Market Focus: Video Gamers
November 1, 2006

Don’t dismiss video game play merely as a rite of adolescence. It represents a booming market that is seeing increases in the number of games available, types of systems and number of people playing. Research shows that most players are between the ages of 18 to 34; however, a recent study by Netherlands-based JuniorSeniorResearch suggests that 51 percent of teens under the age of 15 play video games. Demographics point to a decidedly male market willing to shell out big bucks in pursuit of its hobby. According to the NPD Group, a market research firm based in Port Washington, N.Y., total U.S. consumer spending

Privacy Mistakes to Avoid
October 1, 2004

From customer databases to e-mail, privacy rules keep changing. Direct marketers must stay on guard every step of the way. emember the good old days when privacy in marketing meant taking consumers off mailing lists? What a quaint memory from the not-so-distant past! Over the last decade, managing the privacy issue has become excruciatingly complex. Hundreds of discrete subject areas have commanded the attention of data managers and made advising on privacy both a lucrative career—and a major career hazard. Every day, the Direct Marketing Association’s (DMA) Department of Ethics and Consumer Affairs receives calls from marketers worried they are going to make

The When Factor (1,065 words)
December 1, 1999

by Jack Schmid Imagine, if you will, that a family is thinking about purchasing a new computer. How valuable would it be for a catalog marketer like Dell, Gateway or Compaq to know this information? What if every cataloger could know the time when a prospective customer is ready to purchase a product? There is little doubt that we could see double, triple or 10 times normal response rates if we could use the "when" factor. Catalogers are generally lucky just to know the "who" information that is in their customer database, relying on RFMP (recency, frequency, monetary and product category) information