As the feline1 turns 40 she's more powerful than ever. But how did she become a brand worth $7bn?
Hello Kitty诞生40周年之际,越发风靡世界。它如何成为价值70亿美元的品牌?
After Japan, Singapore was the first to suffer an outbreak. The infection? Hello Kitty
mania2(狂热). In 2000, a shortage of toys displaying the beloved cat at one of the city's McDonald's restaurants led to the
unleashing3 of darker, violent instincts when a riot ensued. Seven people were injured and three taken to hospital for treatment. That was just the beginning.
Now, what is left of our species, children and adults alike, have
succumbed4, making 'Kitty chan', as she is better known in Japan, one of the most recognisable
graphics5 on Earth. Hello Kitty turns 40 this autumn, and we can now see that she was the Trojan Horse that led to the global domination of Japanese 'cute culture'. From Marrakech to Honolulu, the
ubiquitous(普遍存在的) red-ribboned cat now stands top-tier in any toy display. Googling Mickey Mouse reaps about 23 million results. Search Hello Kitty, however, and you'll find the kitten, which is basically just a narrative-free, trademarked drawing,
garners6 10 million more.
Kitty-shaped guitars and even Hello Kitty tombstones
abound7. The famous
feline(猫科动物), originally
drawn8 by designer Yuko Shimizu to appeal to kindergarten children, has been adopted as a style
icon9 by the likes of Lady Gaga.
Remarkably10, such world-domination has been achieved with little
advertising11; relying instead on word-of-mouth. Now Hello Kitty appears on over 50,000 products that are sold in more than 70 countries, and is a brand worth $7bn. The company that holds the copyright, Sanrio, makes around $759m in annual revenue off the cat alone. So, why have we all become such pushovers for the feline?
"Kitty's appeal is that she's an emotional blank
slate12. As one of her designers told me: 'Kitty feels like you do,'" explains Roland Nozomu Kelts, the author of Japanamerica: How Japanese Pop Culture Has Invaded the US. "We project upon that mouth-less, expressionless kitten, making her the
perfectly13 interactive14 toy or doll or
marketing15 tool in an age where
interactivity16 is not only desired, it's expected."