tuxgeo
Adventurer
< snip > . . .
Ok, the title's a bit silly. I'm not literally suggesting devil worship as a brand. What I mean is that you can get the attention of teenagers by marketing for adults.
Discuss! How would you market D&D?
I have only taken at most four marketing classes ever, so I'm hardly one to talk about this. However:
I would market it by committee. It needs to go transmedia in order to spread the awareness of the brand as widely and deeply as possible, and I currently believe that the experts in making plastic figures are not the same people who are experts in making motion pictures. Therefore, group discussions are called for, but vary the groups: include the comics people with the story writers; then leave out the story writers but include the makers of plastic figures; keep changing which group of experts talks with which other group(s) of experts. That way you get as much cross-pollinization as you can, without having any one point of view dominate the discussions.
In general, I think the previously-quoted "For adults, ages 10 and higher" would be a good starting point.
I would preferentially leave out the devil-worship bits from the Basic and Standard versions of the game, and make them something that any particular DM can include on a per-campaign basis.