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Consumer culture and advertisement
Tv ads commercials an essay
Advertising shapes culture and society
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Nutri-Grain cereal bars were created by the Kellogg Company and first introduced in the 1970’s Australia. They were later introduced to the United States and other countries. As more women began to work outside the home, the ritual of a family breakfast became obsolete as many individuals turned to quicker solutions for breakfast. The Nutri-Grain bar soon became popular as the on-the-go snack during the 1990’s. The cereal bar also comes in a variety of flavors that kids love, from blueberry to strawberry yogurt and has the texture a soft, homemade cookie. This television commercial centers on the theme of fostering a relationship between today’s kids and nature (see Appendix A). As the youth of today spends more time in the electronic world, …show more content…
they spend even less time in the natural world. In today’s fast-paced urban environment, many parents possess the longing to reconnect with nature and to share that connection with their children. The commercial intends to appeal to parents’ childhood nostalgia, while at the same time catering to their sense of guilt at not encouraging their children to partake in similar outdoor experiences. However; this wistful longing is not without purpose, for the commercial uses this angle to establish the Nutri-Grain bar as a relevant product in the growth of today’s children. The commercial also seeks to capture its audience through a broad, overarching theme. Often times, “visual arrangements are such that the advertised good often drops into the background while highly abstract connections are made between the models, a lifestyle and the brand. Viewers are asked to transfer meaning from the look of the people in the ad— their image, lifestyle, and physical appearance—onto the product” (Schroeder and Zwick, 25). This abstract concept of re-establishing a connection with nature permeates each scene. This links the Nutri-Grain bar with a commendable mission to inspire healthy habits in families and allow children to appreciate the outdoors. The implication is this cereal bar is a product that will enable the new generation to reconnect with nature. Apart from the child on the ipad, each person in the commercial is surrounded by the outdoors which gives the cereal bar a very raw and organic connotation, unadulterated by artificiality. Additionally, the scene of a family cycling through the mountains serves to remind adults of a time when the bicycle was a natural extension of their lives and a common method of transportation. This is no longer the case due to buildup of infrastructure. The television commercial is meant to convince parents that consuming Nutri-Grain cereal bars may even be the morally sound solution to the trending issue. The opening scene of the commercial consist of interviews with adults reminiscing on their most fond childhood memories.
A voiceover asks the characters, “What are some of your most memorable experiences as kids?” A father-daughter duo is interviewed first. The daughter says, “My dad would always take me down to the creek and we’d look at the fish in the pond. As soon as I finished my homework.” Next, one woman who is with her sister responds, “My sisters and I would play hide and seek. Mom would always yell at us for drudging mud into the house afterwards.” These characters use a casual and friendly tone of voice that is familiar with the target audience. A parent telling a child to finish their homework before play, the drudging of mud into the house, spotting fish in the local creek—these images are all too familiar to the western audience and generation of parents. Their stories evoke a sense of longing and return to the past when many individuals are becoming increasingly uncertain aboutthe future. A stark contrast is presented with the child playing on the ipad. The relaxing background music abruptly stops as he candidly states, “I play on my ipad. I think I play games on it for three hours a day. Sometimes more.” The purpose of using a small child for a scene that portrays video games in a negative light (as opposed to an older individual) is due to the fact that a child’s concerns is rarely deemed “offensive” to others. Ultimately it’s the children that can provide …show more content…
the promise of betterment for the next generation. Some may argue that the focus on nostalgic elements in the commercial is distracting and actually takes away from product-oriented thinking on the part of the viewer.
However, extensive research has been conducted to test the effectiveness of nostalgic and non-nostalgic commercials. The results of one particular study revealed that advertisements with nostalgic themes are actually quite likely to produce greater recall and preference for the product being advertised (Muehling, 26). Furthermore, a separate investigation “examined individuals’ responses to nostalgic print ads, and observed a positive relationship between ad-evoked nostalgia (measured by a 10-item Likert scale) and attitudes toward the ad and purchase intentions” (Muehling,
26). The purpose of an interview technique in the commercial is that it evokes a sense of authenticity, which is increasingly becoming a challenge in a world where people can find instant truths about the product they are purchasing. When viewers witness characters responding to a question, it often tricks these viewers into thinking these answers are honest, spur-of-the-moment responses. It seems to depict real people with real concerns and behavior. This style of pitching the product portrays the brand as more down-to-earth than would a typical recitation of a script. The article Mirrors of Masculinity discusses the modern obsession with celebrities and the ubiquitous images supporting their lucrative roles as product endorsers. It explains how these celebrities “impressed upon their large audience an awareness of physical appearance, instilling a reflexive concern with body, identity, and posterity” (Schroeder and Zwick, 35). As a record-breaking cyclist, adventurer, and broadcaster, Mark Beaumont is considered an athletic icon. In associating himself with the cereal bar, viewers also may associate the product with a toned body and physical attraction. The article also notes that one of the “standard motifs in Western advertising is the “hero” shot—an ad containing an image of a lone man, conquering some territory…”(Schroeder and Zwick, 33). One of the last clips of the commercial features Beaumont cycling through beautiful, mountainous terrain and then pausing to take a bite from his Nutri-Grain bar. This image suggests that those who aspire to become the competitive, masculine hero can do so by purchasing a Nutri-Grain bar. Perhaps Mark Beaumont has the sporty appeal; however it is ultimately the mother figure that elicits our instinctual food-related response. Patterson and Elliott describe recent societal changes of “the increasing feminization of masculinities, as men are encouraged to partake in the carnival of consumption, to become concerned about their appearance, to get in touch with their emotions…” (Patterson and Elliott, 241). In the final video clip, Beaumont is seen as not only the archetypal rugged athlete but also as a family man who is joined by his young daughter and wife. He says, “I’ve grown up exploring the outdoors. I see what other kids are doing today and it’s scary, they don’t want to leave their video games. I don’t want [my daughter] to grow up missing out on what’s out there.” He therefore contributes to the commercial’s overall theme of the “return to nature” with his own emotional appeal as a concerned parent. His wife pedals ahead as Beaumont and his daughter cycles close behind. According to a study completed by Ellen Verna et. al, “females as dominant characters hardly appeared in ads for games, or foods—although females appeared as dominant with males involved in food and action Ads” (Verna, 306). This concept is not meant imply female subjugation. Rather, it emphasizes the woman’s role as an importance source of care and support for the family. Moreover, “food is an important expression of identity, and the giving of food seems to be closely related to femininity” (Fürst, 442). For this reason, Beaumont’s wife is pictured as physically leading the family in the commercial, to correspond with her role as leading the family figuratively to an advantageous lifestyle. After all, it has often been the mother who provides the means for her children to “become their heroes.” The customer feels compelled to recall the classic mother encouraging her children to eat their vegetables so that they can become big and strong (as portrayed in Beaumont’s lone shot). According to Castillo, individuals “expect healthy eating to be associated with femininity.” The mother, who is at the forefront of change, frames the Nutri-Grain bar with a cultural, primed gender stereotype and also presents the product as the most nutritious option. As the aforementioned scene unfolds, these words appear centered on the screen in small white font: Take them outside. Let them get to know and love nature. The continuous nature of the font makes the sentence appear simple and elegant, yet also very distinctive against the scenic background. The commercial closes with an image the product itself against a green and yellow-tinted background. Color is a powerful marketing tool that influences consumers and “accounts for 85% of the reason why someone decides to purchase a product” (Tornetta). Studies reveal that “green is primarily associated with nature and elicits positive feelings such as calmness” while “Yellow is associated with sunshine and optimism, promoting the product in a warm and positive manner” (Tornetta). In addition, the commercial does not fail to leave out purported health benefits of consuming the Nutri-Grain bar. This last image of the product implies that the cereal bar provides families with the energy they need to experience outdoors. The description “made with whole grain and real fruit” alludes to the fact that the cereal bar made with more natural ingredients than its competitors. This allows viewers who are contemplating buying a Nutri-Grain bar feel confident that they are making the right decision in purchasing the product for their children. Thus, Nutri-Grain bars good for the soul as well as good for the heart. This television commercial for Nutri-Grain cereal bars would be especially effective if aired on channels that are rated PG which is often watched by both parent and their children. It sells what the public is looking for—authenticity, by showing that it has values and morals. The commercial dovetails with a trending issue: that many children today have little contact with the natural world due to the amount of time spent indoors. This advertisement therefore has the potential to partner with even larger campaigns, such as Go Green and other environmental initiatives. Parental satisfaction with the product will also fuel the potential for brand loyalty, since “product identification with a member of the older generation acts as a "bridge,” reinforcing a bond of affection and respect” (Olsen). Establishing brand loyalty is advantageous because it costs 15 times less to keep existing customers than to attract new ones” (Marketing Review Panel). It is implied that Nutri-Grain cereal bars are intended to not only serve as a healthy treat but also be a part of the life experiences and memories made enjoying the outdoors, which makes this brand different from other cereal bars. Consequently, “consumers are able to personalize mass-produced products through their unique experiences with these objects” (Dodson). This product’s emotional appeal therefore has a powerful effect on consumer evaluation.
Yet this “Oreo Cookie” commercial is perhaps the most remarkable. First, she twists the cookie apart and then, this cute little girl with her hair in pigtails proceeds to dunk the cookie in a tall glass of milk, submerging her entire hand. The camera then shifts to show the child’s grandfather eating the cookie in the same manner. This advertisement aims at leading audiences to reminisce of the simple pleasures of their childhood, like enjoying a cookie.
Both authors are writing to parents of children who they think spend way too much time on their electronics. However, Dana Boyd has a much better compelling argument for not restricting a teenager’s screen time. Boyd has a much better appeal to both audiences. She manages to employ better uses of both pathos and logos throughout the article and appeals to both parents and children.
of Philip Morris, said “People could point to these things and say, ‘They’ve got too much sugar, they’ve got too much salt […] well, that’s what the consumer wants, and we’re not putting a gun to their head to eat it. That’s what they want.” (Moss 267) However, consumers are being unconsciously forced to fund food industries that produce junk food. Companies devote much of their time and effort into manipulating us to purchase their products. For instance, Kraft’s first Lunchables campaign aimed for an audience of mothers who had far too much to do to make time to put together their own lunch for their kids. Then, they steered their advertisements to target an even more vulnerable pool of people; kids. This reeled in even more consumers because it allowed kids to be in control of what they wanted to eat, as Bob Eckert, the C.E.O. of Kraft in 1999, said, “Lunchables aren’t about lunch. It’s about kids being able to put together what they want to eat, anytime, anywhere” (Moss 268). While parents are innocently purchasing Lunchables to save time or to satisfy the wishes of their children, companies are formulating more deceiving marketing plans, further studying the psychology of customers, and conducting an excessive quantity of charts and graphs to produce a new and addictive
There is a reason why people are always happy in the world of commercials. By associating positive feelings with the product, the a...
“Stop it!” a mom screamed at her 13 years old son who is misbehaving with her in public. They are in a game shop trying to buy a game that her son wants as a reward for his academic achievements at school. But then why does not Mom wants to buy it? “Son, this is not for you. This game is for people who are over eighteen,” Mom explained. “But Mom, my friends always play them. When I went to Tommy’s house last weekend, I played it also. And it was fun!” Son declared. This is a typical argument I have heard between parents and their children as I used work in a game store before. The parents of our society are not conscious of the violence a game can produce. Also many parents do not pay attention to the ratings in the video games because they suppose games are made for children so why would it be inappropriate or violent (Jenkins 1). Besides, these parents are not aware of the reality that game industry can and will design any game to attract the players whether the player is an adult or kid. During a personal interview, a Psychology professor strongly claims violent video games do affect a child’s psychology, and therefore it can lead the child to be aggressive and destructive. In addition, game addiction harms the children by many factors. For instance, it can make the child to be anti-social and stubborn. And as we are moving forward with modern technology, video game addiction is increasing in the society causing it a controversial critical topic for the parents and researchers to take notice of (Wagner 1).
When one hears the word video games what is normally thought of? “Donkey Kong” possibly, or maybe the newer games like “Call of Duty” (COD) or “Halo” and “Grand Theft Auto” (GTA). Either way video games have gone though many advancements over the years. Since back in the 80’s when arcade games and games like “Donkey Kong” were around games could only go linearly up and down or left and right. For insistence in “Super Mario” the character could not move backwards only forwards and up and down (jumping). Now when looking back to those old, classic games they seem cheap, glossy and even not appealing to the new gamers of the current generation. This is because of the new development in games, such as, “Lara Croft Tomb Raider” where the graphics, sounds, vibrations from the controller makes the game so realistic. It’s almost as if those playing are in the game and are experiencing what ever it is the main character is going through. These games however fun and realistic they are, seem have a bad side affect to the youth. Games like GTA can affect the upbringing of young children who play even though they are not yet at a development stage to handle the level of violence in the game. There have been cases where children have reenacted the games, and many children who play start to think that the violence is okay.
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how videogames are affecting their children’s lifestyles. Inappropriate games are sweeping the
When a parent is asked about video games, the first thing that comes to their mind is that they are bad for everyone, and this has always been the case for several video games. In today 's world, video games are becoming more popular and accessible to everyone. Most of the games that are being played by players involve violence and with its increase in popularity, they are often portrayed as a plague to society by many for years. However, despite these drawbacks, they are still suitable for providing learning, health, and social benefits that can improve a person’s daily life, making them worthwhile.
Video Games have been accused of making youth violent and aggressive, making people isolate themselves from society, and for lowering the attention span and the ability to concentrate in youth. These claims have yet to be supported by several well organized studies and have never been more than a correlation to any of these claims, and in fact have been disproven on several occasions. Adam Eichenbaum (2014), author contributing to the American Journal of Play, concluded a discussion on the research on video games say that “Today’s video games are much more than entertainment. They are also weapons in the fight against declining mental capacities in old age. They promote job-related skills. And they are a model of how to teach children complex and difficult tasks and abilities. As with any technology, video games are neither intrinsically good nor intrinsically bad.” (pg. 67) Video games are not the waste of time that they are accused of being, nor are they damping the development of today’s youth. If anything is to be said about video games is that in them lays a great potential for good; that video games serve as tools for people who want to make a change in society, whether the changes are positive or negative lie in the hands of those that choose to use video games as tools. These are not unrealistic or histrionic claims; video games, after all, are more than just
“Children are the living messages we send to a time we will not see,” said Neil Postman in his novel: The Disappearance of Childhood. In recent generations, the ideal of childhood innocence has been disappearing due to several factors of modernization. But the innocence of youth needs to be protected so children will learn and grow in healthy ways, rather than rush into adulthood. It is a grown-ups’ responsibility to build a metaphorical wall between a child’s innocence and various types of media and consumerism. Although it is becoming increasingly difficult due to the powerful world of media, which constantly reinvents itself to outwit the latest parental imposition, the preservation of innocence is not impossible. The innocence of children is what turns them into successful adults, and how well adults do at this job may determine our planet’s future survival. The concept of childhood innocence is rapidly dying due to electronic media such as the television, the internet and corporations that use children as a commodity such as Disney, ultimately illustrating that adults must fight to preserve childhood innocence.
Different video games have a different effect on younger generation. Many young adolescents are shaped by the things that are seen, things that are heard, and in conversations that are shared. “If younger children play video games with violent material without supervision, it is more than likely going to shape the way they view violence; it is going to make it more acceptable to them” (Walkerdine 102). The American Academy of Pediatrics recommends that parents monitor video game content, limit the time their children devote to these game activities, and encourage healthy interactions with friends when playing video games. The American Academy of Pediatrics has also acknowledged that violent video games are harmful to children and that exposure should be
Video games have come under fire recently. Many people claim the graphic violence and adult themes in the games have affected younger generations and caused many violent acts. Others claim that video games have contributed to obesity and a lack of communication skills. Both of these claims are most often an older generation's misunderstanding of today's youth and the overreaction of the media. Rarely does the mainstream media portray video games for what they really are, a new way for kids to interact and share meaningful experiences all without being in any danger. Video games have endless possibilities and should be thought of as tools to teach the youth rather than the cancer that ravages them. Although many people see video games as a problem, they are actually a positive force because they have infinite possibilities for good.
The purpose of this report is to know both the good and bad influences of video games on children’s behavior and mind. Parents aren’t aware of what video games may led their children to, thus an informative report was required to give insights about this important topic.
In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers. The biggest problem with these video games is that they are becoming too violent. In today’s society, children often brag about the new video game they bought, and the number of people they have managed to kill while playing these games. Video games have become realistic, causing them to intrigue a larger amount of children. Many of these violent video games encourage killing and fighting of enemies, or strangers in the game. Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them and spend hours playing. Video games have a large effect on school performance and time spent with family. Children would prefer to play their games than sit down and talk with their parents (Saleem, 2012).
The focus of this debate is whether gaming on hand held devices are beneficial to young children. Watching TV and playing games on a computer or hand-held devices comes under the category of technology and digital media. In the twenty-first century technology has interwoven itself into the structure of developed societies and are now seen as a basic necessity in the negotiating life. According to Gunter and McAleer (1997) technology such as television has integrated itself on to the domestic scenes and is now seen as a piece of furniture practically every house hold owns one. It today’s society It is common place for various forms of technology to be used in daily life even by children.