Beskrivelse
INDHOLD: Tweens. Meet the new kids. – Edges. – Persuaders. – Followers. – Reflexives. – Tween Dream for sale. – Fear. – Fantasy. – Goddbye creativity. – Goodnight Harry. – Mastery. – Humour. – Love and stability. – The mirror effect. – Collection value.- Gaming ability. – Bonded to brands. The transition years. – Forming the bond between tweens and brands. – The power of brands transcends generations. – Brand attractions matters. – Television is till in focus of attention. – Exit fairyland. – Beliefs versus aspirations. – The death of belief. – The new icons. – Tribes. – What makes them believe? – The dream factory. – Building trus among a skeptical audience. – Creating imagination. – Building the sensory experience. – Offline – online. – Sound + Sight + Smell + taste + Touch = Brand. – How do tweens feel ? – Relationship with corporal brands. – Stardust. – Creating icons we admire. – Music and the look of music. – Mainstream has become substream. – Three fundamentals: Drems, romance, rebellion. – The peer factor. – Cyberchild. – The game is to survive. – Closer and closer to reality. – Personalized brands bild strong businesses. – Santa’s nightmare. – The essence of being af child. – Pump up the volume. – The Young and the rich. – Labelling wishes. – Meeting the cyberfriends. – Loyalty concepts. – Belonging. – The future. – Superchannels. – Kidsbiz. – Growing big and staying big. – The brand trend. – Emotions are driving tweens and so are brands. – Product innovation. Justifying the brand value to tweens. – Price management. Tweens are prepared to pay the Price. – Perception management. Reading the tween mind. – Leadership. Tweens deal only with the leader of the pack. – Calling kids. – Code of ethics. – Index.- Indbundet i hellærred og med omslag. – 316 sider. – Pænt eksemplar.