By CP Staff
By Olivia LaVecchia
By Chris Parker
By Jesse Marx
By John Baichtal
By Olivia LaVecchia
By Jesse Marx
By Olivia LaVecchia
By two o'clock on this Saturday afternoon, hundreds of children are dispersed throughout the Mall of America's Camp Snoopy, nestled among the tropical flora and fauna and the network of climbing trees that wind their way about the mountainside of platforms, steps, and rope-handled walking bridges. They are the lucky ones. The less fortunate--thousands of them--are still standing in the registration line that stretches nearly three quarters of the way around the colossal mall on this steamy July day.
Safely inside, the younger children are busily flipping through three-ring binders stuffed with playing cards and arguing with their friends about recent swaps. Their older confreres huddle in pairs, moving their cards around a paper game board. And while the odd parent can be heard in search of his or her suddenly vanished child, most sit silently, wiping the sweat from their brows while loosely grasping the glossy brochures and event guides their offspring have been handed. The still air is slightly humid. Despite the absence of mosquitoes, in here, as outside, it feels a lot like summer.
It was Pokemon that brought them here. More specifically, they were lured by the July 10-11 confluence of two enormous marketing tours aimed at hyping the virulently popular video- and card-based kid craze. The event, jointly staged by Nintendo (creator of Pokemon electronic games) and Wizards of the Coast (maker of Pokemon playing cards), features everything from card-trading to photo ops (have your picture taken next to a giant trading card!) to head-to-head Game Boy tournaments (held every half-hour). All the activities revolve around a central theme: Pokemon, a fantasy world based on human characters who attempt to subdue and train a plethora of little monsters with names like Geodude and Snorlax.
Mall of America honchos pride themselves on their ability to transform the perfunctory shopping experience into what they prefer to call "unique retail entertainment"--a feat, says Mall spokeswoman Maureen Bahill, that allows them to hold customers captive for three times as long as an average retail outing nationwide. How do they do it? Well, for one thing, the mall's 4.2 million square feet are versatile enough to facilitate the double role of shopping mecca and events center. A perfect launching pad, in other words, for the growing trend of "event marketing strategies," which deploy carefully orchestrated ad campaigns disguised as entertainment.
Enter Nintendo, which launched its nationwide tour with the Mall of America event, and Wizards, which has been touring the nation for several months. While unprecedented, a joint tour stop in the Twin Cities would be feasible, the two firms figured, if it were held at the Mall of America, which could accommodate the 20,000 people they expected to show up. (Back in March, Wizards expected 5,000 kids to attend a tour stop in New Jersey. More than 12,000 showed up, and because the crowd exceeded safety codes, mall security sent the entire mob packing.) The Mall, after all, had proved it could handle that kind of turnout when it hosted the masses who turned out to catch 'N Sync in May.
But Pokemon is exceeding everyone's expectations. Within four hours the 'N Sync attendance figure--a record for the Mall--has been smashed. When all is said and done, a whopping 44,000 people will have filed through the registration line, many having arrived at 7:00 a.m. and waited three hours for the Mall to open.
A gathering that size would normally send an event crew into a tizzy. But drawing from their previous experiences, the Wizards workers have a carefully designed infrastructure in place. According to David Laks, manager of DSL Client Services, the event-marketing firm that staged the affair, the crucial improvement is the addition of Pokemon Central, a registration center that houses 17 brand-new computers to handle scheduling. Previously, multiple lines formed in front of the different activities that were offered, which led to stagnant lines that moved at only 30 people per hour. "With Pokemon Central, there's only one line for people to stand in as they wait to get their slotted activity times," Laks explains. "The line moves at 18 feet a minute, or 30 people in one minute. Without the single line, the people would have become unruly." The setup also allowed people to shop and visit the food courts once they'd been processed, rather than be stuck standing in line. "Prior to the system, people were complaining," Laks notes. "This time we didn't receive a single complaint."
Laks, who has staged more than 15,000 marketing events, says the Mall of America stop is the largest project he ever took on (his previous record was the 25,000 businessmen who showed up when Sony wanted sand volleyball courts--complete with Olympic players--on Wall Street). For a normal event, he says, DSL brings in 7 full-time staffers and 19 temps; for the Twin Cities stop, they used 25 full-timers and more than 100 temp workers.
Besides manning Pokemon Central, the workers walk around the endless line of people and urge them to read their event guides. "The key to a successful event is the dissemination of information," Laks asserts. "The idea is to properly educate everyone so they know what to expect once they hit the registration desk so they can be quickly processed."