Archive for the 'Kids’ Related Research' Category

Wednesday, November 2nd, 2011

[The following is an article I wrote for the November 2011 issue of Children’s Technology Review.]

This last month was a big one for new research unveiled about kids and media use, a least in terms of Google new alerts. Here’s a look beyond the headlines.

Event #1: The AAP Position Statement

Ari Brown,  MD presents the updated AAP Policy Statement for media use and children ages zero to two years old

In mid-October the American Academy of Pediatrics (AAP) made a statement regarding media use for young children ages 0 to 2 years of age at the AAP National Conference held in Boston. Media research fans may remember the AAP released a position statement over a decade ago stating screened media use for children ages 0 to 2 should be avoided entirely because there is no proof that television can be of educational value to children at such an early age. Fast forward to last month and the policy statement is pretty much the same. TV at this early age is still not educational. But hasn’t the media delivery landscape evolved from passive to interactive? What about all of those iPhones, iPads, tablets and other mobile devices? Should young children avoid using these devices as well? The AAP was much more presentation savvy with their announcement this time around, however. They acknowledged in their press announcement that the realities of being a parent with a young child mean that sometimes a television is used to pacify a child so the parent can take a shower or cook dinner. The AAP acknowledges that screen use is almost at two hours a day for some the youngest media consumers. However, the AAP could not make any recommendations related to interactive media. While there is a mountain of research available related to linear video viewing, there just aren’t many studies available regarding interactive screen use, for any age group.

Event #2: Zero to Eight: Children’s Media Use in America

Vicky Rideout presents the latest media use findings for children ages zero to eight years old

Exactly one week after that AAP press event Common Sense Media held its own media event in Washington DC: a survey of families regarding the use of media with children 0 to 8 years of age. This time, the survey considered interactive media useage. You may recall that Vicky Rideout used to work with the Kaiser Family Foundation, and was a lead researcher on a series of studies related to children, media use, and health. She coordinated three 5-year surveys of media use across a wide range of platforms, ages, ethnicities and socio-economic groups. When Vicky announced in March, 2010 that she would be moving on from Kaiser, the media research space collectively wondered “Would we ever see another five year media study again?” Thankfully we recently found out the answer was a resounding yes! Not only did this new report cover areas of concern by the AAP, but it also provided great insight into the iPad/iPhone/mobile and interactive screened media world for kids. One of the most shocking data points in this study was the percentage of televisions found in a child’s bedroom. 30% of all children age 0 to 1, 44% of all children ages 2 to 4, and 47% of children ages 5 to 8 have a television in their bedroom! The scariest part of this data is these numbers are just averages. When you tease out percentages for ethnic groups and low-income families these numbers rise, and by a lot!

Another surprising data point was the percentage of children that have used interactive devices like the iPad. That number is only 7%. A handful of people have asked me, “Is that right?” First, this number is an average across all ages and as you slice the data the percentages rise as a child ages and lower for younger children. Again, this percentage drops significantly with ethnic groups and low-income families. What we also learn from this number is that television is a primary source of educational content for non-white and lower income families. The question I ask an eager iPad development community “Are we creating apps in an attempt to provide really great learning opportunities for all children when the reality is only a small sliver of economically advantaged children actually benefit from our apps?” Another surprising number, among the poorest households 38% of respondents didn’t know what an “app” was. This paper describes a new trend referred to the “app gap.” Those of us working in the children’s software space have long theorized that kids are spending more time with interactive media, games, handhelds and iPads and less time watching television. This latest report says no, television is still very much the leading device, alive and well more than we ever could have imagined. But wait, that’s a research slice in time that has already passed! In conversations with Vicky she suggests that the world of screened media for kids, be it interactive or passive, is changing very fast. Reports she was part of that came out every five years are not able to accurately capture the incremental changes in the children’s technology space. Thankfully additional reports may be on the horizon in two, probably three more years says Vicky.

So what are the main take-aways? Television is still very prominent in the lives of children ages 0 to 8. Just three years ago researchers were not aware of the influence the app concept would have in the children’s media space. Apps didn’t exist. Change is happening, but not equally for all children. Television still remains the best way to reach young children with educational content, especially children in socio-economically disadvantaged homes. However, there is now no doubt that interactive media is changing the media landscape.

Referenced research links:

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Thursday, September 8th, 2011

[The following is an article I wrote for the September 2011 issue of Children’s Technology Review. If you’re interested in the new 360KID Q2 2011 virtual world report, you can purchase the full report, which includes an expanded Wizard101 interview, by emailing me at scott (at) 360KID (dot) com with “Virtual World Research Report” in the Subject line. The next quarterly report will be completed in late October, 2011.]

The creators behind Wizard101: Josef Hall and Todd Coleman

Being the number one virtual world for kids is no small thing, especially in these days of Disney, Nick and Cartoon Network. But what’s interesting about Wizard101 is that 60% of visitors are playing with another member of their family (at least, according to a recent Trinity University study). What’s are they doing right?

To find out, CTR correspondent Scott Traylor interviewed head wizards at KingsIsle: Josef Hall and Todd Coleman, on a quest for their magic formula. Note that portions of this interview have been condensed, and this interview is part of a larger report that is sold separately.

Where did the Wizard101 idea come from?

The Wizard101 faculty

Josef Hall: We started talking about it seven years ago. I have three kids, they were young then, and I wanted them to have a safe and high-quality online game. Todd and I thought the children’s space really seemed underserved. We wanted to make something that was triple-A, super high-quality. Something we could feel comfortable with our kids and other kids playing.

Todd Coleman: Josef and I were founders of another game company that made hardcore fantasy games with violence and mature themes. We were interested in going in a different direction, a more lighthearted approach to gaming through storytelling.

So the founders of KingsIsle brought you on and charged you with developing a virtual world product for them?

Todd: The story goes back earlier than that. Elie Akilian, our CEO and primary investor had an idea to create a new kind of game company. He talked to a dozen or more game companies to find a partner. At the same time he was searching for a partner, Josef and I were out talking to big publishing houses about a new kind of game we wanted to create. What’s funny about both sides of that story, neither of us were finding traction. Elie found that game companies were mostly interested in making shooters or army games or post-apocalyptic games, hardcore games for hardcode players. When Josef and I were talking to studios, those were the same types of games they wanted to fund. We stumbled into Elie who looked at us, having come out of the hardcore game space, now pitching a wizard game for the family, and it became apparent we should join forces.

From the beginning the idea was to create a family-based wizarding world, even before KingsIsle was formed?

Todd: Yes, in fact if you go back and read the high concept document that Josef and I put together, it’s amazing how much of that original vision is exactly the same as what we created.

How long were you in development?

Josef: About two and a half years before we went into alpha with friends and family.

Todd: And another eight weeks before we went live.

Did the masses come right away?

Todd: It took time. It was about six months of steady growth, but we hadn’t yet hit the tipping point. That was in December 2008 when it started to pick up steam.

Josef: We did some national television advertising, then things really took off. We started growing quickly around that time, and we knew we had something special.

How has Wizard101 changed since you launched?

Josef: The game has stayed true to what it was when we launched, but we’ve added a lot of things, like a housing system and gardening. Everything has kind of the wizard slant. The gardening’s not a normal gardening system. You grow funny plants that have a lot of character and personality, like Couch Potatoes which are little spuds sitting on couches watching TV and talking to each other. It’s all very tongue-in-cheek. We’ve added a pet system where you can own pets and grow them through different in-game mini games. We’ve also added a lot of new worlds, some are pretty big departures from the existing world, like Celestia, which is underwater.

The Wizard101 garden is truly magical.

[CTR Editor’s note: Most of these are premium features, available only with a code that costs up to $39. That’s the magic of Wizard101’s business model.]

Have you learned anything surprising about your audience?

Todd: It’s a wider age spectrum than we expected. We started hearing grandparents were getting into the game, using it as a way to stay connected to their grandchildren. This was really surprising and just really cool to us. It’s something you can’t predict going in. You sit down, make the best game you can, and what you don’t really have control over is player behaviors. Players come into this empty world you crafted. They bring their own hopes and expectations and experiences and relationships. Then the world starts to take on a life of its own. It’s an amazing thing to watch.

How has the business of virtual worlds changed in the last few years?

Todd: Back when we started Wizard, the biggest game at the time was EverQuest, having amassed 400 thousand people. The prevailing thought in the industry at the time was any new virtual worlds to come out would simply carve up the same base of 400 thousand players. Then World of Warcraft launched and started racking up millions upon millions of players. All of a sudden people realized there was a new market. After that, the free-to-play model started in Asia. When it first came to the US, people thought that model would never fly, and of course that was not the case. Today you’re seeing these very casual games pop up on Facebook, and people who never considered themselves gamers, hundreds of millions of people, are now playing on a daily basis. Using those games as a way to connect with their friends.

What was your single biggest moment in the Wizard101 history?

Josef: One that jumps to mind was early on in development I came home and all the computers were taken over by my wife and kids. They were so deep into the game nobody noticed I came in the door. They were laughing and talking to each other, running around in the game. I knew at that moment we had built something that was a lot of fun for my family and would be fun for other families too. It was a wonderful moment.

Todd: My biggest moment was during development. I remember we had our first milestone, an internal test. We had created the art pieces and had engineering working on the code and a design group working on the players and the characters and pulling it all together. We fired it up, and Josef and I were able to jump in for the first time and play. It was that vision we had, taken from a “Wouldn’t it be cool?” conversation to actually seeing it on the screen. It was buggy, the sound wasn’t working, the cinematics were too long, the cameras weren’t working, but looking past all those warts and seeing it, at that moment I knew it was going to work. Josef and I were like, “Okay, we’ve got something here.” I think it was two in the morning. But that moment, you turn that corner and know you’ve gone from an idea to an actual game. Nothing beats that.

(Photo and images © KingsIsle Entertainment)

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Wednesday, July 6th, 2011

[The following is an article I wrote for the July 2011 issue of Children’s Technology Review. If you’re interested in learning more about my recent virtual world research, you can purchase an expanded report by emailing me at scott (at) 360KID (dot) com with “Virtual World Research Report” in the Subject line. My next quarterly report will be completed on July 20, 2011]

The Top 20 Kid and Tween Virtual World and MMO destinations which include Wizard 101,  Poptropica,  Webkinz,  Club Penguin,  Fantage,  Moshi Monsters,  Minecraft,  Monkey Quest,  Jumpstart,  NeoPets,  Toon Town,  Pixie Hollow,  Roblox,  PetPetPark,  Build-a-bearville,  Ourworld,  Clone Wars Adventures,  Pirates of the Caribbean,  Happy Meal,  FreeRealms

It’s been amazing to watch the virtual world (VW) space grow by leaps and bounds over such a short time. Using unique user traffic as a yardstick, the virtual world and massively multiplayer online (MMO) space increased more than 50% last year. Compare that with 15% for the prior year (in the US). The first thing to note is that traffic patterns seem to follow a seasonal rise and fall. Traffic increases from spring to early summer only to drop significantly when school starts in September. Then, as the holiday season approaches, it peaks before dropping off again in the new year.

WHAT’S HOT? The most popular destinations for both kids and adults are “casual gaming” destinations. For kids and tweens, that means Wizard 101, Poptropica, Club Penguin and Moshi Monsters (which was just valued at $200 million). While social and chat-based destinations like IMVU and Hi5 fall in second place for the young adult and older crowd, destinations that have a toy tie-in or real world connection, like Webkinz and Build-A-Bearville hold second place for kids and tweens. However, this VW/MMO type has been on a slow two-year decline, largely as a result of Webkinz loosing significant marketshare over that period, to newcomers like Wizard 101 and Poptropica. While Club Penguin has dropped in placement on the best top 10 list for kids, it has done a surprisingly good job of maintaining marketshare, loosing only a small percentage compared to Webkinz.

Two destinations have really taken off. Minecraft, a “better than LEGO Universe” online building (or “crafting”) world that appeals to both boys and girls is growing at an amazing rate globally. The funny thing about Minecraft is that it is still in public Beta! It’s not even a fully released product yet. (Note to execs, learn from this product’s creative expression thinking AND business model!) If you are not yet familiar with this low res, yesteryear looking world, tonight’s homework is to get familiar with it, NOW. Educators should note that teachers are beginning to create lesson plans around Minecraft’s in-world building activities. The second destination of note is Nickelodeon’s latest virtual world offering, Monkey Quest. This new 3D world is also growing quickly since its launch earlier this year and you can’t miss the advertising on Nickelodeon cable channels throughout the day. It’s a world that spent more than a couple of years in development and the polish shows now that it’s ready for prime time.

As we head into the summer months, the kids VW/MMO industry typically assumes that as the dog days of summer drag on, kids will become bored and start to gravitate to virtual world activities from the indoor comfort of an air conditioned room. If you watch any amount of children’s commercial television during the summer you can’t help notice the number of virtual world advertisements. However, while it is unclear if subscription rates actually rise during the summer months, unique traffic to kids VW/MMOs actually falls through July and August, especially in the casual gaming sector and in the toy and web connect space, an interesting trend that goes against popular belief.

What about education-based destinations? You might imagine these kind of sites have some appeal with younger audiences and kids, right? While the casual gaming space has captured almost 34% of all VW/MMO traffic, educational destinations hold less than 6% for all ages, and only 4.4% of all traffic for the top 20 kid and tween educational destinations. Out of this list, a majority share of traffic goes to Knowledge Adventure’s JumpStart and their new and fast growing world Math Blaster. Almost all other destinations show small numbers in comparison.

As I look back on the virtual world and MMO data I have collected over the past five years one thing is certain; expect to see many more virtual worlds launching in the months and years ahead. I remember a few years ago hearing one day there will be over 300 virtual worlds globally. I remember thinking “that’s impossible, we will never have that many.” Well, that day has recently come and gone. I continue to add another ten destinations to my list every month. Adding more new worlds to the existing list of players will create challenges for everyone in this field, pushing all players to continually improve, build out, and try to hold onto market share. Ultimately it will be the children and their parents that will benefit. Each new world that launches raises the bar for quality, engagement, innovation and ultimately, access. That’s the good for kids, but it presents an ongoing challenge for publishers who choose to play in the virtual space.

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Friday, May 13th, 2011

[The following is a piece I wrote for the Joan Ganz Cooney Center‘s 2011 Leadership Forum, Learning from Hollywood, a cross-industry event that will explore new ways of bridging the perceived gap between entertainment and education. The event will be held in Los Angeles at the USC School of Cinematic Arts on May 16 & 17. ]

If you were challenged to define what math is, what would you say? How about science? What makes the two different, or maybe even the same? I started exploring the idea of what makes up these educational disciplines as a result of hearing the term STEM more and more in the news. STEM is a short-handed way of referring to science, technology, engineering and mathematics, but is this term simply a collection of separate items, or could there be something larger at play here because of the overlaps between these disciplines? Is there greater benefit to the whole than simply its parts and could this concept be applied to other similar examples outside of education as well?

While noodling with the idea of categories and boundaries, I remembered a discussion I had with Vinton Cerf from Google many months ago. Vint is frequently cited as “the father of the Internet” a title he will quickly point out involves the contributions of many of his fellow colleagues, and not just those of his own.

During our meeting we talked about how Google looks at the world of content. Vint shared with me the following:

“In the academic world it has become traditional to speak of disciplines, and that’s an organizational artifact; geology, history, English, physics, chemistry, medicine, and so on. Yet when we dive down deep we discover this is all a continuum. These things are not really broken up with such hard walls and barriers between them. Understanding that those disciplines are actually related to each other in a very intimate way is an important thing. I want to be careful about the idea of organizing information into categories. That can be helpful abstraction but it’s dangerous if you actually believe these things are segregated from each other.”

Upon reflecting on Vint’s words, I immediately thought of a quote by the great media thinker Marshall McLuhan, who famously said:

“Anyone who makes a distinction between entertainment and education doesn’t know the first thing about either.”

Connecting the dots between the two statements came over me like a tidal wave. Could we as media creators, educators, researchers, whatever the industry, be carrying with us artificial boundaries that prevent us from making real breakthroughs in our field? If we look for new ways to engage audiences through media creation wouldn’t it be in defining new boundaries that reshapes society’s thinking about these boundaries?

Simply being aware that we have the ability to redefine those boundaries may actually be the first step in creating something larger, something that is truly breakthrough. How would you define the boundaries between education and entertainment? Or should we instead define the overlaps, or maybe even define how we wish those boundaries to be drawn? The overlaps appear to change and grow with every advance in technology. Their sum is greater than the parts. To separate the two diminishes our ability as creators to discover new opportunities and reach audiences in ways never before dreamed possible.

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Monday, July 19th, 2010

Have you ever noticed that spark in a young child’s eye when they’re learning something new? There’s an excitement to their discovery, a satisfaction in learning, something to take pleasure in, a palpable exhilaration. On the flipside, why is it that this spark, this love of learning we so easily recognize in young children, seems to diminish as they progress through school, grade after grade? What is it that we’re doing wrong, learning should be fun right? What should parents and teachers do differently? How can we fan the flame of learning in all children to create passionate, life long learners?

Ellen Galinsky's book Mind in the Making: The Seven Essential Life Skills Every Child Needs These are just the few of the questions posed to readers in Ellen Galinsky’s new book Mind in the Making: The Seven Essential Life Skills Every Child Needs. Out in the world today there are a lot of behavioral and developmental research studies that clinically describe what’s happening during a child’s growing years. The problem however is that this information often feels inaccessible to everyday moms and dads. What’s great about Ellen’s book Mind in the Making is that it makes the inaccessible accessible. Each chapter is filled with carefully selected and easy to understand research that consistently shines a light on what’s going on with your growing child. Sprinkled throughout these findings are recommendations from the author on how to grow that spark and stories from everyday parents that share similar concerns and their successes related to helping their child thrive.

Last week I had the pleasure of meeting Ellen at a gathering to discuss her work in New York City’s Teachers College at Columbia University. During the event, Ellen was interviewed onstage by Lisa Guernsey, another fantastic author who wrote the book Into the Minds of Babes: How Screen Time Affects Children from Birth to Age Five (360KID interview with Lisa about her book, video) The pairing of these two authors together for the event was excellent and a video of the conversation can be enjoyed below. During the presentation, Ellen not only shared many of the insights she has written about in her book, she also presented another dimension of her journey through carefully captured video recordings of researchers describing their studies. There are many compelling observations described through these videos for parents to learn about and use in daily interactions with their child. One video in particular is a “must watch” if you are unfamiliar with “The Marshmallow Experiment, ” a study that looks at the internal conflict four year old children struggle with when offered one marshmallow they can eat now or instead two marshmallows they can eat later. This experiment is technically referred to as a study in delayed gratification and you can enjoy the discovery of this experiment (as a newly refreshed life long learner through reading Ellen’s book) in the interview below. Enjoy!

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