Teen Marketing: The Age of Reason

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Reaching technologically savvy teens means marketers have to keep up on their gaming skills, but still act like adults.

As Brandon, a 15-year-old high school sophomore, leaves school, he text-messages his friend—Gabe, who just bought the new Madden for Xbox—that he’s heading home for a little online tournament. Then Brandon fires up his favorite MP3, “In da Club” by 50 Cent, and he’s on his way.

Brandon is a busy kid, with a lot of interests. When he’s not in school, he’s in front of some sort of screen: computer, videogame, cell phone.



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