Archive for the 'Age 11-12/Grade 6-8/Tween' Category

Tech Toy Themes Found at New York Toy Fair

Thursday, February 21st, 2008

I’ve just made it back from the 2008 New York Toy Fair. In the last five years I’ve been attending the show, this was definitely one of the best. One of the big reasons I attend is to see how technology is being applied to toys, both for fun and for learning. Year after year the Youth Electronics supercategory, a description within the toy industry to measure tech toy sales, grows by leaps and bounds. This year’s use of technology in toys was, for the most part, outstanding. Every year a number of themes present themselves at the show. Here’s are the themes I’ve seen at this years event:

  • Social Networking, Virtual Worlds, and Web Connected Devices – I counted at least twelve new or relaunched social networking / virtual world destinations for children. Some had an offline product like a stuffed toy complete with a code to unlock an online destination. Others had a device that would connect to your computer via the USB port.

  • Robots and Animatronic Devices – Many more robots this year. Mattel/Fisher-Price and Hasbro had some of the biggest announcements with robotic life-like dolls and animals. Also many more robot making kits were on display.

  • Motion-based Products – The Nintendo Wii has definitely had its influence on the toy industry. New motion-based devices for children were on display. However, a number of these tech toy products can only detect motion on an XY plane.

  • Green Products – A surprising number of companies were eager to tell you just how environmentally friendly their products were. From the materials used in their toys to the clever solutions discovered to power toys without batteries to the biodegradable packaging the product ships in. I was overwhelmed by the number of companies that were trying to do the right thing for the environment.

  • High School Musical – The licensing groups at Disney must be working overtime. Many booths had products using the High School Musical brand to promote their new crop of toys.

  • Dinosaurs – Last year I blogged that it would be the year of the guitar. This year it was noted that many dinosaur products will be coming out later this year. Some simply model kits, some stuffed toys, many robotic.

In the coming days I’ll be posting more information on a few of the products I think will become tech toy sensations later this year. Stay tuned!

A New Twist to Social Networking – Pixie Hallow by Disney and Clickables by Techno Source

Tuesday, February 19th, 2008

Based on the buzz and advertising build up before this year’s NY Toy Fair, I’ve been predicting that the digital toy company Techno Source had a unique technology announcement to make. Just a few days before the show started, signs were pointing to a collaboration between Techno Source and Disney. Both were planning to deliver a big announcement on February 18 at Toy Fair. I made it to the press event and the news definitely raises the bar for the future of successful social networking sites and virtual worlds.

As the news outlets have been reporting since Disney’s acquisition of Club Penguin, Disney is very interested in growing its online virtual world properties. in the last seven months we’ve seen a number of virtual world announcements from Disney. Disney and Techno Source jointly announced their work together to create the latest in virtual world experiences called Pixie Hallow and a physical extension to that world called Clickables. While you can create your own custom fairies today, the Pixie Hallow site will launch later this year.

Pixie Hallow is a virtual world where girls ages 8 – 12 can create their own fairy avatar and explore, better yet “fly”, through the magical fairy world. The world will also include many games and communication tools to interact with other fairies through a number of safe filtered, monitored and canned communication methods. As you can imagine, PixieHallow is beautiful, lush, and visually captivating world. However, the biggest surprise in this world is how Disney developed the art in this world. In true Disney fashion, this virtual world was developed using a multiplane camera technique often used in Disney animated features. This visual technique is also sometimes referred to as a parallax process which is often used to animate and bring alive background art. What’s so unique about this? It’s a striking visual technique that gives the illusion of depth in the virtual word that I have yet to see anywhere else online. It’s a 2D enhancement that ads a level of realism to the product. Each plane of the background moves at its own unique speed. Items in the foreground more at a faster speed than items in the background. If you’ve ever worked in Flash you know that Flash tends to choke on large moving animations. Flash generally doesn’t play nice when it comes to pushing multiple layers of full screen motion either, let alone a single layer of full screen art. Whatever Disney discovered to pull off the effect, I applaud their engineering and animation teams for their success. Job well done!

So Pixie Hallow is the Disney side of this announcement. Techno Source brings a complimentary and compelling experience to the party in the form of a technology called Clickables. Clickables in its simplest form, are like tiny little digital buttons that can be attached to any item; jewelry, notebooks, clothing, whatever. Each button contains a tiny piece of data inside. An initial use for these buttons is to create charms for bracelets. A bracelet can have many different dangling charms but also has a main touch pad location on the bracelet where charm information from a friend can be transferred and captured. Once the tiny bits of information are captured, the bracelet can be “docked” and that information will be uploaded to your virtual fairly account. When this is done, information about your friend is added to your account. The uploaded information also unlocks different online trinkets and game experiences as well.

The beauty of Clickables is that this social experience is not purely a virtual one. Clickables technology, combined with the Pixie Hallow virtual world, encourages real world interaction and real world engagement. Once you’ve physically met someone, clicked bracelets upload that shared, real world event to your Pixie Hallow account. No longer do you have to worry about connecting with people online that you’ve never met.

I’m seeing many unique possibilities for Clickables beyond the Pixie Hallow experience. Similar uses of the technologies could make attending real world exciting long after the event is over. Be prepared to see more announcements related to this new way of connecting with people in the physical world and then sharing more meaningful relationships online.


Pixie Hallow by Disney and Clickables technology by Techno Source

Boom or Bubble? The Rise of Social Networking Websites for Kids

Monday, November 26th, 2007

As I was preparing my presentation for the Dust or Magic conference mentioned in my previous post, I couldn’t help but notice how much new activity there is in the kids’ social networking world. As the researcher Peter Grunwald shared with me last month, social networking as a concept has always been available on the Internet. Even so, it seems to have some newer meaning in the context of an activity kids express interest in. Last year at this time, I was only familiar with maybe four sites for kids. Fast forward a year, and I am amazed at how many more companies are playing in this space, some of which have been around for years but are only now gaining visibility. Not all of these sites are of equal quality and, right or wrong in their approach, each has a different set of assumptions about how to engage children. Below is a list of the social networking websites I am aware of today. It is not a complete list. My definition of social networking sites is a little broad, but there’s no denying the growth in this space.


Site Launch Site Launch Site Launch
BarbieGirls Apr 2007 Mokitown Jul 2001 SuperClubsPlus Apr 2006
Be-Bratz Aug 2007 MyNoggin Oct 2007 ToonTown Jun 2003
CityPixel Sep 2006 Neopets Nov 1999 Webkinz Apr 2005
Club Penguin Oct 2005 Nicktropolis Jan 2007 Whyville Mar 1999
Club Tuki Jul 2007 Panwapa Oct 2007 YoKidsYo Dec 2006
Gaia Online Feb 2003 Postopia Apr 2001 Yomod May 2007
Habbo Hotel Aug 2000 PuzzlePirates May 2002 Zwinktopia May 2007
imbee Jun 2006 Runescape Jan 2001 - -
Millsberry Aug 2004 StarDoll May 2004 - -


By graphing these sites by the year in which they launched, one begins to see the growth trend of social networking websites for kids.

Growth with social networking sites for kids over time

Since March of this year, my company, 360KID, has received a number of requests to build new social networking websites. More calls started coming in after the Club Penguin acquisition by Disney. Some people who call are driven by one thing- to create a Club Penguin-like website that’s better than Club Penguin. While Club Penguin has many great things going on within its service, there are certainly other avenues within the social networking world to explore. After comparing different sites currently available for kids, I see many unique opportunities to take advantage of, especially ones that touch on different areas of learning. Below is a matrix showing different content segments and age groups that are covered (or not) within the social networking world.

Opportunities within the children's world of social networking

The blue shading indicates age groups that are less motivated by social features but are interested in community-based activities. Companies listed in italics offer activities that are much more community than socially driven.

While reviewing all of these sites and speaking with many different people interested in building social networking sites for kids, I have put together a short list of do’s and don’ts that put the interests of the child first and will ultimately create more successes with your intended audience:

  • Don’t design by committee – Keep the integrity and the strength of your design strong by defining with small teams. Have anywhere from one to three strong visionaries of equal voice define the broad strokes of your product.
  • Be open ended in your design – If you can avoid it, don’t force children to play in a specific way. Think how you can allow for multiple ways for children to interact and play within your environment.
  • Think emotional connection – Offer activities or avatar characteristics that will create a sense of empathy with your user.
  • Design for a very specific audience – Pick a specific age range, like 3 to 5 or 7 to 9. Then learn as much as you can about that audience, like its developmental strengths, play patterns, interests. Don’t design a product with the intent of appealing to a large age range, like 3 to 300. Designing for a broad audience tends to have the outcome of appealing to no single group.
  • Competing against a community vs. competing against yourself – I’m asked a lot about my thoughts related to leader boards, which are areas of gaming sites in which the top score places high on a list of other members of a community. While I understand the motivation of leader boards for certain audience segments as a motivator, a game mechanic like a leader board, can also turn away other audience types. There are some instances where leader boards can be used effectively, like in classroom vs. classroom competitions, but generally, I am opposed to using such features, especially when a desired outcome is informal learning.
  • Text – I am continually surprised as to how often a web product designed for very young children doesn’t take into consideration that their audience may consist of prereaders or emerging readers. Be thoughtful with your use of text and instructions. Consider visual, iconic, or audio instructions as opposed to text with younger audience members.

Is this race to develop social networking sites for kids a boom or a bubble? If you asked me a couple of months ago, I would have said a bust is on the horizon in this space. But the more I think about it, the more I’m seeing a new play pattern emerging which kids will really enjoy when developed correctly. That doesn’t mean that everyone will succeed. There will be many failures and few successes, but I believe the future successes will keep this sector of interactive products for children growing strong for many years to come.

These are a few thoughts I shared in my recent presentation at the Dust or Magic conference. To see the full presentation I delivered, you can view a video of my presentation below.

How Do Kids Use & Experience Social Networking Sites?

Sunday, September 30th, 2007

Just after I wrote an article called A Survey of Kids’ Social Networking Sites, a noteworthy report was released by the National School Boards Association (NSBA) and the research firm Grunwald Associates which takes a look at how students use and experience social networking sites. In the report called Creating & Connecting // Research and Guidelines on Online Social — and Educational — Networking some 1,277 students ages nine to 17 were surveyed online about their online social networking habits. In addition to the student survey, 1,039 parents and 250 school district leaders were also interviewed by telephone about their thoughts regarding students using social networking sites. This 12 page brief offers up some surprising statistics and contains just a very small fraction of the much larger in-depth report which can be purchased through Grunwald Associates.

Here I’ve separated out just the student responses found in this smaller report. This first set of statistics reveal how students are active participants and creative contributors in online social networking and community-based destinations:

  • 96% of all students who have access to the Internet report that they have used social networking technologies (including chat, text messaging, blogging and visiting online communities)
  • 81% say they have visited a social networking site within the past three months
  • 71% say they use social networking sites at least weekly
  • 41% say they post comments on message boards every week
  • 21% say they post comments on message boards every day
  • 12% upload music or podcasts of their own creation at least weekly
  • 9% say they upload video of their own creation at least weekly
  • 25% update their personal Web site or online profiles at least weekly
  • 12% update their personal Web site or online profiles every day
  • 30% report having there own blogs

This next set of data calls out how students encounter problems online with inappropriate content, cyberbullying, privacy and strangers:

  • 20% of all students say they have seen inappropriate pictures on social networking sites
  • 16% say they have seen inappropriate language on social networking sites
  • 7% say they have experienced self-defined cyberbullying
  • 7% say someone has asked them for information about their personal identity on a social networking site
  • 4% say they have had conversations on social networking sites that made them feel uncomfortable
  • 3% say they’ve given out their email addresses, instant messaging screen names, or other personal identification to strangers
  • 3% say unwelcome strangers have tried repeatedly to communicate with them online
  • 2% say a stranger they met online tried to meet them in person
  • 0.08% of all students say they’ve actually met someone in person from an online encounter without their parent’s permission

A Survey of Kids’ Social Networking Sites

Sunday, August 5th, 2007

After reading about the recent acquisition of social networking superstar Club Penguin by Disney, I started taking stock of other social networking sites available for kids. I have my long-term favorites like Whyville because of its educational mission, and Webkinz because of their tangible toy / virtual world business model. But after digging through dozens of websites that claim to have a social networking component, I realize that many of these sites apply this term loosely. For example, if a website allows a user to play many different games and activities online, complete with a customized avatar, and allows a user the ability to see other user’s avatars in games, without communication occuring between community members, does this constitute a social networking environment? If the communication occurs outside of a virtual world’s website, in the form of an email to and from members, does this mean such a service has a social networking component?

I assembled a list of kids’ social networking websites I’m currently watching. Each site has a very defined method of communicating with its members. They include the following:


Site Ages Launched Ads Cost How is it social?
BarbieGirls 7 – 12 Apr 2007 Yes* Free / $60 Filtered chat
Club Penguin 7 – 14 Oct 2005 No Free / $6 per month Filtered chat
imbee 8 – 14 Jun 2006 No Free All correspondence can be parent approved
Neopets 8 + Nov 1999 Yes Free / $7.99 per month No chat / Filtered chat
Nicktropolis 6 – 14 Jan 2007 Yes Free Canned chat / Filtered chat
Runescape Teen + Jan 2001 Yes Free / $5 per month Filtered chat
Stardoll 9 – 17 May 2004 Yes Depends on items you buy Filtered chat
ToonTown 8 – 13 Jun 2003 No Free / $9.95 per month Canned chat
Webkinz 6 + Apr 2005 Yes* $14 or $8 per doll Canned chat
Whyville 10 – 15 Mar 1999 No Free No chat / Filtered chat

This list defines social networking sites that are just for kids ages 12 and under, though some sites creep up a little beyond 12 years of age. The only exception I added to this list is Runescape. Runescape is a very popular massively multiplayer online role playing game (MMORPG) that was not specifically developed for kids, but kids have found it and they flock to it. Runescape is not for all kids, and parents should judge for themselves about whether it’s right or not for their own child. Runescape is a battle-like virtual world environment, and chat can occur with anyone who plays online, even though it is filtered and monitored. Since no age is recommended by the site, I recommend ages 11 or 12 and higher.

A few notes about my chart.

  • Any site that includes ads and is marked with an asterisk (“*”) means that this site has ads only related to the products this company offers (i.e. Webkinz ads are just for other Webkinz items).
  • In terms of cost, most sites have a free to use or a monthly fee component. Sometimes these sites have two tiers of service where the paid service offers more bells and whistles. Sometimes a product needs to be purchased instead of paying a monthly subscription in order to reach the higher tiered service.
  • How communication occurs with community members varies. “Canned chat” means users can communicate with each other through a short list of pre-approved words and phrases. Nothing else. (Click here to see an example of ToonTown’s canned chat in action, or here for the history behind the development of this version of chat called “SpeedChat”.) “Filtered chat” relies on software tools to strip out bad words, names, locations, and inappropriate content. Many times a live monitor oversees all communication written back and forth to users, in addition to these software filtering tools. imbee is unique in that any messages that are sent to your child have the option of being approved by the parent before being forwarded on.

There are other sites worth knowing about, but span ages from older teen to adult. Sites like Piczo, Dubit, Faketown, and CyWorld (all ages). Generally I find the older the demographic, the less monitoring and filtering of messages between users.

If you’re aware of other social networking sites for kids or teens please do share here with similar details about target age, cost, and how members socialize with each other.

Kids Social Networking Heats Up – Disney Acquires Club Penguin

Wednesday, August 1st, 2007

It’s official. Acquisition season in the children’s social networking world has begun. Moments ago, Disney acquired the wildly successful children’s social networking site Club Penguin for $350 million dollars. Club Penguin launched its unique online service for children in October 2005, just six months after another wildly successful social networking website for children, Webkinz. This past June, Club Penguin reached 4.7 million unique visitors to it site according to comScore Media Metrix.

While the folks at Club Penguin have recently been in discussion with Sony regarding the sale of the company, negotiations broke down just a few short weeks ago with the technology giant.

There has been a buzz of activity related to social networking in the last year and we’ve yet to hear the end of it. What’s noteworthy about this particular deal? Here are a few of my predictions:

  • This is the first major acquisition in the children’s social networking space. Plan to see similar acquisitions soon.
  • Many more social networking site for kids have launched in the last two months, with many more yet to be announced.
  • So much activity is occurring in the kids’ social networking environment, that this specific online activity for children is positioned to become very crowded over the next six months.

Stay tuned for lots more activity and news in this space! (For related blog articles, see my posts in April and May of 2007.)

Digital Kids Around the Globe — A Technology & Lifestyle Comparison Study

Wednesday, July 25th, 2007

To most adults, knowing which technologies kids prefer and why, is at best, a guessing game. Which is more important: cell phones? iPods? MySpace? In the past year, some very insightful leisure time and technology reports about kids have come out from The NPD Group (see prior blog post in March 2007), Nickelodeon (prior posts in Nov 2006 and Jan 2007), and recently a new division of Weekly Reader called Weekly Reader Research. Each group has something very unique to share about kids and technology. Yesterday, portions of a new study called “The Circuits of Cool / Digital Playground” was released. This study, which interviewed 18,000 kids and youth from 16 different countries, was collaboratively developed by MTV, Nickelodeon and Microsoft. This latest survey looks at technology and its influences on lifestyle of kids (8-14) and young people (14 – 24) around the globe.

Here are a few top level insights from the study:

  • Technology has enabled young people to have more and closer friendships, thanks to constant connectivity.
  • Kids and young people don’t love the technology itself — they just love how it enables them to communicate all the time, express themselves and be entertained.
  • Digital communications such as IM, email, social networking sites and mobile/sms are complementary to, not competitive with, TV. TV is part of young peoples’ digital conversation.
  • Despite the remarkable advances in communication technology, kid and youth culture looks surprisingly familiar, with almost all young people using technology to enhance rather than replace face-to-face interaction.

Here are a few data snippets from this survey looking only at kids 8-14:

  • 59% of 8-14 year olds still prefer their TV to their PCs.
  • 68% of 8-14 respondents said they felt safer having their mobile phones with them outside the home.
  • When parents aren’t around, 8-14s are more likely to communicate with friends, participate in chat forums and use the internet for entertainment.
  • Under the age of 14, kids generally use the phone as a toy. After 14, the mobile phone quickly becomes a means of self-expression and communication.

The full press release, which includes comparison data for kids and young people around the world regarding cell phone use, online friends, social networking, TV, computer use and more, can be found here.

The Evolving Nature of Youth and Media

Tuesday, May 29th, 2007

Dr. Ellen Wartella, executive Vice Chancelor and Provost of the University of California at Riverside, and youth media expert, spoke in Boston recently at a conference put on by the Society for Research in Child Development (SRCD). Ellen has been involved with many important studies regarding kids, young and old, and their media habits. During her presentation, Ellen discussed the ever expanding nature of media use by youth audiences citing three different studies that collectively span almost 100 years.

The first study presented was conducted in 1911 in New York City. 1,140 youths age 11 – 14 participated in the study and were found to be spending 4 to 5 hours a week watching movies at the nickelodeon. It’s worth pointing out that movies were the primary media format consumed at the time by younger audiences; Radio and television were not available yet, and magazines specifically targeting this demographic had not yet been discovered as they would be in later decades.

Next, Ellen referenced a study conducted in the 1930’s outside of New York City in Westchester County. 795 high school youths were asked to keep a diary of their media habits. The results of this study showed that this audience had an average of 7 hours of leisure time during the week on weekdays and 11 hours of leisure time averaged over the weekend. This group listened to the radio on average for almost 5 hours a week (4 hours and 40 minutes) and watched about 5 hours of movies per week. Collectively this group consumed about 10 hours of media a week, out of a total of 18 hours of leisure time within that week.

The latest study discussed was that of the Kaiser Family Foundation on Media in the Lives of 8-18 Year olds, published in 2005. More than 2,000 children were asked to keep diaries of their media habits. The results of this study found that this age group spends about 6.5 hours a day consuming media, primarily screened media, and of that, about 26% of this time is often spent using multiple media types at the same time. (Also surprising in this and related research at Kaiser which I discuss in a prior post that children ages 0 – 2 were found to be watching about 2 hours of screened media a day.) In another post I reference a 2007 NPD Group study that found kids ages 5 – 12 have about 6 hours of leisure time per day with about 14 hours per day over the weekend. While these two different studies were not conducted using the exact same age group, the research suggest about 45 hours of media consumption a week out of about 60 hours of leisure time a week.

If you would like to hear an audio recording of this entire presentation where Dr. Wartella touches on other aspects of media use, like the type of content viewed and food advertising to kids through media, click here.

Observations with Kids and Popular Social Network Destinations

Monday, May 28th, 2007

Robin Raskin, featured columnist for Yahoo Tech and youth technology expert for many nationally syndicated newspapers and magazines, was recently in my area speaking about Internet safety and kids. There were about 300 people at the presentation. Half of the group were sixth graders (ages 11 – 12), the other half were parents. The event was held at a local university just outside the Boston area.

I’ve heard Robin speak many times about technology. Her latest presentation, as always, was great. She pointed out all kinds of Internet safety tips of benefit to both parent and child. Robin did not shy away from the tough topics to discuss with kids like online predators, scams, identity theft, and pornography. She offered some excellent advice about what kids and parents can do, both together and apart, to avoid being taken advantage of or exploited in this ever changing digital world.

One part of her presentation left me thinking long after its completion. It started when Robin asked the kids in the audience a few questions. The first was “How many “texters” do we have here in the audience?” (Or how many kids communicate with text via instant messaging or by cell phone?) Practically no parents raised their hands but more than 60% of the kids responded yes. This first question made it quite clear that computers and cell phones are common communication tools for both young and old, but each group uses these technologies to communicate in significantly different ways.

After the show-of-hands about texting, a couple more questions were offered. “How many of you use the social networking site Club Penguin?” Surprisingly, only about 8 hands went up in the audience. This question was followed up by “How many of you use Webkinz?” This time, only about four kids raised their hand.

In this day, it’s pretty hard not to know about these two successful social networking sites for kids. Club Penguin first came on the scene in 2005 and states that it’s an online service for kids ages 8 – 14 ( grades 2 – 8 ). Webkinz also started in 2005 and claims it’s target audience is for kids 6 – 13 ( grades K – 7 ). Social networking sites for kids are growing very fast in their appeal. Other kids’ social networking sites beyond these two include such destinations as imbee, Runescape, StarDoll, BarbieGirls, and Whyville. (Whyville being the strongest educational player of the bunch. To read additional thoughts I have about Whyville, take a look at a recent interview I had with a Boston area online magazine for tech saavy women called Misstropolis.)

The number one most popular destination for kids online today is Webkinz as reported by HitWise (HitWise is one of many different web research services available to businesses). Nieslen//NetRatings, another web research firm, reports that Webkinz had 3.6 million unique visitors in April 2007 with Business 2.0 Magazine reporting an average visit length of 128 minutes long. Those are some pretty impressive stats! As for Club Penguin, their numbers are equally impressive. Nielsen//NetRatings reports Club Penguin as having 4 million unique visitors in April 2007, with the Business 2.0 Magazine article also citing the average visit being 54 minutes long. Not too shabby!

So, if these two extremely popular websites for kids overlap nicely with the sixth grade demographic in the audience, why weren’t more hands raised? I found the response by this group of kids fascinating. Assuming that all the students heard the question, and I believe they did, here are a few theories:

  • As these social networking sites begin to age, the target demographic shifts younger, from tweens 8-12 (grades 4 – 6) to kids ages 5 – 9 (grades K – 3). This may imply that when a new kids’ web destination first becomes available, an older demographic will lead in the use of these sites more often than their younger peers. As more and more younger users discover the product, the older crowd moves on to find the next new destination.

  • As older tweens enter into their early teen years, it’s possible there’s a negative stigma attached to publicly admitting the use of these sites even though privately this older audience will continue to spend time at these destinations.

  • It could be that sixth graders in urban areas may not be using these specific social networking sites as much as those in suburban areas. I wonder if it’s possible that the likes and dislikes of kids from the same age group in urban versus suburban areas or coastal versus heartland parts of the country differ from one another.

  • It’s possible these sites never did have much appeal for an older audience as originally claimed by the owners of these companies (though I doubt this.)

  • Or maybe the answer lies in some combination of the above or other possibilities yet to be defined.

Whatever the answer, it’s amazing to see how the responses of kids answering as a group might differ from that of carefully analyzed web data and claims from many individual users of the same demographic (in the same geographic location).

“What Is There To Do?” Kids and The Latest Leisure Time Report

Sunday, March 4th, 2007

In my last few posts, I took a look at what new learning and technology toys you’ll be hearing about throughout 2007. But February isn’t just a time for new toys, its also a time when new reports come out about kids, and its a time when this industry looks to The NPD Group for the latest and greatest. While NPD reports on marketing and consumer trends across many different and varied industries, many stats and financial news that make headlines in the toy or video game industry come from this one organization.

One industry expert from NPD to watch for is Anita Frazier. Most quotes in the press about video game sales or the noteworthy toy trends come from her and her colleagues. One recent report by NPD, called the Kids’ Leisure Time II (a follow up to a similar report released in 2006), was presented by Ms. Frazier recently. While this presentation was very data rich, a number of noteworthy points about kids and their leisure time rose to the surface. These broader findings include:

  • On average, kids ages 5 – 12 have about 58 hours of leisure time a week, with almost difference in time noted between genders. As kids get older within this demographic the amount of free time available tends to increase slightly.
  • Kids ages 5 – 12 have about 14 hours of leisure time a day on weekends as opposed to about 6 hours of leisure time a day during the week.
  • Of all the leisure time activities that kids participate in, kids generally spend more time doing those activities on the weekends than during the week, in all activities except for reading. The amount of time kids spend reading remains roughly the same through weekdays and the weekend.
  • The number one leisure activity for kids 5 – 12 is watching TV or movies, followed by doing homework, then playing with toys and games, household chores, and finally using a computer for non-homework related purposes.
  • Kids in the 2 – 4 age range have the greatest amount of free time, that being a little more than 94 hours a week.
  • The number one leisure activity for kids 2 – 4 is playing with toys, followed by watching TV or movies.
  • In terms of the kinds of activities kids participate in during leisure time, gender differences appear with kids 5 – 12, whereas these differences typically so not appear with kids 2 – 4.

The amount of information presented in this short overview was pretty extensive, and I know it was just the tip of the iceberg when compared to the full report. These few points alone hint to the rapidly changing nature of the toy industry. Kids have a growing interest in technology and consumer electronics as playthings. And as this report describes TV viewing as the number one leisure time activities kids engage in, its no wonder why we see more and more products for kids that hook up to a TV, have their own screen, or work in some combination with a DVD player, plug and play device or computer.

In my next post, I’ll take a look at the One Laptop per Child (OLPC) initiative spearheaded by MIT and technology evangelist Nicholas Negroponte. Make no bones about it, this initiative is picking up speed quickly. The $100 laptops will be rolling off of the assembly line shortly in very large numbers, to be distributed to children in early adopter countries around the globe!