS food companies in marketing to young consumers online. It examines how this is
done across multiple media platforms through the creation of multiple opportunities for
a young consumer who is online to be exposed to and directly interact with the brand.
This occurs in a medium that is poorly regulated and has an international reach, with the
potential to collect enormous amounts of personal information from children directly.
This study also examines how these HFSS food brands connect with consumers
in a personalised and humanised manner by creating direct online links that can be
described as relationships. Although much has been written about how brands
establish person– object relationships (Fournier, 1998; Ji, 2008), not as much work
has examined the potential for brand relationship building in this new digital and
interactive environment where new dialogues and forms of consumer socialisation
operate. Two-way interactions and dynamic real-time responses from
anthropomorphised brands take these relationships to a higher level – almost a Relationship
person-to-person level. This creates young consumer– brand engagement that is building
potentially more powerful than any traditional form of advertising.
These newer forms of advertising do not raise cognitive defences, unlike clearly
potential
labelled advertising content in traditional media such as television. Unique to this
research, this study closely analyses the branded app as a particularly cheap, effective
and simple means by which embedded brand placement takes place, adding potency to 1999
the existing Facebook and website advergaming online marketing ecosystem, which
brands use to connect directly with young consumers.
This leads to a series of questions that form the basis of this study’s objectives. This
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research establishes the groundwork for examining product placement and branded
communications to children in digital media and the conditions for fostering brand
relationship that this creates.
Research questions
RQ1. What branding strategies do food manufacturers use in digital media to
communicate with young consumers?
RQ2. What brand relationship building potential do food brands have with young
consumers in this digital context?
based on Jones and Reid (2010), the following factors were taken into consideration when
selecting food manufacturers: amount spent on advertising, frequency of advertising in
other media and top-selling grocery brands. Subsequently, this top ten list was
narrowed down to six food companies with a product mix made up of mostly unhealthy
foods targeted at young consumers over all three digital media platforms:
(1) Coca-Cola South Pacific Pty Ltd.;
(2) McDonald’s Corporation;
(3) Cadbury Australia (Kraft Foods Australia Ltd.);
(4) Chupa Chups;
(5) Doritos Australia (The Smith’s Snackfood Company Ltd.); and
(6) Pringles (Kellogg Company).
The media were analysed using coding categories adapted from previous research on
internet marketing (Kelly and Chapman, 2007; Lee et al., 2009; Nelson, 2002). A coding
frame was developed deductively before and inductively during data analysis (Bourque,
2004). To establish consistency and reliability, two independent coders double-coded a
sample set of two advergames, four mobile apps and two websites. The coding
framework (available on request) initially began with tactics identified from previous
research (Kelly et al., 2007), such as brand mentions, sales promotions and educational
material. However, taking into consideration the complex nature of these new media,
this study adapted categories to reflect the advanced features of these digital platforms.
For instance, downloadable items extended beyond screensavers to include
downloadable mobile applications and YouTube videos (Table I).
The following brand integration strategies adapted from previous studies on brand
placement (Lee et al., 2009; Nelson, 2002) were used to identify levels of brand integration
(the full list is available on request). A full brand mention was the full visual logo or
symbol and any other visuals of the brand product with the logo visible on its
packaging, as would be seen in store. An associative brand mention was any reference to
brand character, a brand jingle or tagline or elements related to the brand name. It also
referred to a visual of the product without any branding logo (e.g. a lollipop instead of a
Chupa Chup) as well as the brand name written in word text as opposed to its trademark,
or script. Finally, an implied brand mention was sounds and onomatopoeia of words that
characterised the brand (e.g. “pfstt” to describe the sound of a Coca-Cola bottle opening).
It also denoted the brand represented as it would not normally be seen (e.g. a fountain in
the shape of golden arches).
Findings Relationship
The results demonstrate that online branded advertising is growing in popularity and is building
largely under-the-radar in this media space. The results of the content analysis suggest
that the types of branded advertising strategies that food marketers use to target young
potential
audiences via digital platforms have changed. These tactics are identified and
categorised according to the perceived goals of the marketer.
2001
Facebook
A content analysis of Facebook pages was conducted over a six-month period. Brand
mentions were quantified on a monthly basis as monthly active users (the standard used in
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estimating traffic flow to websites), whereas strategies were examined more holistically and
reported over the whole six-month period. Associative brand mentions were observed twice
as often as full brand mentions. Implied mentions were sporadic, and some brands (i.e.
McDonald’s, Chupa Chups and Doritos) did not have any implied mentions at all.
Brand Full brand mention Associative brand mention Implied brand mention
McDonalds 2 47 –
Chupa Chup 55 36 –
Cadbury-Joyville 14 36 5
Coca-Cola – My
Coke 22 20 5
Doritos 20 18 –
Cadbury – main site 6 12 3
Coca-Cola main site 5 12 – Table I.
Coca-Cola Brand mentions for
unleashed 6 9 1 each corporate
Pringles 1 4 8 website
EJM technique Pringles used to engage with their audience was to ask fans which movie they
50,11 would like to see Pringles cans acting out. The fans posted movies they liked, and the
brand responded by posting a photo of the Pringles product arranged in a scene from the
most liked movie. This tactic served Pringles with free market research, as they were
made aware of brand alliances popular with their target audience.
Another approach used on Facebook to encourage an extended online brand
2002 experience was viral marketing, in which visitors were encouraged to tag their friends
and share the experience. For example, Cadbury posted a large photo of the different
flavoured Cadbury blocks that said, “Tag your friends in the picture to let them know
which Cadbury Dairy Milk chocolate bar you wish you were sharing with them right
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now”. By inviting brand users to connect with others online, the brand enabled a social
interaction, facilitating a brand community. This tactic optimised the features of
Facebook to build engagement with consumers and promote the brand. It helped the
visitor network with other consumers online and therefore induced brand advocacy.
Other tactics on Facebook included downloadable items and opportunities to
customise the brand. Downloadable items most often included clips (of television
advertisements, telecasts or webisodes) and links to download a mobile application.
Pringles gave Facebook consumers the opportunity to personalise the brand by
providing them with a cut-out moustache to take a photo of themselves posing as the
brand character Mr. Pringle and post it to the Pringles wall. This strategy raises
concerns regarding privacy issues. In other instances, the Pringles Facebook page
posted pictures of Mr Pringle at various locations around Australia and encouraged
people to take pictures of themselves holding Pringles cans in the same location and
share this picture on the Pringles Facebook page, to win two cases of free Pringles.
Facebook allows companies to create branded communities very easily. With regular
updates, adolescents are continuously drawn into this media space and encouraged to
share information with the brand. It is important to note that when a Facebook user likes
a food company’s fan page, he or she automatically receives regular updates about that
brand on his or her own page. This means that the consumer does not actually have to
visit the brand’s page to receive branded visuals and information; this automatically
appears on the consumer’s own personal newsfeed when he or she signs in. Thus, the
company creates unsolicited brand encounters for the consumer.
Advergames
The advergames selected for this study had to be accessible from either the corporate
website or the Facebook page. It was more common for advergames to be delivered
through the Facebook media platform as a Facebook app.
Advergames via Facebook. To use the Facebook app, visitors are often obliged to like
the page and/or like the application game itself. By clicking on the app, visitors consent
to networking with the developer, in this case interacting with the brand. Specifically,
the app receives basic information about the consumer, and in exchange the customer
sees all of the latest posts published by the app (brand). These appear in the consumers’
personal newsfeed, visible every time they open their Facebook page. Thus, the
Facebook app takes advantage of all Facebook features and operates just like a friend on
Facebook would, integrating with the newsfeed and notifications functions.
Brand mentions. For all advergames, brand mentions were quantified based on those
identified in the playtime for the first level of the game. The brand mentions are reported Relationship
in Table II, calculated to a baseline time of 1-min play in the lowest level of the game. building
Brand embedment. In addition to recording brand mentions, this study recorded the potential
degree to which a brand was embedded in the advergame. Brand embedment refers to
the positioning of a brand throughout game play. Therefore, not only was the frequency
of brand markers recorded but the prominence of these markers and role they played
during the first level of game play were also recorded. Five categories, adapted from 2003
previous research (Lee et al., 2009), were devised to distinguish the extent of brand
embedment: primary, secondary, tool, billboard and frame.
A primary brand embedment involved the brand being embedded as an active game
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component that had to be collected in some way (e.g. the player collects lollipops as he or
she moves through the skill levels of a game). A secondary brand embedment involved
the brand marker being an active component of the game (e.g. the brand is a bullseye
that the player shoots to earn points).
Within this secondary brand embedment, several subcategories were also recorded.
A brand embedment tool involved the brand marker being an active component of the
game with the brand being used as a tool or piece of equipment (e.g. soft drink bottles are
used as cannon balls to score hits). A brand embedment coded as billboard signified the
brand being embedded as an advertisement style within the advergame (e.g. pizza
brands advertised on billboards within the game). Finally, a brand embedment frame
denoted the brand being displayed in the frame of the advergame itself (e.g. on the outer
margins of the game window, lollipop shapes appear as a surround border).
Associative Implied
Full brand brand brand
Advergame Source mention mention mention
times, increasing brand exposure and creating brand familiarity for the consumer.
Mobile applications
The mobile applications investigated in this report were downloaded free from the
Australian iTunes store (Table III).
Brand mentions. Similar to the other digital platforms, brand mentions for the mobile
applications were recorded as full, associative or implied. However, brand mentions
were also recorded for three different stages: before, during and after game play. This is
because once a mobile application is opened, the consumer can be engaging with the
brand without necessarily playing the game.
Brand mentions before game play were encountered before the game started (e.g. on
loading screens, instruction screens or practice tutorials or any screen displayed leading
up to the game). Brand mentions during game play were any brand markers seen during
the time it took to complete the first (easiest) level. Finally, brand mentions after game
play were observed on screens that appeared once the first level of the game was
completed, such as the Game Over screen or the scoreboard. Again, for comparison
across applications, the results were modified to represent the average number of brand
mentions identified in the 1 min of playing time.
Associative
Full brand brand Implied brand
Mobile app mention mention mention
Coca-Cola Happiness
factory 4 – 1
Coca-Cola Santa’s
Helper 8 8 –
McDonalds Rayuela 3 – 51
Mc Donald’s Happy
Meal City – 52 –
McDonalds’s Happy
Mission – 47 –
Table III. Chupa Chup Lol a
Brand mentions for coaster 3 279 279
mobile application Doritos 24 80 –
identified during one Pringles Flavour
minute of gameplay Grab – 20 –
The results indicated that full brand mentions were more common before game play, Relationship
whereas associative brand mentions were more often observed before, during and after building
game play. It was more common for the brand product than the brand logo to be
embedded in the game on a mobile application. Brand products were typically seen as
potential
active game components, either primary, secondary or used as a tool, whereas brand
logos were typically displayed as advertisements or used as a tool.
2005
Overall branding strategies used to advertise to young consumers (RQ1)
This section summarises the overall strategies used by these online platforms and
identifies a relationship-building thrust to the branding strategy used by these
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repeatedly shown in the frame, the brand product is shown most often in the game itself
as an active component. Jeong et al. (2011) found that a brand’s proximity to the primary
task in the game has an effect on memory, such that closeness to the primary task leads
to greater memory effects. When the brand product has a central presence in the game,
there is an immediate impact on memory recall. Hence, the brand logo is present in the
frame to be observed subconsciously at all times (having an effect on implicit memory),
while the product can be recalled quickly and automatically (as it is stored in explicit
memory). As an exploratory study, the present study is not able to demonstrate the
effects of brand placement in mobile applications on the young consumer’s memory, but
this would be an interesting avenue for future research.
This research also identified several educational activities undertaken by marketers.
Some are obviously related to the brand, such as providing information related to the
product category (e.g. information about chocolate provided by Cadbury). Alternatively,
other educational activities have subtler association with the brand (e.g. information
about polar bears found on the Coca-Cola website). Regardless of how closely they are
related to the brand, these activities are an opportunity for a young consumer to get to
know the brand and become more familiar with brand images and knowledge.
Motivation, opportunity and ability potential and “Brand as educator/
Entertainer”. The young consumer is motivated to learn more about the brand and its
associated aspects. Learning about the history of the brand (e.g. Chupa Chups) or
reading a story about it (e.g. the “Little Bits of Gold” story of Doritos) offer fun reasons
to engage with the brand and its story. Many opportunities to engage are provided, such
as an invitation to participate in a competition to choose the advertisement that would be
shown at the Super Bowl. That competition asked consumers to vote for various
advertisements for Doritos created by them (consumers) and posted online, with the one
receiving the most number of votes chosen to be shown at the Super Bowl game (the
biggest and most expensive advertising spot in the USA (https://l.facebook.com/l.php?
u⫽https%3A%2F%2Fcrashthesuperbowl.doritos.com%2F&h⫽_AQGcqEqh). The
ability to engage young consumers with a brand serving as an entertainer/educator
is also high, as the young consumers are able to easily access and engage with the
brand information, as it is cognitively simple to understand and emotionally fun and
easy to connect with.
Promotion.aspx) (see Appendix for promotion details). Evidently, marketers are using
the brand name to connect friends with each other but also to grow their own networks
of consumers. By facilitating social connections, the brand plays an active role as a
friend on Facebook. The communication with the brand becomes real, and this can lead
to a deeper relationship with the brand.
The most common way young children learn to be consumers through their
interaction on the internet is through word of mouth (Lee et al., 2003). Highlighting a
consumer’s regular interaction with friends and others in the virtual community
influences that consumer’s attitudes and behaviours. These findings explain why many
brands are promoting brand advocacy by encouraging consumers to tag or share a
product brand with their friends.
Motivation, opportunity and ability potential and “Brand as a social enabler”. Where
the brand is a social enabler, the motivation for the young consumer to engage is very
high. Kelly et al. (2015) report on an unpublished New Zealand study that shows how
children use Facebook sites to extend their social networks. Mehta et al. (2010) report
how Facebook is used by these food corporations to enable social connections.
Therefore, there are ample opportunities to interact with a brand as a social enabler. The
Australian Communication and Media Authority (ACMA) report of 2014 suggests that
45 per cent of 8-11-year-olds use social networking sites. Thus, they are well able to and
have the opportunity to engage with these brands, which help them connect with their
friends. The potential to build brand relationships is high in this context.
Brand as person. A common strategy that emerged from the content analysis is food
corporations’ efforts to personify the brand, denoted “Brand as Person”. Marketers have
traditionally used brand characters or brand animations to create this effect. Although
this is still the case, now the brand itself is being portrayed as a person. The surge in
social networking, and in particular Facebook, allows brands to have profiles, chat, post
and update, like any other Facebook user. This enables brands not only to have human
characteristics but also to engage in a two-way communication. The brand Facebook
page encourages the young consumer to interact and engage in direct communication
with the brand. For instance, the young consumer can ask the brand questions, talk to
the brand character or share photos. More significantly, the brand can respond to the
child in real time, giving substance to the brand relationship. Thus, this strategy goes
beyond personification of the brand to give the brand voice, easily enabling direct
relationships to be formed with the brand and the brand to be befriended.
Motivation, opportunity and ability potential and the “Brand as a person”. In this
particular branding strategy, we see the greatest potential for the brand to connect
with and foster a relationship with the young consumer. The anthropomorphised
EJM brand (e.g. Mr Pringle, www.facebook.com/PringlesDownUnder) speaks directly to
50,11 the consumer in the voice of the brand. For example, Mr Pringle may say, “All of a
sudden, everyone is beginning to look like me this month” (in “Movember
November”; when people are encouraged to grow a moustache to support men’s
cancer research; www.facebook.com/PringlesDownUnder/photos/a.1015010800582
0449.301743.147488605448/10151310449375449/?type⫽3&theater). In this posting,
2008 the brand invites a response, and this one gets 2,900⫹ likes. In interacting directly
with the brand, the young consumer is speaking to and reacting to what appears to
be a person. While not all young consumers are necessarily taken in by the idea of
the brand as an actual person, the game of make believe and fun urges them to
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respond. In another example, the Chupa Chups man asks whether a “kale Chupa
Chup is a fail or not” and gets 221 responses (to a new brand extension idea) and
1,000 likes. Thus, market research questions are often presented in a fun and
camouflaged manner, and evoke many responses. Additionally, this communication
between the company and the consumer via the voice of the brand can reinforce
positive brand associations (Montgomery and Chester, 2009). It is clear that in this
branding context, the potential for brand relationship building is high.
Figure 1 shows how these four strategies are designed to build brand relationships
with the young consumer on digital platforms. Each strategy may appear in each of the
platforms: corporate website, Facebook and mobile applications. However, the
strategies listed in bold are those most commonly used in the respective platform, based
on the present findings.
Discussion
A new kind of brand relationship (RQ2)
The present results suggest that the branded communication strategies that food companies
are using in the online environment are creating conditions that appeal to young consumers
and foster in new ways to build brand relationships. As shown in Figure 1, these strategies
encourage young consumers to develop brand relationships online. Given that young
consumers are so often online, this immersive engagement is intense and potentially long
term. Fournier’s (1998) theory of brand relationships describes the brand not as a passive
object of marketing transactions but rather as an active contributing member of the
relationship dyad. The brand (in this framework) is considered an interactive partner with
assigned human qualities. Before Facebook existed, brands were personified through the
use of brand characters or even a brand personality. However, now brands can be interactive
partners in a relationship, as consumers can converse and share with brands, and moreover
brands can talk through posts and tweets (Brand as Person) directly. Hence, the brand
relationship is deeper, as it is now a two-way relationship, and the act of liking a brand on
Facebook is a declaration of a consumer’s approval or even affection for the brand. Several
researchers (Hoffman and Novak, 1996; Waiguny et al., 2013) demonstrate how such online
environments affect users and describe “telepresence” or the extent to which consumers’ feel
that they are inside/within the online environment. This immersive characteristic is what
makes the brand feel real to the young consumer and creates the potential for the
development of a brand relationship.
Keng and Lin (2006) show how marketers could create different levels of telepresence.
“Content presence” is a simple level of engagement where the online environment
creates attractive elements around the brand. This is seen in almost all of the online
Relationship
building
potential
2009
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Figure 1.
Children and digital
brand relationships
platforms we analysed. The idea of “social presence” is one that helps consumers feel
that the product/brand helps them connect socially with others. This is exactly what we
see in the strategies around the “brand as a social enabler”; the telepresence created by
using social presence allows consumers to share material, create and interact with
content and others in a seemingly real way. Finally, there is “personal presence”, which
helps create a sense of personalised experiences with the product/brand that seem real.
This we see in the “brand as a person” and in instances where the brand invites the
consumer to customise the brand (e.g. choose a flavour, create an advertisement) and
where the brand speaks to individual consumers directly. This idea of presence creates
a level of engagement that is different and deeper than that created by traditional media,
and because of its embedded nature, it lessens the cognitive defence against its
persuasive effects (Owen et al., 2013).
The DMME provides a marketing context in which to build relationships based on
more than just exchange. Mathwick (2002) explains that the anonymity inherent in
online interactions allows online relationships to be more personal and rich in emotional
support and encourages consumers to reveal themselves more intimately. Hence, the
exchange between brand and consumer extends beyond mere transaction to friendship
and meaning. These traits of the virtual community facilitate the ease with which a
brand can act as social enabler to build the brand relationship, as shown in Figure 1.
Young consumers can experience things online that they may never be able to
experience in the real world. In the real world, children have limited financial
capabilities and lack the experience with the marketplace necessary to form “true
EJM relationships” with brands (as they often depend on others for direct consumption of
50,11 brands they may desire) (Ji, 2008). However, digital platforms allow young consumers to
be a part of brand communities and to have brand relationships with food brands. The
MOA that the young consumer has to have to form a brand relationship with these
corporations increases multi-fold within the DMME. Therefore, if this digital
environment has the potential to build relationships between young consumers and the
2010 brand, it becomes an area that needs to be monitored by regulators more closely than it
currently is.
The difficulty of regulating internet content across national borders is often cited as a
reason why prescriptive legislation might not work. However, as Elliott and Cook (2013)
point out, Canadian authorities have brought successful fines against US companies
(Kellogg’s) who break Canadian bans on advertising online to young consumers (even
though such companies are located outside of Canada). They suggest that international
music corporations and other copyright-protected content providers successfully
“geo-gate” downloadable content to make it available in one geographical area but not
another. This tactic could just as easily be applied to advertising online across borders.
Several countries, notably in South America (e.g. Brazil, Peru), have passed legislation
that makes it illegal for companies to promote unhealthy food to children aged under 17
years through any media (Kelly et al., 2015). Loopholes to advertising to children include
programs and content that are not predominantly targeted at young consumers, but
they still blur the legality of the practice in countries such as the UK, where such bans
are in place.
Apart from the more prescriptive forms of regulation, Magnusson and Reeve
(2015) recommend regulations that follow a responsive approach and increase
regulatory oversight because self-regulatory measures do not appear to work. They
also recommend a gradual escalation of legislation if industry compliance falls
short. This successive review of self-regulation, reinforced by intervention by
governmental regulation if necessary, creates a more “accountable evaluatory”
system similar to that suggested by Kraak and Story (2015) and Kraak et al. (2014).
In the Kraak et al. (2014) model, an independent body is empowered to undertake
this accountability evaluation. A model of accountability structure within
governance, it allows for a four-step process by which food marketing policies and
their impact are first taken account of (i.e. evidence on existing policy impact is
evaluated), and then this account is shared clearly and transparently among all
stakeholders; the third step involves holding food marketers accountable, enforcing
regulations as they exist (including incentives and disincentives for self-regulation).
Finally, if this still does not have adequate impact, strengthening policies and
accountability would be the fourth step in a cycle of auditing governance and its
impact. This model, similar in some respects to Magnusson and Reeve’s (2015)
responsive regulatory model, is applied in the context of food marketing and also
more specifically to the use of cartoon or brand mascots for cereal marketing. The
conclusion that Kraak and Story (2015) arrive at is that in a systematically
evaluatory system with an independent body empowered to enforce standards or
policies, young consumers’ direct engagement with the food brand marketers will be
managed better, which could help lead to a less obesogenic environment.
Another alternative increasingly being voiced is a rights-based approach to Relationship
protecting young consumers from marketing techniques and communications that building
might be misleading or prevent them from leading a happy, healthy life. Citing the
UN convention’s rights of the child, Handsley et al. (2014) raise the possibility of
potential
legally declaring predatory marketing practices by food companies towards young
consumers in the digital context as economic exploitation. They advocate that
corporations need to use benchmarks, such as those used by the Human Rights 2011
Convention, to see how their marketing practices stack up ethically. Ethical and
international pressure may work better on multinational food corporations than the
legislation of any one national law.
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Note
1. “[…] the level of communication is going to equate to the rational content in the advertising,
and the level of metacommunication is going to equate to the level of emotional content in
advertising” (Heath et al., 2006).
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Conditions of promotion:
6.1 Purchasing from any Coles Supermarket in a single transaction, any two 150 gram cans of
Pringles (any flavour) (“Eligible Product Purchase”) retain receipt; and then
6.2. Visiting the Pringles Facebook page (www.facebook.com/pringlesdownunder), and
following the instructions on how upload your “Pringles Summer Moment” and proof of purchase
to enter.
7. Entrants must provide all requested contact details and a photo of their “Pringles Summer
Moment” to be eligible to win.
(6) Chupa chups Flavour Market Research tester: www.facebook.com/ChupaChupsAustralia/ph
otos/a.339306246174163.66345.308823112555810/766202853484498/?type⫽3&theater; ww
w.facebook.com/ChupaChupsAustralia
(7) “Suck it, snap it, tag it” Chupa Chup competition: www.facebook.com/ChupaChupsAustralia;
www.chupachups.com.au/competitions/suckface/
(8) Children winners’ photos on Facebook: www.facebook.com/ChupaChupsAustralia/photos/a.72824 Relationship
2013947249.1073741840.308823112555810/725371174234333/?type⫽3&theater; www.facebook.
com/ChupaChupsAustralia/photos/a.728242013947249.1073741840.308823112555810/725371180 building
900999/?type⫽3&theater potential
(9) Coke “Share a coke and a song with a friend” Promotion: www.facebook.com/CocaCola
Australia
(10) Wet and Wild Summer 2014 promotion: www.Coca-Cola.com.au/promotion/wet-n-wild-terms; 2017
www.facebook.com/CocaColaAustralia
(11) Share your location for emergency coke: www.facebook.com/CocaColaAustralia
(12) Who is your best Beach Buddy? Competition: www.cadbury.com.au/About-Cadbury/
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Competitions/CADBURY-DAIRY-MILK-with-OREO-BEACH-FRIENDS-Week-1-
Promotion.aspx
Conditions of promotion:
To enter, entrants must during the promotion period:
• visit the CADBURY DAIRY MILK Facebook Page at www.facebook.com/CadburyDairy
MilkAustralia?fref⫽ts; and
• respond to the promotional post posted by the promoter by tagging a Facebook friend and
comment on the post telling us in 100 words or less “Why they make the best beach buddy”.
Corresponding author
Teresa Davis can be contacted at: teresa.davis@sydney.edu.au
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