Media Research Document Client: Movie World Product: Movie World’s Fright Nights Alex Farrelly - n7216149 Movie World’s Fright Nights is a full scale production event with rides and themed attractions. – It will last for two weeks culminating in a Halloween event on October 31st. This document will provide an analytical review of the market and product. Market and product analysis’ will be applied to audience research to form key insights for the campaigns media plan. Market Amusement park product sales are driven by an amusement parks primary activity; delivering an experience, with support from attractions (costumes, entertainment and mechanical rides) (Allday, 2013). A dominant theme, or themed precincts create atmospheres which shape and enhance the consumer experience. Figure 1 - Snapshot: Australian Theme Park Industry 2013-14 • The Gold Coast is the epicenter of theme park operations in Australia. The theme park industry in Australia is a mature industry; revenue changes will resemble Revenue Profit AUD $627.4m AUD $45.8m contractions in the economy (Allday, 2013). • As outlined in figure 1, Industry growth had receded by 1.2% following economy shrinkage, fewer international Annual Growth 200914 Annual Growth 201419 -1.2% 1.7% Adapted from “Ticket to ride: Ticket discounting keeps visitor numbers high but squeezes margins,” by A. Allday, 2013, http://www.ibisworld.com.au/industry/default.aspx ?indid=665, p. 4. visitors and heavy discounting in the off-season (Allday, 2013) Market Figure 2 - Key Market Factors Key External Drivers Key to Success Total Leisure and Recreation Time Proximity to Markets Domestic Trips by Tourists Managing Seasonal Products Real Household Discretionary Income Maintaining a Loyal Customer Base International Trips by Tourists Marketing of Differentiated Products Adapted from “Ticket to ride: Ticket discounting keeps visitor numbers high but squeezes margins,” by A. Allday, 2013, http://www.ibisworld.com.au/industry/default.aspx?indid=665, p. 4. Figure 2 outlines factors in the market that have a significant influence on the amusement park industry (Allday, 2013). The Movie World target markets consist of Brisbane and regional Gold Coast and Lismore. Figure 3 outlines the target area population. Figure 3 - Target Area Population Total and Target Audience (15-24yr olds) (Australian Bureau of Statistics, 2013) 86.7% of Industry Revenue from Domestic Tourists. Brisbane • 38.5% from domestic visitors (aged 19-39) • Largest retail purchasers Total: 2,065,996 28.7% from domestic visitors (aged less than 18) • Highest admission volume Total: 557,822 • Domestic tourists are the core market of theme parks. Domestic regional markets are potential growth areas with 33.02% of Movie Worlds target audience (Australian Bureau of Statistics, 2013). TA: 156,608 Gold Coast TA: 4164 Lismore Total: 28,285 TA: 73,052 Adapted from “2011 Census QuickStats,” by Australian Bureau of Statistics, 2013, http://www.censusdata.abs.gov.au/ census_services/getproduct/census/2011/quickstat/3. Market – SWOT Analysis Figure 4 Strength Weakness • • • Location • Cluster of parks in central location increases patronage. (compared to isolated park) (IMETT Group, 2012) • Proximity to markets • Favorable weather Brand Recognition, Loyalty & Differentiation • Movie World has a strong reputation and brand loyalty (Allday, 2013). • Movie World is Australia’s only movie centric theme park and Fright Night’s is a unique experience – this provides product differentiation • • The industry is sensitive to available leisure time (Allday, 2013) • The optimum target audience will spend the most time on leisure. Decreased margins (Allday, 2013) • Wages and heavy discounting • Directing sales online will decrease overhead Market Downturn as outlined in the market introduction. • Discounting could stimulate new customers (46% of Gen Y’s said discounts would encourage purchasing behaviour changes) (WARC News, 2010) Opportunity Threat • • Integrate technologies and consumer experience • Match consumer demand for tech (Precourt, 2012) (Mintel, 2013). • Growth predicted for expenditure on recreation and culture (Allday, 2013) • Lack of tourism investment has seen declining domestic and international attendance. (Allday, 2013) Poor weather would threaten the success of Movie World’s Fright Night. Market – PEST Analysis Figure 5 Political Economical • • Regulation • A medium level of regulation exists on thrill rides and food safety (Allday, 2013) Discretionary income – This is expected to decrease further weakening the industry (IBISWorld, 2014) • Attracting demographics with higher discretionary income will increase potential consumer expenditure. Social Technological • Consumers are moving towards mobile technology to research and purchase products and services. • Technology could be used to improve the consumer experience within the park (eg. Decrease perceived wait times with interactive kiosks) • Increasing web activity would meet consumer demand for online brand presence and engage them during the decision making process • The industry is sensitive to the volume of domestic tourist trips. This is expected to increase in 2013-14. (Allday, 2013) The amount of time people dedicate to leisure activities is a social factor that influences the theme park industry • The target audience should have the maximum leisure time Market Expenditure on leisure and availability of leisure time – The industry is sensitive to expenditure on leisure which has increased consistently; available leisure time is also expected to increase in 2013-14. (IBISWorld, 2013) (Allday, 2013) – Targeting markets that have both high discretionary income and excess leisure time will be important. The population of target area is substantial – Targeting specific demographics requires a well defined audience with clear strategies for reaching those groups over others; mass marketing will be lost. Theme parks are a global industry; international trends may be applied to domestic markets – – Disney theme parks discovered that customers use of technology had outpaced that of the parks. Disney identified mobile technology as a method of enhancing the customers experience at their parks and also in delivering information during the purchase evaluation (Precourt, 2012). Unique themed experiences have become a popular way of differentiating in competitive markets (Wong & Cheung, 1999). Investments in interactive experiences have replaced new rollercoasters to attract repeat and new customers during economic downturn (The Gale Group, 2011). Market - Summary • The theme park industry in Australia is a mature industry that has seen -1.2% industry growth following national economic decline. – Industry is sensitive to • Leisure time • Discretionary income • Domestic tourist trips The risk associated with these factors should be reduced through consideration of the target audience • Movie World’s target markets are Brisbane, the Gold Coast and Lismore. 86.7% of industry revenue is from domestic markets. – Movie world enjoys strong brand reputation in these markets. Product Fright Nights is an event hosted by Movie World – the event offers a thrilling experience with rides, themed attractions and interactive shows; the dominant theme is the horror genre. – Fan’s Insight: “Fright Nights not only indulges in cheap scare tactics but it excels on a large production scale with incredible costumes and make up, engaging set design, music and effects to create an atmosphere of horror blockbuster proportions.” (Yates, 2013) – Fright Nights is an experience rather than a tangible product. • Consumers will be engaged with themes which becomes the main part of the purchasing experience (Carruthers, 2012) . The relevant product themes (Movie, Adventure and Fantasy) will be assed to determine their motivation on the target audience (Carruthers, 2012) . – Movie World Fright Nights is a mid-range problem solving (MPS) product. • Low discretionary income is a barrier to purchase. - Consideration set or deeper pre-purchase evaluation may exist – Discounts will encourage some customers (WARC News, 2010) • The product does not meet a HPS (High Problem Solving) product; consumers will not actively seek information prior to the campaign (ZeePedia, 2013). – MPS products require higher frequency than HPS products; engaging passive consumers will be crucial in gaining attention. High frequency advertising will reach passive consumers; this method is typically used with MPS products – Fright Nights, a seasonal event, begins two weeks prior to and culminates in a huge Halloween event on Friday October 31. – Media activities will commence two months prior to the event (September). Creating early interest is a focus; concentrations shortly prior to Fright Nights beginning will enhance early activities. The media plan should culminate in heavy marketing during the event – Tickets can be purchased from the gate or online. • Online sales are beneficial with lower overheads than traditional sales. – The media plan will drive online sales through directing traffic online and engage consumers to capture attention. Product – Competition Figure 6 - Previous Movie World Marketing Activity Marketing Activity 3D Superman Escape Game Mx Zombie Distributor ‘Stunt’ Details 3D game developed to support multimedia campaign (TV, Online, Out-of-Home) targeted at tweens and teens. (Nguyen, 2006) Newspaper distributors were dressed as zombies with supporting Movie World promotions. (Kellow, 2012) Analysis Integrating technologies and marketing is effective in reaching this campaigns target market. Target demographics were highly receptacle to this vehicle. Games are effective at inducing a positive brand experience for this audience (Kapelke, 2012). - Unexpected - Unique - Large production scale - Stimulating These tactics are geared towards the target audience (Sbarbaro, Van den Bergh & De Ruyck, 2011) and towards generating WOM (Carruthers, 2012). According to Roy Morgan, Mx is the only statistically relevant newspaper for Movie World’s target audience. The activities outlined in Figure 6 provide specific techniques that have been successful in prior marketing. These techniques can be reincorporated with current work or adjusted slightly (eg. Games targeting young adults in favour of tweens) Product – Competition Dreamworld is Movie World’s most direct competitor – located in the same precinct and sharing proximity to markets. Examining competitors past activities draws comparisons between the firms activities and helps draw conclusions on effective strategies. Dreamworld’s previous marketing activities are outlined in Figure 7. Figure 7 - Dreamworld Marketing Themes Theme Switch from familyorientated to thrill ride-orientated (B&T, 2001) “Consumer sensory pleasure from brand experience” (B&T, 2012) “Buy online and save” (Channel 7, 8pm – My Kitchen Rules) Appeal Brand refocus on under 40’s and teenagers following strong family market competition The audience will relate the sensory pleasure of happiness to the experiences delivered by the Dreamworld brand. As per the SWOT and PEST analysis’s; economic downturn have placed pressure on consumers – particularly for the largest share of visitors, younger demographics. Relevance to Movie World • Theme: Sensory pleasure • This theme has been used to highlight a positive customer experience with their brand • Consumers will have a favourable association between happiness and the Dreamworld brand. Placement: Family Television • Good way to reach gen z and parents • Price has been identified as a barrier to purchase – discounting may remove this barrier • • Movie World has a strong foothold in family markets. Internet, outdoors (channels focused on teenagers) TV (mass marketing) Product – Competition • Dreamworld has repositioned the brand towards under 40’s and teenagers after facing considerable competition from Movie World in the family market (B&T, 2001). – Thrill rides are the main marketing focus, targeting Gen X and older Gen Yers. Small themed precincts are used to attract younger markets (Campaign Brief, 2012). – This indicates that Movie World has strong brand presence in family markets – this campaign should concentrate on new growth in the young adult market. • Integrating technology to enhance the product and effectively target marketing has become a major industry trend. – Dreamworld has appointed a dedicated online agency to redevelop websites (Ryan, 2004). – Disney theme parks are “playing catch up” with technology (Precourt, 2012) • Mobile products to enhance the product experience • Use of technology to engage consumer during decision making process – Technology is being used primarily to engage younger demographics who viewed a brands web presence as important as their storefront (Kellow, 2012) • The media brief challenges the campaign to reconnect with past customers. – Microsoft have used a viral video in an attempt to regain the market position they have lost since the 90’s. The video targeted Gen Y’s who had grown up with windows internet explorer but had since opted for other browsers (Rogers, 2013). Nostalgia was effective in gaining interest from the customer base with the video reaching 48 millions views. Product – Competition Figure 8 - Media Budgets and Attendance Movie World Dreamworld Media Budget $319,858 $790,512 Attendance 1,323,542 1,368,141 Adapted from “SEQ Theme Parks Industry Report 2012,”by IMETT Group, 2012, http://www.imett.com.au/PDF/Documents/IMETT%20SEQ%20Theme%20Park%20Report%202012.pdf, p. 28. Figure 8 outlines the difference in media budgets between Movie World and Dreamworld. Movie World achieves similar attendance with less media presence indicating strong brand loyalty towards Movie World. – – – The two brands have comparable TV expenditure. – Roy Morgan indicates that television spending will reach large audience volumes though may be less targeted than other mediums - the media plan should consider the target audiences television consumption. Movie World’s target markets appear in both metropolitan and regional areas. • Dreamworld has overlooked regional markets with no allocations for regional television and 1/10th the regional press budget of Movie World. – The market analysis demonstrated good potential in regional areas (33.02% of target population) (Australian Bureau of Statistics, 2013). – Competitors are less present in these markets, decreasing clutter; frequency can be decreased with little implication - focus can be moved to high competition areas. Dreamworld have dedicated 1/5th of their media budget to Out-of-Home advertising. • 18-24 year olds are the most receptive of outdoor media (Roy Morgan Australia, 2013). Outdoor media budget should be increased as Movie Worlds target market are receptive of this medium. • Figure 7 (Slide 11) demonstrates that outdoor advertising has been used by Dreamworld to directly target teenagers (B&T, 2001). Product – Summary • Fright Nights is an experience (not a tangible product). – It is a mid-range problem solving product requiring some pre-purchasing evaluation. – Passive customers will require high frequency attention grabbing advertising. • Marketing activities will be structured based on the seasonality of the product. – Early interest will be gained, media saturation to appear directly prior to event with heavy concentrations during. • Movie World has strong brand loyalty in family markets. – Fewer resources to be allocated for youths and families. • Industry trends indicates consumer demand for technology integration has outpaced theme parks delivery of such advancements. – Technology should be used to improve the product experience and engage MPS customers. • Dreamworld has overlooked regional markets. – 33.02% of target markets are in regional areas. • Movie World has overlooked out-of-home media. – Target audience is receptive of this medium. – Budget allocation should be in line with Dreamworld (1/5th of media budget dedicated to out-of-home advertising). Target Audience – Profile • 15-24 years old – Born between 1977-1994 – 25% of Australian population – Will become the most significant retail spending group by 2015 • Mostly college or high school student • Disposable income – Living situation • 48.1% of 20-24 year olds still live with their parents (Smith, 2006). • Gen Yers are living with their parents for longer than previous generations. Because of this, they have a high discretionary income possessing more than half of Australia’s discretionary spending power (Daniels, 2007) (Smith, 2006). Figure 9 - Time spent on recreation and leisure by age Those aged 15-24 spend more time on leisure activities than those under 55 (see Figure 9). Increased leisure time is an industry driver; therefore, 15-24 year olds will be the favorable target age demographic. (Australian Bureau of Statistics, 2008). Gen Y are more likely to undertake general activities with friends treating the experience as a social activity. (Daniels, 2007). They spend more time with friends than other age groups (Australian Bureau of Statistics, 2008). Gen Y’s are most likely to have the time to attend the event and are likely to go with a group, increasing attendance. Adapted from “How Australians Use Their Time, 2006,” by Australian Bureau of Statistics, 2008, http://www.abs.gov.au/AUSSTATS/abs@.nsf/ DetailsPage/4153.02006?OpenDocument. Target Audience • Motivations for individuals to attend a theme park differ across age demographics (Chuo & Heywood, 2006). The product attributes and the demographic they motivate will be determined to gauge the most receptive target audience. – Figure 10 demonstrates the variance in motivation across age groups. Figure 10 Motivations on Theme Park Attendance 4.2 4 3.8 3.6 3.4 3.2 3 Youths (under 16) Young Adults (1624) Adults (over 25) Adapted from “Strategic Theming in park marketing,” by K.K.F. Wong and P.W.Y Cheung, 1999, Journal of Vacation Marketing, 5, p. 83-84. • Stimulation is the strongest motivation for all age groups • Stimulation motivation, or seeking exciting, unique and frightening experiences is characteristic of Gen Y (Sbarbaro et al, 2011) • Incorporating stimulation as a marketing theme would be beneficial in attracting Gen Yers however is a strong motivation for all age groups. • Relationships, or friend maintenance, was the strongest motivation for young adults (16-24) • This was the only motivation for young adults with a statistical difference among demographics indicating that for young adults, relationship building would be influential on their consideration set. Target Audience • A park’s themes are significant in determining a consumers experience (Wong & Cheung, 1999). The themes identified in the product analysis are, Movies – Motion Pictures, Show Business and Stunt Shows Adventure – Frightening, Thrill Rides and Mysterious Fantasy – Animation and Cartoon Characters Figure 11 - Importance of Themes by Demographic Theme Importance Single Married, no children Married, children at home Married, children left home ANOV A M.E.P. Adventure 3.84 3.10 3.03 3.00 .0092 Fantasy 3.51 2.30 3.26 3.20 .0213 Movie 3.4 3.10 2.68 3.36 .0271 10-24 25-39 40-54 55-65+ ANOVA M.E.P. 3.46 3.05 2.50 3.10 .0371 Busines s owner/ Selfemploy ed Blue collar Student Housewife/ Unemployed ANOVA M.E.P. Theme Importance Marital Status Age Movie Theme Importance Occupat ion Movie 2.84 3.19 3.63 3.50 .0271 Adapted from “Strategic Theming in park marketing,” by K.K.F. Wong and P.W.Y Cheung, 1999, Journal of Vacation Marketing, 5, p. 327-327. Figure 11 examines the product themes and applies them to specific demographics to reveal consumers with a higher interest in the product. Fright Night’s themes were the strongest motivation for single students aged 10-24. Target Audience – Psychographics • “Stimulation Junkies” - Gen Yers are addicted to change and constant activity (Daniels, 2007) • Acquiring Gen Y’s attention will require constant stimulation (Kellow, 2012). • “As a cohort, they thrive on risk, edginess and humour” • Content should be unexpected, surprising and provide the audience with stories (to generate WOM) (Sbarbaro et al, 2011). • Rotating ads could preventing content from becoming stale. • Skeptical of Mainstream Media - Gen Y have a shorter window for creating purchase demand. • They are effective in filtering ‘noise’ and are skeptical of information directed at them (Daniels, 2007) • Gen Yers see social media as the most important medium; it is perceived as tailored since they themselves can dictate content. • Generating WOM or bypassing traditional media could be beneficial in targeting 1524 year olds. • Global Village – “If anything is a real trend, it will immediately cross borders via social media and youth around the world will pick it up” (Sbarbaro et al, 2011). • • Gen Y want the latest trends in record time (Daniels, 2007) They have been characterized are impatient with the need for an immediate response Target Audience – What is Important to Them? • Togetherness and Social Activity – Connecting with friends is important to Gen Y • As demonstrated in the product analysis, Gen Y identified relationships as a strong motivation to attend theme parks. • Ages 15-24 spent more time with friends than other age groups (Australian Bureau Of Statistics, 2008). • Encouraging group attendance could see interest garnered from a generation who places more importance on, and spends more time with their friends than any other. • Individuality – Gen Y should be treated as individuals – they loathe stereotyping (Daniels, 2007) • Their mindsets are acutely ego-driven - Marketing should empower this generation. • Instead of marketing towards them, engaging Gen Y’s and marketing with them is a proven strategy. • This generation are very nostalgic – this manifests itself through fondness for anything 90’s or simply, for younger ages, expressing their individuality. (Sheares, 2013). • Uniqueness – A Brands salience is the most important factor for brands to reach Gen Y’s consideration set (Sbarbaro et al, 2011). • Product differentiation will play a key role in reaching this target audience. Target Audience – Media Imperatives – Friends are the most important information source of Gen Yers. • Word-of-mouth (WOM) is generated through marketing activities and is subsequently shared by the customers with their friends. • Gen Yers - 146 conversations with friends weekly - 2.5 brands mentioned per conversation (Daniels, 2007). • 86% would share their view of brands online. 74% had discussed brands they liked with friends with 36% purchasing product recommended by friends. (WARC News, 2010) • This will be the most effective way of generating publicity amongst this age group. – The Internet is the most significant media source for Gen Y. • The average Gen Yer spends 3 hours and 39 minutes using the internet on a PC (McCrindle pty ltd, 2013) • Smartphone usage, typically web browsing, accounts for 2 hours per day; the most usage by one age group (McCrindle pty ltd, 2013). • The internet is a significant part of this audiences life; they have been raised with technology and are known as the “digital-natives”. – Roy Morgan indicates television as second most used medium by Gen Yers (Roy Morgan Australia, 2013). • Despite high ratings in the Roy Mogan data, McCrindle Research identified Gen Y’s TV consumption as lower than all other age groups (McCrindle pty ltd, 2013) (Roy Morgan Australia, 2013). • Reality TV is very popular amongst Gen Yers (Sbarbaro et al, 2011). – Gen Yers were the most receptive generation of out-of-home advertising. (Roy Morgan Australia , 2012) • Gyms/Health Clubs were the most received outdoor advertising (Index: 196) • Advertising on public transport was effective in targeting 18-24 year olds – Rail platforms were most effective, followed by ferries and then buses. Target Audience – Summary • • • • 15-24 years old College or high school student Living at home with parents Moderate discretionary income – They spend more time on leisure and more time with friends than other age groups. – They require constant stimulation through unexpected and surprising content. – While skeptical of mainstream media they trust their friends recommendations and love sharing their own brand experiences online or with friends. – Togetherness is important – they are motivated by relationship building. – Individuality is important – they are ego-driven and should be left empowered. – Uniqueness is important – differentiation is key to success with this age group. • • • • Their friends are the most important information source. The internet is their most used media source. Television is effective though content is less targeted as this group. Out-of-home advertising is well received by Gen Y, Gyms are most effective followed by all forms of public transport. Target Audience – Autobiography • I am a 21 year old male named Aaron. • I’m a full time uni student studying Business/Law at QUT with a casual job at a supermarket. • I live at home with my family in the western suburbs of Brisbane. I’m not planning on leaving home until I can comfortably afford it. • I have a car and drive to work but use public transport to get to and from uni. • I don’t pay rent and after general expenses (public transport, petrol and parking if necessary and food while at uni) I’ve got around $200 a week of disposable income. • I have a close-knit group friends and I’m very social and outgoing. • Me and my friends are always down for something new and exciting. • When I’m bored, if I don’t have my friends to mess around with, I'm on an endless Facebook and Reddit binge reading channels that I’ve picked and moderated for my interests. • I tend to get most of my news from the internet mainly articles through Reddit, rarely Facebook. I don’t typically read newspapers or watch TV – though I make sure to catch a select few shows each week. I get pretty much all of my watchable/readable content online for free when I want it. Target Audience – Weekday in the Life of • • • • • • • • • • • • • • 8am – Aaron is woken up by his alarm on his iPhone and spends 5-10 minutes browsing social media while he wakes up. 8.15 – Aaron starts getting ready for his day and while eating his breakfast in the kitchen he browses news articles on a smart phone app. 9.30am – Aaron catches the bus into the city to go to QUT for the day. While on the bus he is usually browsing some form of social media on his phone, and shares memes. On the bus he notices a billboard for Game of Thrones, his favourite TV show and the only show he always watches on FTA/PAYTV. 10am – Classes start for the day. Aaron is very attentive during lectures and tutorials as he does not want to miss anything and have to go back over it later. He does not want uni to eat into his social life any more than absolutely necessary. 1pm – Aaron has lunch with any of his friends who happen to be on campus that day. 2pm – Classes again. 4pm – Classes finish for the day, and Aaron heads home on the bus, or if he’s lucky his mum might pick him up. If he is catching the bus, he will grab a free street magazine on his way to the station. 5pm – He gets home and plays some PlayStation 6pm – If it is a work day, Aaron drives to work at Coles with the radio on in the car (usually B105 or Nova) at Indooroopilly where he works night-fill until 11pm. If it is not a work day, he might play social touch football with some friends. 7.30pm – Has dinner with his family. 8pm – Watches some more TV – FOX8, Channel 10 or MTV tend to be his go-to channels. He is likely on his smartphone digesting the quick news headlines at the same time - most of the television content is missed as he has become more engaged with his iPhone which offers him content trended by his peers that is constantly updated with exciting news and interest pieces. Photo streams are quick and fresh to digest - they really placate his boredom. 9.30pm – Aaron does prep for his classes the following day or works on assignments, usually with Facebook/Twitter/Reddit open in the background. 11:30pm – Prepares for bed – browsing social media 12am – Goes to sleep. Target Audience – Weekend in the Life of • 11am – Woken up by alarm and starts contacting his friends about plans for the day/night. • 12pm – Does chores for his parents depending on what they need done (eg mows the lawn, cleans the pool, takes the dog out for a run) • 1pm – Drives over to his best friends place with the radio on (B105) • 1:30pm - They hang out, go get some lunch at Indooroopilly or maybe see a movie depending on their mood. • 4pm – Aaron and his friends spend the afternoon together telling each other stories, individually browsing smartphone content or watching a movie that Aaron downloaded from iTunes. Aaron checks his Facebook periodically. • 6pm – Catch public transport to wherever they are meeting up with the rest of the group for the night (he will leave his car at his friends place and get it in the morning). They will usually have dinner somewhere, then go for drinks or to an event – they are all pretty flexible with what they do as long as it is not boring. Again, he is connecting with social media (Facebook/Twitter) • 12am or later – catches a night-bus home to either his friends place or his own house. Target Audience – Pictography Insights • They trust few sources and can expertly filter content. – Traditional media has limited potential; this generation is almost entirely online. – To gain attention out of home it must be stimulating, differentiated, loud and unique. • Reaching Gen Y’s inner circle is crucial in gaining interest amongst the group – Marketing activities should give them something to talk about with the friends. They love telling their stories but telling it should make them feel empowered and cool. – Their friends are everything – news, opinions, research and company – if you can get one you’ll get their friends too. Reference List Anderson, E. (2007). Connecting with Gen Y: This big buying group requires constant stimulation. Dealernews, 43(5), 14-16. Allday, A. (2013). 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