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

Monday, September 6th, 2010

While the sun is shining outside,   a child is eating vibrant colored cereal while watching a cartoon on TV.

Breakfast cereal is really not my thing. Sure I eat it, but when I’m reviewing commercials on TV for work, I’m usually looking for toys and techno playthings, not cereal. Recently however, while reviewing virtual world commercials as part of a new client request, I just couldn’t ignore the dozens of breakfast cereals being advertised to kids. After noticing how many there are I decided to start a little side project. I would watch one children’s television station on any given Saturday morning and see what shows up. To begin my experiment I watched a five-hour Saturday morning block on Nickelodeon. Here are a few of the cereal ads I saw:

  • Cinnamon Toast Crunch
  • Cocoa Puffs
  • Cookie Crisp
  • Cupcake Fruity Pebbles
  • Frosted Flakes
  • Honey Nut Cheerios
  • Lucky Charms
  • Rheese’s Puffs
  • Trix Swirls

These commercials are in such heavy rotation you could see most of them within about an hour, along with numerous yogurt, candy and restaurant ads targeting kids. (Just a note, Nickelodeon is not the only children’s channel to air these commercials. These same ads could be seen on Cartoon Network and Disney XD.)

The technicolor explosion of sugary cereal ads blew my mind. Wasn’t there some standard, at least a code of ethics in place, that prevented marketing these cereals to children during their morning cartoons? After doing a little research I learned in late 2007 the breakfast cereal industry announced they would self-regulate which products would and would not be advertised to children. They defined a number of industry guidelines; one in particular stated that this coalition of companies would not advertise cereals that contained more than 12 grams of sugar per serving to children. How much sugar did the cereals above contain? A quick trip to the supermarket revealed almost all skated just below the self-imposed rule of 12 grams per serving. But what was the standard serving size as part of this guideline? Almost all of these cereals recommended a serving size of 3/4 of a cup. Was that a lot? How much cereal does the average person eat for breakfast?

The next morning I went to the kitchen, poured myself a bowl of everyday, non-sugary cereal and measured it. I found I eat about 1 1/2 cups of cereal for breakfast. I then asked a number of kids, ages 11 – 14, to pour themselves a bowl of cereal, after which I measured each one. Their bowls ranged from 1 to 1 1/4 cups, 33 – 66% more than the recommended serving size.

This chart looks at a number of cereals advertised on television and compares the amount of sugar in the recommended serving size as well as other,  larger serving sizes

The conspiracy theorist in me wondered if these cereal companies simply reduced the size of a single serving to guarantee they could get the sugar levels below 12 grams per serving. In an attempt to prove my theory, all I would need to do is find the Nutritional Facts for each cereal before the self-imposed 2007 regulations. Did you know that eBay and Flickr are both excellent resources for finding photographs of nostalgic cereal boxes? I couldn’t find all of the cereals listed above, but I did find a 1979 box of Cocoa Puffs and Lucky Charms. That year both cereals had a recommended serving size of one cup. Today, the recommended serving size is 3/4 of a cup.

This retro cereal box sleuthing proved nothing though. These cereal companies may have changed their ingredients over the years, maybe even realized that one cup of cereal was actually too much to eat in a single sitting. I started to wonder if all this sugar-talk was a moot point. Just how much sugar is actually okay to eat in one day?

In 2003, the World Health Organization stated that a person’s daily caloric intake should not exceed more than 10% from sugar. If a typical adult calorie count per day is 2, 200 calories, the 10% ceiling translates into about 12 teaspoons or about 50 grams of sugar per day. After this announcement the US Sugar lobby had a fit with the WHO’s sugar guidelines and countered that the daily caloric intake of sugar could be as much as 25% per day. That’s about 30 teaspoons or 120 grams of sugar per day. Last year the American Heart Association recommended no more than 6 1/2 teaspoons or 25 grams of sugar per day for adult women, and no more than 9 1/2 teaspoons or 37 grams of sugar per day for adult men, recommendations below the WHO’s position. According to that math, if you have just one cup of any sugary cereal in the morning, and you wash it down with a cup of milk or orange juice, you’ve just about reached the upper limit of sugar intake for the day in a single meal. That means no more juices, cookies, sweets or deserts for the rest of the day.

If this country truly wants to reverse the growing childhood obesity problem, relying on self-imposed industry regulations for food advertising clearly won’t lead kids (or adults) to healthier eating choices. Like I said, cereal is not my thing, but I just can’t ignore what I see on children’s television every day. The food ads kids consume on a regular basis are far from sweet, and when you begin to pull back the curtain on this sugary controversy, you too may find you’re left with a very sour taste in your mouth.

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Monday, August 16th, 2010

Rachel DiPaola,  Lane Merrifield of Disney Interactive Studios and the launch of World of Cars

Start your engines! Disney’s newest virtual world, World of Cars, is at the starting gate! World of Cars recently went live and is the latest online community for kids. The LA Times posted a great interview with Rachel DiPaola (shown in photo above) who is the Product Director for Disney Online and commander in chief for Cars Online. Reading the piece reminded me that just a few months earlier I had a conversation with Lane Merrifield (also in photo above) about Cars. Merrifield, founder of Club Penguin, now oversees all virtual worlds for Disney. Below are highlights from our conversation together as he discusses the thinking behind Cars Online. This interview was conducted in the Spring of 2010 and has been edited for clarity purposes.

QUICK QUESTION PICKER:

In our last interview together, Club Penguin had just been acquired by Disney. Today you’re in charge of all virtual worlds for Disney. How many virtual worlds are you managing?

You were made the Executive Vice President of Disney Online Studio. Where do you start with this role?

What makes World of Cars unique compared to other virtual worlds?

What 3D solution are you using for Cars, Unity?

Was John Lasseter involved with this project?

In addition to Cars Online, what else can Cars fans look forward to in the near future?

INTERVIEW:

Scott Traylor: In our last interview together, Club Penguin had just been acquired by Disney in August of 2007. Today you’re in charge of all virtual worlds for Disney. How many virtual worlds are you currently managing?

Lane Merrifield: We have four actively launched virtual worlds. ToonTown was the first, Pirates of the Caribbean Online, Pixie Hollow, Club Penguin, and soon to be World of Cars. That’s four live currently with a fifth virtual world actively being worked on. It’s a lot of worlds to manage, but we have really strong teams who own the product, who are passionate about it, and passionate about their audience. For me, I’m less inclined to feel like I have to manage the worlds themselves, and more inclined to make sure that the values are lined up, the priorities are right, the expectations on quality are consistent. (Return to Question Picker)

Traylor: You’re under Disney’s wing now, which was nothing unfamiliar to you since you first worked in the parks at Disney as a teenager. You’re brought on as the Executive Vice President of Disney Online. Where do you start with this role? Do you focus on business models for these virtual worlds? Do you coordinate branding? Do you modify these virtual worlds to meet the business objectives of Disney Online or maybe the entire Disney enterprise?

Merrifield: When I first came onboard, almost all of these worlds, with the exception of Cars, had already been launched. So all of them had a nature. They were all in different parts of their life cycle. Some were struggling a little more than others. Pirates, which had great content, was not technically functioning as well as it could. It wasn’t working well on all machines. The team had reached pretty far with what they could do technically, but as a result, had made the site less accessible. For Pirates, we put a halt on a lot of new development, went back to the drawing board, and retooled to get it to a place where it is now. Recently we started to move the content ahead again, and the experience is far more accessible. You can play it in a browser now. Anyway, these virtual worlds are all on different paths, and a lot of my focus has been stepping in, bring the two studios together (the Club Penguin studio in Kelowna, now called Disneyland Studios Canada, together with the Disneyland Studios LA, ) and bring together a lot of shared learning.

It’s interesting, the two studios are almost identical in size, although one was focused on just one product and the numerous facets of that product, and the other was focused on multiple products. One studio wasn’t involved with as many languages. The other wasn’t as tied into their consumer products and other things. One was driving very deep, and the other was focused on all the pieces. Internationally, Club Penguin was really leading the way, and now the infrastructure that we developed for Club Penguin is going to allow all of our virtual worlds to be able to grow internationally in the same way that Club Penguin did. The sharing between the two studios has been a great cross learning experience. (Return to Question Picker)

Traylor: What makes World of Cars unique compared to other virtual worlds that compete in the same space?

Merrifield: Well the most obvious is that it starts from such a strong place in terms of its intellectual property. People know the product, people know the characters, they know what Radiator Springs should look like and feel like, although they haven’t necessarily experienced it like this before. There’s great strength in that, but it’s also a double-edged sword. It means people’s expectations are going to be higher. We already had a head start in the narrative, and in the environment and the characters. I don’t like to focus on the technology, but we’ve also created a way of doing 3D in Flash that’s pretty unique and different from Papervision and some of the other technologies out there. (Return to Question Picker)

Traylor: The front-end is in 3D using Flash? You’re not using Unity?

Merrifield: We’re using Flash, at least until some of these other tools get to the same adoption rate. Our goal is never to try and perpetuate the technology. We’d rather come in behind it once it’s already reached a significant adoption level. This is not to say we’re not looking at all of these other new tools, playing with all of them. Just the same, we’re not locked into Flash either.

We always talk about being technologically agnostic. That’s a big focus for us. It’s difficult to bring a Pixar 3D movie to life in 2D. Not to say we didn’t experiment with it, but it just wasn’t the same thing. The character of the cars, and the ability to bring them to life, and the way they are articulated, we knew we had to address that problem. And yet, the requirement was always not to chase technology. If we’re going to do it in 3D, it has to have a 98 percent install base, which is what Flash has. It was a tough challenge, but the team rose to it. In part, it’s also why we’re making sure everything will work right for the launch. This is a technology approach that hasn’t been done before. We need to make sure when there are 60 cars driving around on the same page at the same time, that it’s still as strong an experience as if there were just two cars driving on screen. (Return to Question Picker)

Traylor: Was John Lasseter involved with this project?

Merrifield: Yeah, John’s been pretty involved. He would do check in meetings throughout. He also has the dedicated gurus of Cars at Pixar who are involved in work on Cars II and the Cars Land Experience. The relationship has not been like a licensing situation where we say “Okay, can you tell us everything about Cars, and we’ll go make it.” It’s been a real collaboration. In fact, there are elements of what we’ve created that are being incorporated into the Cars manual, the Cars bible. Some point down the road, it could be incorporated into future movies or theme parks or whatever else. It’s neat to see this. It’s a collaborative effort, more than it is one way. John’s been a big fan, and he’s very interested in this because it presents a new medium for storytelling. (Return to Question Picker)

Traylor: What you have shared with me so far is that there’s a new Cars Virtual World, a new physical world theme park called Cars Land, you’re also talking about the next Cars movie. I’m seeing a “tent pole” approach with the Cars brand that has many different elements circling around that center pole. Fans of the Cars franchise are soon to see much more than just the Cars virtual world, is that correct?

Merrifield: There is a lot of cool stuff coming out. The neat thing about everything you mention is that the center pole IS the story and IS the narrative. People sometimes say, “The virtual world is the connection point.” The Internet may be the connection, the vehicle, and Cars Online will be a browser experience. However, as devices get more and more connected and smarter, as we connect more with mobile, as we connect more with console games, as we connect more with the physical environment, my hope is that this next evolution of engaging with the Cars franchise will be more about this connected experience. Disney has been making similar connections from a franchise perspective for years. It’s not just about the replayability of these various experiences. It’s really about one continuous story across multiple experiences. (Return to Question Picker)

Average Rating: 4.5 out of 5 based on 243 user reviews.

Monday, January 4th, 2010

Katie Salen,  visionary behind a new school in New York City called Quest to Learn

It seems wherever I travel, educational publishers, learning theorists, and teachers of all kinds bring up the concept of learning through interactive games. It’s an idea that’s been picking up steam over the last few years, and why not? Research from the PEW Internet and American Life Project last year found that 98% kids ages 12 – 17 play video games. Organizations like the MacArthur Foundation have been funding a small number of projects to test out new ideas for using interactive games with learning in mind. A few months ago I came across a great article in the Economist about a new public school opening in New York City that uses gaming principles to teach its students. At the recent Breakthrough Learning in a Digital Age conference held at the Google headquarters, I had the opportunity to speak with Katie Salen, the visionary behind this initiative. You can view a short video of my interview with Katie on the Cooney Center YouTube channel or read the complete interview below. Portions of this interview were edited for clarity:

QUICK QUESTION PICKER:

Tell us about your new school, Quest to Learn.

How did you recruit teachers for your school?

Was it hard to get teachers around the concept of teaching from a game design perspective?

How are the students working with the teachers who apply this teaching model?

How do you divide up the class day?

Is it your intent to open up more Quest to Learn schools?

INTERVIEW:

Scott Traylor: Tell us about the work you’re involved in with the start of your new school, Quest to Learn.

Katie Salen: I run a nonprofit called Institute of Play. Two years ago we started work on a new school with an organization called New Visions for Public Schools. Our new school is called Quest to Learn. The MacArthur Foundation gave us a two year planning grant around the school. The work that we’ve been doing at the Institute of Play centers around the idea of games and learning. We’re really interested in the idea of how we can develop a school that doesn’t necessarily use games in the classroom, but does use game design principles in learning spaces. Our idea was to design a school from the ground up built on those ideas.

We opened Quest to Learn this past September. It will eventually be a 6 to 12th grade school but we started with just the sixth grade this year. Next year we will roll in another grade, continuing to add an additional grade each year for the next six years.

Today we have six teachers and 79 students. We’re located in New York City, in Manhattan. It’s a district two school so we could recruit kids from a specific geographic area in Manhattan. (Return to Question Picker)

Traylor: How did you go about recruiting teachers for your school?

Salen: We think the way we recruit teachers is actually very interesting. Our process is one in which anybody we bring into the school needs to be immersed in our model. We held a series of four-hour workshops on Sundays for teachers that were interested in our school. They come in, we put them through a learning problem that kids would have and then they do some work with us around assessment. From the list of interested teachers we narrowed it down to a smaller group and then took them through a series of interviews. We also do direct observation in our classrooms.

We had some really specific criteria for the teachers we were looking for. First, teachers had to be content experts, they had to really know their content. Next, the teachers we looked for have to be really good collaborators. Teachers didn’t necessarily have to be technology people, and a lot of them weren’t necessarily gaming people either, but they were able to work in teams or had come from schools where they worked in teams. They had to have a very good sense of how to enable kids to be innovators. This was very important to us. And finally, teachers had to have done project-based work before, our curriculum includes project-based work in it. Those were the three criteria that we looked for. (Return to Question Picker)

Traylor: Was it hard to get teachers around the concept of teaching from a game design perspective?

Salen: You know, when you begin to explain to a teacher how a game designer thinks about the design of the game, and we’re able to show them a one-to-one parallel with how they think about teaching students, they say “Oh, it’s the same thing.” Then they realize “Oh, maybe it’s the words that are different” and so it’s about helping them understand and translate between something like the term “core mechanic” in games, which talks about the primary activity of the player, and the learning design, because the curriculum is the basic activity of the lesson. It’s a learning curve for everybody. Game language, as with any other language, can feel very specialist, but the concepts aren’t so new. That’s our whole argument. Games actually model good learning and good teachers are immersed in good learning all the time. (Return to Question Picker)

Traylor: Quest to Learn has only been in operation for a short while now. Any observations this early about how the students are working with the teachers who apply this model?

Salen: Well the interesting thing is that the kids are so excited to come to school every day. We have parents saying this is the first time that their student has ever come home excited to tell them about what they’re doing in school. This is the first time that their child gets up out of bed and wants to go to school. So that’s great just from an engagement perspective. It’s a place where kids feel safe. It’s a place where they feel excited about coming which is no small feat for a new school where kids are coming from many different neighborhoods. (Return to Question Picker)

Traylor: How do you divide up the class day?

Salen: When you design a school from the ground up, you attend to every detail. One of the things we spent a lot of time thinking about was the daily schedule. A lot of schools use the Carnegie Unit, classes that are 45 to 50 minutes long. We don’t believe good learning can happen in 45 minutes. From the beginning we wanted to use block scheduling which are extended periods of time.

The main classes we offer, domain classes, last 88 minutes. In a typical day a student will take two domain classes. Since we have an integrated curriculum students will take a class that’s an integrated math/science class and an integrated math/English language arts class. They may be dealing with three or four subjects in a day, but only in two full classes.

There are shorter classes called annex classes, which are extended enrichment and literacy periods. There’s also a gym period for 50 minutes.

For elementary school kids it’s a bit of a shift to be in a class for 88 minutes because they’re used to changing topics with every 45-minute class period. Because our students are working in a problem-based way, the time goes by in a second. (Return to Question Picker)

Traylor: Looking to the future, is it your intent to open up more Quest to Learn schools?

Salen: Everyone always asks us about scale. To be honest, it’s not the first thing we’re thinking about. We’re still in a fact-finding stage to understand what’s working about our model. However, our curriculum is modular. We piloted it in schools before we opened Quest. Everything we produce is open source and online. Any teacher can take what we’ve created and use it right now. The professional development program we have is something that could be used by any school. Our vision is not to make a hundred or two hundred Quest to Learn schools. Over time maybe other organizations will be inspired by the ideas we developed and seek to build schools that share a similar model. (Return to Question Picker)

Average Rating: 5 out of 5 based on 274 user reviews.

Friday, November 6th, 2009

‘Tis the season for a whole new crop of toys to find its way into your home. I’ve noticed that a number of “must have” toy lists have been announced in the past few weeks. These lists include:

I thought it would be interesting to see what could be learned by mashing together all of these lists. After doing so, a few trends did make themselves apparent. From this new mashup list of 44 toys, I could see:

  • a little more than half of the toys are technology-based
  • a little less than a quarter of this list uses well known branded characters
  • four of the toys cited involve some sort of virtual world along with a tangible toy (Dora’s Explorer Girls, Littlest Pet Shop Adoption Center, Liv Dolls, Nanovor Nanoscope)
  • only two toys on the list could be considered educational (Color Me a Song, Zippity Learning System)
  • two toys on the list are video games (Beatles Rock Band, Wii Sports Resort)

I also found that three toys in my mashup list were recommended on three out of the four separate toy lists:


Toy Maker Age Cost FunFare Kmart Time 2 Play Toys R Us
Bakugan 7-in-1 Maxus Dragonoid Spin Master 5+ $39.99 * * *
Nerf N-Strike Raider Rapid Fire CS 35 Hasbro 6+ $29.99 * * *
Zhu Zhu Pets Cepia 4+ $9.99 * * *

Bakugan 7-in-1 Maxus Dragonoid is a toy that folds up, expands, and connects to build a much larger toy. This toy feels a bit like a mashup itself between Transformers and Pokemon. From what I’ve heard from classroom teachers, many 8 year old boys are buzzing about this product.

The Nerf Strike Raider is a full sized, automatic toy machine gun and looks pretty threatening. The Nerf line is a very popular toy product for Hasbro, but I wish that toy guns didn’t make it to the list!

Zhu Zhu Pets are little robotic hamsters that react in some way, with noise or motion, when you touch them. These critters can be sent to live in a super hampster wonderland, similar to the real world animal Habitrail concept, complete with its own hampster ball. This product is just a little misleading. The price of the pet itself is really affordable! What parents will most likely miss is that if you buy the pet, they will also end up spending a fortune on all the accessories. None-the-less, I think this toy will be the hot product for kids under the age of 10, if you can find it. It already looks like stores are already all sold out of this product.

This next list below includes toys found on two of the four lists:


Toy Maker Age Cost FunFare Kmart Time 2 Play Toys R Us
ChixOs Design-A-Luxury Loft Spin Master 4+ $29.99 * *
Crayola Crayon Town Wild Planet 3+ $9.99 * *
Disney NetPal Disney/ASUS 6+ $349.99 * *
Girl Gourmet Sweets Candy Jewelry Factory Jakks Pacific 8+ $29.99 * *
Laugh & Learn Learning Farm Fisher-Price 6m – 36m $79.99 * *
Printies Design Studio Techno Source 6+ $19.99 * *
Transformers Constructicon Devastator Hasbro 5+ $99.99 * *

The toy I think will be a big seller from this list is the Girl Gourmet Sweets Candy Jewelry Factory by Jakks Pacific. It’s a little like the old Easy Bake Oven, but instead of making baked goods, it makes candy jewelry. The catch to be aware of with this product is that it does not come with the special 40 watt bulb you need to make the product work. It has to be purchased separately.

I’m also watching the Printies Design Studio by Techno Source. This is a clever product where a child can create all kinds of unique crafts using a specially prepared (and pre-perfed) paper that your child can design, print, cut out, and then stuff with cotton. It uses low end color printers, like the kind you most people have at home.

Some surprises? First, I was surprised to see the LeapFrog TAG & TAG Jr. reading systems did not make it onto any list. Once I realized that LeapFrog was missing from the list I then noted that not a single toy from VTech was on the list either. Maybe just a bad year for electronic learning products? Also, WowWee, the amazing robotic toy experts did not have a single mention as well. The Nintendo DS and DSi were not on the list either, but that may be more of an issue with toy experts not specializing in reviewing software and gaming platforms than anything else.

I was also surprised not to see more website toy tie ins on the list. There certainly are a number of them out there, but not so many captured on these more traditional toy lists.

If you are interested in my complete mashup toy list, you can download a copy as an Excel file here. Note the tabs on the bottom of the spreadsheet, I have arranged the list by product, age, cost, etc.

Let me know if you see any other trends. I’d enjoy hearing what toys are on the top of your list!

Average Rating: 4.9 out of 5 based on 292 user reviews.

Wednesday, August 26th, 2009

Cartoon Network's virtual world Fusion Fall

For those that follow my blog, you may remember a post I wrote last winter where I explored the world of children’s television commercials, just before and after the last holiday season. At the time my focus was mostly on the world of technology toys, and how toy companies promote their wares to children through television. Over eight consecutive weekends, I had watched about 100 hours of children’s television across seven stations, which loosely added up to over 3, 000 commercials viewed. That many commercials edited end-to-end would fill an entire day of watching nothing but commercials.

A couple of months ago I was reviewing the data I had collected, deciding if I might undertake a similar effort again this year (I’m looking for sponsors), when I realized I was sitting on a ton of stats related to virtual worlds and kids. After pulling my head out of the world of toys, and instead focusing on social and virtual worlds for kids, I realized that many virtual worlds were advertised for the first time ever on television during the latter part of 2008.

In the months leading up to last year’s Christmas holiday, at least nine virtual worlds were advertised in the US to older kids and younger tweens. These destinations included Bella Sara by Hidden City Games, Build-A-Bearville by Build-A-Bear Workshop, Mattel’s UB Funkeys, Cartoon Network’s Fusion Fall, Irwin Toy’s Me2 Universe, Disney’s Pixie Hollow, Hasbro’s MyEpets and LittlestPetShop, and Wizard 101 by KingsIsle Entertainment. Most companies offered commercial spots in 15 and 30 second lengths to promote their online virtual worlds. All commercials were placed on channels that aired children’s programming with the heaviest rotation appearing on weekends.

The company that had the most commercials in rotation was for Cartoon Network’s virtual world Fusion Fall. Cartoon Network ran an AMAZING number of spots in 10, 15, 30 and 45 second lengths to promote Fusion Fall, but all of Fusion Fall’s advertising was on a single channel, that being Cartoon Network. The shorter spots were placed strategically as bumpers around all show entry end exit points. I can’t cite the exact number, but the amount of Fusion Fall impressions per hour was impressive and more than any other competing site.

The Pixie Hollow and Wizard 101 virtual world commercials were the next heaviest in rotation after Fusion Fall, but for these worlds, they were advertised across multiple channels. Next in line was Build-A-Bearville, Bella Sara, and Funkeys. Each virtual world destination experienced an increase in unique visits to their virtual world but none more than Fusion Fall and Wizard 101 in the November to December 2008 time period. Both of these desitinations experienced an increase in web traffic 3 to 5 times more than before those on air campaigns began. All virtual worlds lost traffic to their sites after the holiday season as advertisement campaigns wound down, all except for Disney’s Pixie Hollow. However, gains remained for seven out of nine of the virtual worlds advertised when measured over a two month period, though only three out of the nine had experienced any significant gains. Out of the collection of these nine virtual worlds, seven companies offered a tangible product that was sold as part of their virtual world service.

Over the summer months, I’ve had the opportunity to check in on a few children’s channels to see what’s being advertised. A new crop of virtual world commercials are running on air this summer. One big surprise to me was MapleStory which is a virtual world that started outside the US. It makes sense to try to reach out to kids during these months to grow an audience base. I’ve been thinking that this might be a better and cheaper way to gain visibility as opposed to winning kids over during the winter holiday season.

Outside of children’s television, I’ve also been keeping a close watch on a number of virtual worlds for kids. Every now and then I’m surprised by how some site just explodes. Moshi Monsters has had my interest most of this summer. This is a UK virtual world for kids that has yet to take off here in the states, but has been doing great at home. I’ve wondered why it has been so successful in the last two months. Only recently did I came across an interview with Michael Smith, CEO for Moshi Monsters on YouTube. (Thanks Joi Podgorny for the tip!) In this interview Michael discusses the growth in visitors and subscribers to his site as a direct response to advertising on TV.

If you’re interested in learning more about the data I have, shoot me an email. One thing is certain though, we should all be prepared to see many more commercials of virtual world advertised to kids in the months, and years, ahead. What used to be a vital part of toy promotion is now expanding to the virtual world as well.

Average Rating: 4.9 out of 5 based on 156 user reviews.