kidscreen.com
The platform that makes
content disappear is leaving a lasting impression on kids companies like
Disney, Hasbro and more.
There’s a high school
student in New York with a very important job on her hands, and it doesn’t
exactly involve algebra homework. The 16-year-old oversees the Snapchat account
for Genius Brands International’s (GBI) tween-focused SpacePOP brand. The
music-themed IP launched this summer with a hefty social media mandate that
spans the likes of YouTube, Instagram, Twitter, PopJam and Snapchat—but there’s
something about the latter that’s different from the rest.
Snapchat’s world of
scribbled animations, geofilters and 10-second disappearing videos are
convoluted, raw and perfectly suited for tweens and teens who are looking for
an authentic experience amidst an overly filtered social stratosphere. Which is
why, despite having an in-house social media team in place, GBI thinks a young
Snapchat savant can best reach SpacePOP fans through recurring snaps and
unpolished videos that are posted in the name of community outreach.
And what a Snapchat
community there is. More than 150 million people use the app daily, consuming
upwards of 10 billion videos per day—a remarkable 350% increase over last year.
According to recent Statista data, nearly a quarter of US Snapchat users are
between the ages of 13 and 17. And while under-13s are technically prohibited,
the platform is well-known for boasting a solid tween user base. And they’re
batting their mascara-filtered eyelashes at the thousands of marketers and
media outlets flocking to the app en masse in the name of boosting brand
recognition and engagement. In fact, a July Advertiser Perceptions
report showed the majority of social media ad spending nowadays is focused
primarily on building brand awareness rather than inciting an immediate
performance-based action.
“Some people who haven’t
dug in yet see it as Twitter for a younger audience, but it’s actually not.”
- Dan Efergan, Aardman
Animations
According to Stone Newman,
GBI president of global consumer products, worldwide content sales, marketing
and digital, the app is an ideal place to build a rapport with fans. “Snapchat
catches the moment, so it doesn’t feel as staged as some other platforms like
YouTube and Instagram, which can conduct photoshoots before posting,” he says.
“Because the content disappears, Snapchat is more instantaneous. There’s
something cool about that.”
Newman says the vanishing
nature of content—wherein snaps are deleted after 10 seconds, or are available
for no more than 24 hours if strung together via Snapchat Stories—adds a level
of urgency and repeatability to content delivery. It’s as if Snapchat feeds
directly off the FOMO (Fear of Missing Out) epidemic plaguing youth right now,
and marketers can effectively seize that same opportunity.
While YouTube is still
SpacePOP’s bread-and-butter when it comes to social media outreach, Snapchat
will help the property reach girls who are already using the platform
religiously. “A lot of these kids find Snapchat inspirational—and our intern
lines up with the age of the SpacePOP princesses, who are slightly older than
tweens, so her role makes sense,” Newman says, adding the SpacePOP Snapchat
strategy will also involve using branded geofilters.
These geofilters allow
individuals and companies to create a static design—featuring words or
images—that is accessible within a defined location. Prices start at roughly
US$5 per 20,000 square feet per hour, with a maximum area of five million
square feet.
Other frequented
advertising modes include Snap Ads, which are mobile video promotions within
snaps, and for those with upwards of US$100,000 to spare, there are sponsored
lenses. This form of activation lets users interact with a branded animation
that can be shared with friends or posted to his or her own story—think Taco
Bell turning someone's head into a talking tortilla.
“Geofilters are a
particularly cost-effective option. You can geo-locate to a small area, and it
lets anyone showcase they are at your event. It speaks to a kid’s desire to
show off—think of the selfie nation—and exercise bragging rights. It’s also a
good opportunity for engagement,” says Imran Choudhry, VP of account management
at Toronto-based T1, which handles marketing campaigns for kid-friendly brands
like Barbie and Hot Wheels (neither of which have debuted on Snapchat in Canada
yet).
Thanks in large part to the
narrative effectiveness of Snapchat Stories, Choudhry says the app’s growth has
been tremendous over the past few months. “Parents got on Facebook and suddenly
kids don’t want to use it anymore. But on Snapchat the content disappears, so
there are fewer opportunities for parents to track them,” he says.
But there are reasons for
parents to be skeptical. For one, the app was hit with a class-action lawsuit
in July claiming its Discover feature, which syncs with select publishing
partners, exposes minors to sexually offensive content. And Choudhry says
family-friendly brands have to be mindful about not crossing advertising
boundaries on the platform.
“You haven’t seen very
young-targeting brands tap into Snapchat yet because it does have some
murkiness to it,” he says. “So the safety element steers a lot of kids brands
away. At the end of the day, the platform has to align with the content.”
My Little Pony may very
well be the antithesis of dark and edgy, and the brand’s recent Snapchat
campaign aimed to capture its inherently friendly nature. To commemorate
International Day of Friendship on July 30, the Hasbro IP used Snapchat to
encourage users to Friend it Forward through random acts of kindness. Actress
Vanessa Hudgens participated in the initiative, which placed a branded filter
with the phrase “Friendship is Magic,” a My Little Pony logo and two characters
over a user’s photo.
“A platform that’s all
about social sharing and quickly connecting directly with your friends gave us
an incredible opportunity for fans to engage with the My Little Pony
franchise,” says Hasbro SVP of digital marketing Victor Lee. “The property has
proven to resonate with fans of all ages, thanks to incredible storytelling and
socially relevant themes of friendship and inclusiveness. While our toys are
for kids…Snapchat allows us to reach a broad demographic, including passionate
fans who are currently engaged with our brands, the coveted millennial audience
that’s drawn to and hungry for nostalgia, and parents who are sharing My Little
Pony experiences with their children.”
Lee adds that Snapchat has
quickly become an important place for Hasbro to have honest, authentic
interactions with fans of other properties like Nerf and Transformers, which
also have active presences on the platform through regular behind-the-scenes
snaps.
And in the spirit of
honesty, Dan Efergan, digital group creative director at UK-based Aardman
Animations, has been able to draw some raw conclusions of his own based on
Aardman’s July geofilter campaign involving the studio’s Morph brand.
Over a two-day period, the
clay character made its Snapchat debut at the Bristol Harbour Festival, which
attracts more than 250,000 visitors. Snapchatters within 470,000 square feet of
the festival were able to add a Pirate Morph filter to their snaps and enter a
promotion to win a one-off Morph model. It was a marketing experiment for
Aardman, which collaborated with UK-based Activation Digital, and one that
offered a lesson in the platform’s complexities.
“Snapchat is something we
have been very aware of. As marketers and IP owners, we know it’s a massive
rising star for young people,” says Efergan. “But it is a closed loop, so more
of a place to have a conversation with a brand—it’s not so good for making
things go viral and get passed around.”
Despite the contest element
involved in the Morph campaign, it generated fewer than 1,000 snaps taken with
the filter, though the geofilter itself had more than 20,000 views. (The
competition portion received less than 100 entries.) “The lesson? It has to
feel right. Although it’s quite useful to connect on Snapchat, it is still
different because it doesn’t create public noise. Some people who haven’t dug
in yet see it as Twitter for a younger audience, but it’s actually not.”
Nevertheless, more Aardman
brands can be expected to hit Snapchat soon, provided they are suited to the
platform. “Snapchat is consistently a strong contender, so it can’t be
ignored,” says Efergan.
He says Snapchat Stories,
in particular, is on Aardman’s radar—it’s a feature that’s already being
effectively used by Disney for a number of its characters and brands.
“We have to keep ourselves
immersed in pop culture. And we do that in a unique way by telling stories to
the right audience and even offering promotional content through an editorial lens,”
says Emily Kaplan, director of audience development at Disney Consumer Products
and Interactive Media (DCPI). Her team publishes content for more than 200
characters, brands and films across all digital platforms.
Snapchat gave The Jungle
Book’s Sir Ben Kingsley a new look
Due to its rich 13-plus
user base and storytelling opportunities, Snapchat came to Disney’s notice in
May 2015, when it launched its account with an exclusive behind-the-scenes look
at the making of 2017′s Beauty and the Beast that included short
messages from the cast and sneak-peeks.
Fast-forward to today and
Kaplan’s team manages five key Snapchat accounts—Disney, Pixar, Oh My Disney,
Disney Style and Babble—that together garner 15 million opens a month. “On
Snapchat, you actually have to decide to open a story. It’s more of an engaged
level of consumption,” Kaplan says.
Episodic series like
Disney Doodle 101, which provides character-drawing lessons, are all
produced in-house with the goal of using Snapchat’s distinct features to
further familiarity with pre-established brands. For example, a recent Snapchat
Stories initiative involving The Jungle Book took advantage of the
app’s frame-tapping feature to let users transform live-action characters into
their animal counterparts.
“The tools help you,
letting you curate less and allowing a personality to come through. It’s like
visual texting with friends,” Kaplan says. Aware that kids are looking for
graphic, animated forms of communication, DCPI launched the Disney LOL
app in June as a way for six- to 14-year-olds to view clips, GIFs and videos in
an age-appropriate way. Kaplan isn’t surprised Disney LOL has
surpassed expectations in its first few months. Why? “It’s like an intro
to Snapchat,” she says.
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