Archive for the 'Virtual Worlds' Category

Will Wright on Game Design, Play and Learning

Tuesday, January 10th, 2012

[The following is an article I wrote for the January 2012 issue of Children's Technology Review.]

Will Wright, video game developer extraordinaire, takes questions from the audience while sitting on stage

If somebody asked you to name the masters of interactive design, chances are good that Will Wright would be on your list. He created SimCity which led to SimAnt, The Sims, and Spore, and he’s currently working on a new social game called HiveMind. Last year in New York, I heard him speak and was struck by his thoughts about the learning opportunities he brings to his players, and asked him about it. What does he think about when he makes a game? What are some key influences? (Note that this was a long interview, and edits have been made for clarity).

Scott Traylor: In your presentations you often refer to learning theory, including your own Montessori education. It seems you have a passion for the topic.

Will Wright: Learning theory is certainly one of the factors that shapes my talks and my work in general, but it’s only one element. For me, making a game or a talk is a process of continual self-discovery.

Scott: Can this be attributed to your Montessori background?

Will: Montessori is good for self-discovery and exploration, but Montessori didn’t invent it. Self-discovery and exploration have existed for millennia before Montessori. it’s the way the human brain works. The whole constructivist approach to education simply leverages hardware that’s already built in.

Scott: When you say “constructivist” is it fair to say that you are thinking of Piaget and perhaps Seymore Papert?

Will: Oh, yes, and Alan Kay as well. This formalized approach to learning has really only been around for maybe a 100 years. We can go back hundreds and hundreds of years before that and see people understood this as the primary mode of learning. Consider the Renaissance and Leonardo Da Vinci. At some point the pedagogy got wrapped around that inherent process. It’s something that has remained, almost becoming more relevant in terms of its implications with modern technology, or our imaginations, and our creativity. It’s almost more relevant now where people can approach a wider range of endeavors creatively, because of the tools we have, for gathering information, for creating things, for sharing things.

Scott: So you’re saying we’re at a point, technically speaking, where we are empowered as creators, as explorers, in anything that might interest us?

Will: Yes, especially in things like the social dimension. I can create something and put it up on the web and then by tomorrow 1,000 people might’ve seen it. Think back 100 years ago what it would have taken for that to happen. It just wasn’t a possibility then, but now it’s a possibility for anyone.

Scott: While these theories have become more formalized in the last century or so, good teachers and good facilitators of learning have been aware of these things for ages. Now there’s the opportunity for learning to be amped up through technology and through participation in a way we have never experience before, in such an immediate way.

Will: Yeah, Seymour Papert and Alan Kay were among the first people to realize the impact that modern technology was going to have. Nicholas Negroponte, as well.

Scott: When you talk about games, or video games, you often refer to these things as playful objects. Is that intentional?

Will: Let’s take a look at that. People like to call the things I make games, but I tend to think of them as toys. There really needs to be more open-ended play experiences and that’s a broader world than the formal definition of games. I think a game is really a subset of the world of play. In substance it’s really just semantics but it’s cultural as well. A lot of people think of games, video games, as this brand new thing that’s popped up. But of course games have been around forever. Most games are based on some fundamental play experience that at some point becomes formalized. There are different connotations to play, and with that formal rules. You might play with others, or by yourself, the play might be a zero sum game, or not. These are just a few specialized versions of play in my mind.

Graphic displaying Will Wright's learning model, comparing the universe of play and games.

Scott: Are there any play experts you follow?

Will: Not really. There have been a lot of attempts in the game design community to come up with more formal structures of frameworks to understand this. I think we’re just beginning to scratch the surface. They’re looking at the different perspectives on play coming from cognitive science or sociology or evolutionary psychology. I don’t think any one of these things is going to capture the subject completely. You have to triangulate from all these different perspectives.

Scott: Do you think the vocabulary around play and around games is evolving?

Will: In general, yes. A game is like the nucleus of the experience, but it’s not the whole experience. I spend a lot of time thinking about the meta-game, the experiences we’re having around the game, experiences that are the larger iceberg. For example, The Sims is a game on some level, where you can play with goal structures and rules. However, there’s a larger game where people make things and tell stories about the game. Then they try things with online communities. These are the things that people do outside the game. It is what I call the meta-game. To me, the more successful games are the ones that spark these larger meta-games.

Scott: You mean bringing the play or the game experience outside of the game, in some kind of social context, where people can talk about and interact around the game?

Will: Yes, in some sense the game in the player’s minds goes from being a specific entertainment experience to becoming a tool for self-expression. At first they were playing for the fun, just exploring. Then they start realizing they can be expressive with it. It’s almost like playing a musical instrument. At first, you experiment and press buttons. At some point you realize you can compose music. You might even start to perform. Eventually this toy becomes a tool to express one’s self.

Scott: Is it accurate to say that the opportunity for creative expression is also a central part of your games?

Will: it’s one of the more powerful benefits of technology. We can do things now that allow people to come in and craft more interesting experiences and share them with others. Somebody can take something from their imagination, create an external artifact, and then share it. They can even collaborate on larger imaginary structures. This is something that used to be confined to a small number of people that had very high skills in language. These individuals could write a book and describe some imaginary world, like Alice in Wonderland. But not many people had that skill set. Now average people are getting these tools that empower them, to create entire worlds, external to their imagination, to share with other people.

Scott: You have this amazing ability to translate complicated systems into successful play objects. What is your thought process?

Will: First, how much are these things representations of the real world? When I get started it’s usually with something that contains some aspect of the real world that fascinates me. I’ll start to imagine if I had a toy planet, what kind of things would I want to do with it? What kind of processes would I like to see? By connecting the toy to real world, it maintains a relevance. Later that toy becomes the scaffolding for building a more elaborate model. When people get to the point where they realize the toy’s limitations, they start discussing and debating what their more elaborate model is relative to that toy. When players first started playing SimCity they didn’t know what was going on. They started building things, they started exploring what caused land value to go up or down, they explored issues around crime, or pollution. Eventually they get to a point where they say, “I don’t think that’s the way traffic really works” or “I don’t think the land value model is very accurate because of this or that.” They could not have formalized these thoughts without the toy. When a player realizes the limitations of a toy, the user has created a better model for themselves internally that transcends the toy.

Scott: Once a certain of level of mastery is achieved with a game, that’s the point when a player will go out and look for additional information to improve upon those models, those systems that they have in their mind?

Will: Yes, that’s the real model we’re building, actually. The computer is really just a compiler for that model.

In a Montessori classroom you will see thousands of tangible manipulatives. This photo is an example of bead work

Scott: What you have described in a sense are games that are digital manipulatives. Tangible manipulatives are a big part of the Montessori world and early learning. Sometimes I hear educators debate the benefit of digital manipulatives over tangible ones. Even if a digital manipulative doesn’t perfectly represent a system, they lead a user in a direction that helps facilitate further learning and growth and discovery that is more accurate and representational of the actual model.

Photo above: The typical Montessori learning experience is based on time with tangible manipulatives, such as these base 10 beads. There’s 1 bead, 10 beads, 100 beads, and 1,000 beads, in the form of a block. These physical manipulatives help young learners understand small and large, base-10 counting, and maybe even geometry (point, line, plane, volume). Substitute beads with the elements of a city, where you can freely experiment with a different kind of units and rules. Get the idea?

Will: Think about it. That’s what we call the scientific method. Quantum mechanics does not describe, is not reality, but it’s our best model so far for describing what we observe to be reality. it’s not the first model we built to describe it and it’s not the last model we’re going to build either. Each model is making a more accurate understanding of reality. They’re all just models and none of them are accurate representations of actual reality.

Scott: Does the knowledge a user gains through game play transfer into the real world? Do you have an example of people playing games where the user transferred something they learned from a game into the real world?

Will: There are a lot of things people learn from games that can’t be measured on any test. On the surface games don’t necessarily feel like education. But when you look deeper into them they really represent a fundamentally deeper level of education. There’s a common story I hear from players of The Sims. Someone will be playing the game and they really get into it. They make sure to take care of the basic needs of their Sims, getting them fed and rested before they go to work the next day. These players can get totally obsessed over making their virtual lives perfect. In doing so, a Sim might get a promotion at work the next day. At some point many players experience an “a-ha” moment — that its 2:00 in the morning, and they have to go to work the next day. Then somehow the players understand that they were taking better care of their Sim than they were of themselves. They were making sure their Sim got to bed on time, was well rested for work the next day, while the players were staying up late playing this silly computer game. For these players this is where they started understanding the strategy within the Sims as a time management game. it’s a game where you juggle many factors. Sometimes a player will step back for the first time and see their real life as a strategy game. As a player, day to day, hour to hour, minute to minute, they were making resource management decisions that would impact their Sim in the short term and long term. Then there’s the paradigm shift: What if your real life was a game, and you actually had these resources, and had to develop structures, how would you play it? This is one of those things you’re not going to measure on any standardized test. Through playing the player would walk away from the game thinking deeply about every aspect in their life. “Do I really need to do this now?” or “Should I really spend that money?” For the first time, the game caused them to clearly see the decisions they were making in every day life.

Scott: If the game is the model of a system, which happens to loosely or exactly parallel your own life, at some point, you might reach that a-ha moment.

Will: Right. People who think of themselves as really good strategy players, for some reason never think of their real life as a strategy game. If I were to treat my life as a strategy game how would I play it?

Scott: Will, thanks very much for sharing your thoughts on play, learning, and games. While we have talked about a variety of inspirations and influences across a number of professions, is there one person that has done more to shape your thinking than any other?

Will: My mother, Beverlye Edwards. She supported me with all my crazy ideas as a child. If there was something I was interested in trying or doing, she believed that I knew what I was doing, even if at the time certain ideas seemed slightly odd. Just her believing in me allowed me to keep on trying new things, made me believe in myself, made me confident that I could do something big, something special. I thank my mother, for everything I have, everything I achieved, for her wonderful spirit and the great support she gave during my childhood years and in the years thereafter. I credit all my success in life to her unconditional belief in me and support in my trying something new.

Linkography:

Peeking Under the Cloak of Wizard101

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)

Children’s Virtual Worlds — Sliced and Diced

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.

Club Penguin Founder Discusses Disney’s Latest, World of Cars

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)

2010 Trends for Tech Toys and Virtual Worlds

Friday, March 12th, 2010

The virtual world conference Engage Expo was held at the same time and same location as the annual NY Toy Fair

In mid-February, the annual New York Toy Fair held their conference at the same time as the virtual world conference called Engage Expo. Both industries compete for kids’ interest and at times, even collaborate in engaging them through both online and offline play. The two conferences offered a rare opportunity to hear how both industries are thinking about engaging kids through digital play.

At the end of both of these events, a number of industry experts gathered together to discuss key trends with kids, technology, virtual worlds, and play. What were some of the key findings for 2010? Less virtual world announcements. Deeper virtual world experiences. Less technology toy announcements. Lower price points across all products. Less “watch me” toys. More touch screens for tech products that were screen-based. The desire by kids to stop being “micro-paymented” to death.

These and other trends can be heard in the video recording of this group get-together offered below. Also included in the video are photos of new products announced at the show that you will see rolled out later in 2010.

For those who would like to simply cut to the chase, I’ve also included a look up table below to find the location within this video where the group talks about specific products you’re interested in. After you’re done viewing, share your thoughts about what key trends you see in the world of digital play. Enjoy!


Maker Product Time
Reference
New
for
2010?
Air Hogs Gravity Laser 21′14″ N
Ami Entertainment
Solutions
My Ami 36′20″ Y
Apisphere Geomate Jr. 11′29″, 35′45″ Y
Apple iPhone/iTouch 12′15″, 33′29″ Y
Beamz Interactive The Beamz 22′52″, 25′42″ Y
Big W Productions FaceChipz 38′24″ N
Disney World of Cars Online 3′55″, 14′34″ Y
Disney Clickables 38′26″ N
Disney Club Penguin 4′35″, 14′38″, 40′24″ N
DreamWorks Kung Fu Panda World 3′48″, 4′56″, 14′36″ Y
Facebook Facebook 33′39″, 39′10″ N
Fat Brain Toys Erector sets 2′44″ N
Fisher-Price Dance Star Mickey 22′22″, 45′12″ Y
Fisher-Price Red Rover 32′20″ Y
Fisher-Price Follow Me Thomas 21′23″ Y
Fisher-Price Elmo Live! 45′22″ N
Fisher-Price Tickle Me Elmo 45′31″ N
Fisher-Price Frightening McMean
Talking Truck
44′17″ Y
Fisher-Price iXL 18′13″, 20′59″ Y
Flipoutz Flipoutz 8′23″, 37′48″ Y
Gamewright Rory’s Story Cubes 30′04″ Y
GeoPalz GeoPalz 9′28″ Y
BigBoing Gnomads 38′35″ N
TDC Games Green Pieces 42′19″ Y
Gyrobike Gyrowheel 10′48″, 13′09″ Y
Hairy Entertainment Elf Island 37′31″ N
Hairy Entertainment Xeko 37′25″ N
Hasbro Scrabble Flash 23′07″ Y
Hasbro 75th Anniversary Monopoly 27′40″ Y
iToys Me2 9′35″ N
Jacabee Jacabee Code 15′21″ N
Jakks Pacific Spy Watch 19″31″, 19′59″ Y
Jakks Pacific EyeClops (Spy Net) 19′50 N
KidsGive Karito Kids 42′42 N
LeapFrog Leapster 2 18′22″ N
Lego Creationary 24′57″, 25′20″ Y
Lionel Lionel Trains 2′10″, 2′41″ N
Mattel Avatar i-Tag
Augmented Reality cards
39′48″ Y
Mattel Loopz 22′49″, 25′58″, 26′56″ Y
Mattel Mind Flex 22′40″ N
Nintendo Nintendo DS 18′24″ N
Paricon Sleds Flexible Flyer Sled 1′57″, 2′39″ N
Rio Grande Games Dominion 43′47″ N
Rio Grande Games Settlers of Katan 43′45″ N
Rixty Rixty 35′25″ Y
Scribble mats Scribble mats 16′45″ N
Shidonni Shidonni 29′47″ Y
Smith & Tinker Nanover 33′24″, 39′59″ N
Swinxs Swinxs 11′21″, 32′14″, 36′06″,
40′54″
N
Techno Source Rubik’s Slide 11′08″, 11′26″, 11′53″,
12′32″
Y
Techno Source Rubik’s Touchcube 45′45″ N
ThinkGeek Guitar Tshirt 26′31″ Y
TCKL Drip Drops 28′50″ Y
Topps Augmented Reality
Baseball Cards
39′47″ Y
TV Hat TV Hat 26′07″, 36′11″ Y
Obvious Twitter 10′12″, 33′08″ N
Uncle Milton Pet’s Eye View Camera 9′57″ N
Uncle Milton Star Wars Force Trainer 22′42″ N
University Games Brain Quest Smart 28′13″ Y
VTech Flip 18′09″, 21′03″ Y
VTech MobiGo 18′34″ Y
VTech Submarine Learning Boat 44′23″ Y
VTech Musical Bubbles Octopus 44’46 Y
Where’s George Where’s George 38′43″ N
Wild Planet Hyper Dash Extreme 32′24″ Y

James Paul Gee on Video Games and Learning

Monday, December 28th, 2009

James Paul Gee, noted expert on video games and learning

If you’re attending a conference on forward thinking ways to help kids learn, or maybe an event on learning through video games, chances are you will be listening to thoughts offered by James Paul Gee. Dr. Gee is a noted expert on the topic of video games and learning. He is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University and is a member of the National Academy of Education. His work has been published widely in journals in linguistics, psychology, the social sciences and education. Dr. Gee’s recent book, What Video Games Have to Teach Us About Learning and Literacy argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. His new book, Women and Gaming: The Sims and 21st Century Learning, written with Elisabeth R Hayes, will be available this coming May, 2010. At the recent Breakthrough Learning in a Digital Age conference held at the Google headquarters, I had the opportunity to speak with James. You can view a short video of my interview with Dr. Gee on the Cooney Center YouTube channel or read the complete interview below. Portions of this interview were edited for clarity:

QUICK QUESTION PICKER:

What successes do you see in the learning games movement?

Why do you think games are not perceived as effective learning tools?

Would a funding approach that is similar to public television be a good model for the learning games industry?

What excites you when you see kids developing their own games?

How are learning games best used to accelerate learning?

INTERVIEW:

Scott Traylor: Where do you think things stand today with the learning games movement? What successes do you see?

James Paul Gee: Successes have been slow in coming, much more slowly than I would have thought, but they are coming. What I’m seeing is the beginning of noncommercial games for learning.

Looking back on the gaming industry, developers made products that were expectable, products that were designed by baby boomers and made by principles of instructional technology. These games didn’t break the mold, and didn’t break out of a pattern. They were not good games and did not include good learning. Today we’re beginning to see games being developed by young game designers who understand learning and understand game design. They’re making good games, and they are making things that work. Over the next few years we’re going to see a real explosion in better products. Some of this has to do with the appearance of the independent game studios. In the commercial world the independent games community has been very slow to develop. For a while there really was none, but now with downloading services across all major platforms, you’re seeing many independent games being developed. Games like Flower and Braid, made with relatively small budgets, but they are really top games. Independent games like these are doing as well as many of the commercial games out on the market, and they’re setting the standard for so called “serious games,” games that have the ability to teach. If we can make commercial games that are as good as Flower or Braid for a modest budget, we certainly can make games in the learning sphere that are equally as good. (Return to Question Picker)

Traylor: Why do you think games are not perceived as effective learning tools?

Gee: I think the major reasons are cultural, along with the slow development of an independent game industry, but also the power of baby boomers. People of my age, baby boomers, have theories and are in relatively solid positions in institutions. They get to call the shots, but this is a changed world. We’re talking about learning and using technologies that people under thirty know a lot more about. It’s not surprising when they apply our theories and do a better job than when we applied our theories. I think that’s all good, we need to release that creative energy.

The other thing you touch on, and it’s a very serious matter, is that we really don’t have many new business models. Think about it. We’re trying to make things that do social good, but if the social good is done for free, it dies when the grant ends. Right? We now realize we have to think about how to make products that can go on for a long period of time, and at some level earn enough money to sustain themselves while still doing social good. Lots of people are now thinking about how we can create new and innovative business models so that everybody wins. Models that allow people to make enough money and at the same time spur new businesses, new enterprises to open up, models which will help everybody benefit. Until we really get that down, what you’ll end up seeing are products that are made on government dollars that die the day the grant is over. The same is true with academic research, the day the grant money stops coming in the research stops. (Return to Question Picker)

Traylor: Would you suggest a financial approach that is similar to public television? Would that be a good model for growing a learning games industry?

Gee: There’s going be a whole new set of models. Open source, the public sharing of programming resources, is one very important area. A public television model around games that would include both design workshops as well as giving out products, and also encouraging consumers to make products, would certainly be one model. We just have to have new models for new businesses. There are going to be “double bottom line” businesses; businesses that are committed to social good by solving our educational problems but these same businesses would be committed to making money. Making money not just to enrich individuals, but to also keep the social good going. There are a number of models we can think of for that. As is true of many academics, we didn’t think that business models were important. Now people are starting to see that business models are needed to bring about long-term impact. (Return to Question Picker)

Traylor: What excites you when you see kids developing their own games?

Gee: I’m excited that so many young people today are taking gaming beyond gaming. They’re not just playing games. They’re making games. They’re designing things for games. They’re setting up discussions and guilds and websites around games. They’re learning new software, software that contributes to these sites and discussions and products. And very often, they organize themselves into learning communities to do all of this. Their passion for learning in these communities grows beyond their passion for the games themselves. In other words, it’s a trajectory towards learning communities, and towards thinking like a designer, and producing, and not just consuming, that some of our best games give rise to.

The video game Spore is a great example. Spore is designed so that you play, and then you design, and then you play, and you join a community, and you get the products you have designed to appear within the game, and then you design with others collaboratively. This game provides very good tools to do that. Anyone, from the very young to the very old, can play.

Another great example is the game Little Big Planet. There’s a whole bunch of products coming out that say why don’t you see playing and designing as things you can do together in a game. These things are integrated together, so the game becomes as much your product as it is ours, and becomes a community event and not just an individual event. The lessons here for education are massive, because it means we’re going have to start designing, not just pieces of software, but ways for people to set up learning communities that they’re productive within. (Return to Question Picker)

Traylor: So the perception that learning games alone will result in really good learning outcomes, is not the full story. What you’re saying is that learning games, supported by learning communities, are really the combination that accelerates the learning opportunity?

Gee: Those of us who study learning games make the distinction between a game, which is just the software, and the game with a capital “G”, which is the whole set of social learning interactions built around the game. We used to argue, if you’re going to use games for learning, you have to have a community of learning built around the game. Now the commercial industry realizes you won’t make money if you don’t build a learning community around the game. It’s an integral part to gaming, to participate in a collaborative community around the game.

My work has never been that of an advocate to put games into schools. That’s a fine thing to do, but that’s not what my work is about. It’s about putting the learning found in games into schools, learning that’s centered on problem solving and collaboration.

In school students get a bunch of facts and information. You can’t solve problems with it, so you get nothing. The interesting thing is if I make you solve a problem, and I really design the experience of that problem, guiding you and mentoring you, which is what good game design does, you get problem solving and you get facts and information, because you have to learn that in order to solve the problem. I will also get you to collaborate in a community where you might even innovate. You’re going to design new things and do new stuff. I want to see that model go into schools and that model doesn’t have to be a game. We can do that in the world in many different ways.

The other thing I really want to stress about games is that, in my opinion, it’s not a good idea to try to teach a whole curriculum through games. Industries are building up to try to do this. It’s too expensive. We want to learn in many different ways. Games are particularly good for preparation for future learning. If you want to motivate somebody in an area like chemistry or physics, a game is an ideal way to not only motivate that learning, to get learners to see why you do it, what is good about it, why it would be a turn on to do it, but it also prepares them to get ready for learning in the future. That future learning doesn’t have to occur in games. We tend to get obsessed with one platform, but just like in the world where kids don’t just game, they also go on the internet, and they write fiction, and they mod games. They do a whole bunch of stuff. We want our curriculum to be a whole bunch of stuff as well. (Return to Question Picker)

Must Have Toy List Mashup

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!

15 Minutes of Insight at the Toy Store

Monday, September 21st, 2009

The new tween Dora the Explorer display that greeted me at the door

I raced out the door last night with one of my young friends for a trip to Toys R Us. By the time we arrived, we had 15 minutes before closing time. We would not let this fact deter our mission, to purchase a very specific Nintendo DS title.

Walking into the store, we were immediately confronted a five foot tall box portraying the tweenage Dora. It welcomed visitors to the store with an announcement for the Dora Links online world that would become available in another week or so. My young companion was pulling my hand, trying to steer me in the direction of the video games department. “Please! Hurry up! They’re going to close!” she yelled as we passed the Star Wars section. My jaw dropped. An amazing display of new Lego and non-Lego Star Wars products called out to me. I immediately lost track of time and space, wishing to savor each shiny new Star Wars item displayed before me. There were many life sized Clone Wars images hanging from the rafters, but every one was labeled “Star Wars.” I wondered if other adults knew about the Clone Wars television show and if they too thought there was some mistake with the display’s labeling.

My friend continued to pull me by numerous Hannah Montana products until finally we made it into the video games section. We found the Nintendo DS isle, but the ScribbleNauts title we came for was nowhere to be found. Clearly this area was a hotbed of activity. We groaned out loud that the shelf was empty and a nearby clerk headed to the storage room to find another box full of ScribbleNauts titles to restock the shelf. It was at that point that I ran into the store manager. Now was my chance to get the inside scoop!

We exchanged some small talk around the successful launch of ScribbleNauts. There was a $15 dollar in-store gift card offer with the purchase of this title. I wondered what the video game store down the street was offering to pull people in. I was happy to avoid that’s store’s nine foot evil battlebot display that guarded the door to announce some futuristic XBox Armageddon game. I was excited to buy my copy at a toy store.

The TRU manager I spoke with was certainly on top of her game, despite the corporate cost savings measure to cancel this year’s event to share the latest and greatest product info with all of their store managers before the holiday.

The Disney netbook

We stood nearby a shelf lined with about nine different netbooks, those trimmed down laptop-like computers which are best used for web browsing and email. They typically cost between $300 and $350, a sizable sum for a toy store purchase. The only netbook I recognized by name was the Disney netbook. The recently announced Nickelodeon netbook was nowhere to be found. I noticed how each netbook was wrapped with three bulky secure straps, making them look less appealing. I asked the manager how the netbooks were selling. “Well, we’re seeing some movement with them, but not a lot. My assumption is that they’re doing better at stores like BestBuy and other consumer goods stores like that.” I asked specifically about the Disney netbook and she said it wasn’t moving any more than the others, though its light coloring and prominent shelf position made it easier to find over its competitors.

Thinking about the latest news in the video games world, I asked how The Beatles Rock Band title was doing.

“The title is doing well. The peripherals are selling nicely too.”

“Anything else of note that’s selling?” Nothing came to mind for her.

“How about that giant Dora display?” I asked.

“Well, I think people don’t quite know what to make of that one yet. Diego recently has been attracting more attention than Dora. While there are still many people that love Dora, Diego is hot. It’s doing well.”

The manager left to follow up on a call in another part of the store. My young friend told me the reason why Diego is doing better than Dora is because there are animals on Diego’s show. “Oh,” I said. “That makes sense.”

I then brought my ScribbleNauts title, along with the latest Professor Layton title to the counter. I was so excited about a new Professor Layton game, the last one was fantastic.

Trying to strike up a similar conversation with the clerk who was ringing up our purchase I realized there are two kinds of toy people in the world; Those who love toys, love talking about toys, love the business of toys and those who are simply there to punch a clock. I wondered how could anyone not love the toy world, warts and all?

Having completed my purchase, it was announced over the store’s sound system that the store was closed. Now it was my turn to grab my young friend’s hand and drag her through the outside path of the store quickly looking at products we had yet to see.

We scrambled through preschool. Nothing noteworthy stood out which I found very odd. There is always something of interest in this part of the store.

Opposite of the preschool isle there was an end cap display that offered Transformers masks complete with voice pitch shift capability. Cool!

Then we passed a dozen or so miniature, battery powered jeeps and SUVs, the standing out from the crowd. They were all so gigantic in size! My friend wanted to stay here and explore, but there was no time. I wondered how anyone would have space in their garage for such a thing?

VTech's toy laptop

Then there was a VTech end cap displaying two different “laptop” computers. These simplified electronic toy computers were targeting young children, but would the 3 inch black and white screen display be enough of a toy offer to maintain a child’s interest, even if that toy was priced for 60 bucks? I began to wonder if the rapid pace of technology change would result in five year olds demanding a real laptop with a real screen next holiday season.

At the end of another isle I was surprised to find that Publications International was still selling their talking books. VTech also had a similar, but smaller talking book display. Okay, maybe I’m jaded, but didn’t the LeapPad and PowerTouch talking book craze move on already? I wondered if the buzz around the Amazon Kindle was behind the decision to keep selling these talking books for another year. Couldn’t any new features be introduced over last year’s model in the domain of toys, reading and technology?

On the way towards the store exit, we passed the Star Wars display again. “No! We have to go!” shouted my young friend. As I was being dragged by the giant Dora display for a second and final time I said “Adiós amigo” and headed out the door. There was so much left to see, so much more to talk about with the store manager. It would have to wait for another visit. Maybe Dora the Explorer is a fitting guest to welcome you to the store after all, whatever her age happens to be, especially if you like to explore the business of toys.

Kids, Virtual Worlds, and TV Ads

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.

What Works For Virtual Play? – Questions to ask about Web-enabled toys

Wednesday, May 6th, 2009

[The following is an article I wrote for Playthings Magazine which appears in the May 2009 issue.]

Photo of girl holding her stuffed animal while playing on a laptop computer

When toy companies talk about new toy products, there’s often a lot of discussion around a toy’s play patterns. What is it about the toy that resonates with a child? What play patterns will the toy tap into? Will the play pattern extend across age and gender differences?

Sometimes answering play pattern questions like these are pretty straight forward, other times their answers are not as clear cut. Potentially even more complicated is describing the play pattern around a toy product tied to a virtual world or online experience. What kind of play pattern are we talking about now? How does the play experience through an avatar in an online world differ from that of a child playing with a physical toy in the real world?

These are hard questions to answer, but they are ones I’m betting more and more people will be asking in the world of youth marketing.

The 2008 American International Toy Fair was a big year for virtual world toy products. Unlike years before, 2008 saw many virtual world product announcements, a first for the show. Some of the biggest announcements came from the likes of Disney and Techno Source with Pixie Hallow and Clickables, iToys with the Me2 Universe, Ty with Beanie Babies 2.0 and TyGirls, and 10Vox with Tracksters and KooKeys. Each of these companies offered a virtual play experience through the purchase of a tangible toy product—the business model of preference being one in which the consumer buys a tangible product that grants access to an online world.

Fast forward to 2009. It seems almost every few days we learn of a new virtual world for kids. While a number of virtual worlds were announced on the show floor during the 2009 Toy Fair, even more were announced outside of the walls of the Javits Center. What was surprising was the number of new product announcements, not just updates to old products launched a year or two prior. Take note for the future: February could very well become the product announcement month of choice in the virtual world space. Such announcements started in 2008 and today appear to be picking up steam.

As you can imagine, any announcement attached to a toy industry event will include some tangible toy product as part of the virtual world offering. Most often plush toys are the vehicle of choice for promoting virtual worlds to kids, but changes are underway within the toy-related niche of the virtual world space. Just about anything these days can include a password key on a piece of paper to allow access to an online destination. Also added to the mix are new solutions that include USB thumb drives that plug into your computer and become the keys to playing in these online destinations.

When I look back on the last two years of tangible toy/virtual world product announcements, I notice two trends, in particular, related to the software portion of the announcement:

  1. At the time when a company first makes a virtual world announcement, the virtual world is generally far from completion. If the virtual world has been in development for a long time and is in the process of a sizable public beta effort (meaning many actual consumers are testing the virtual world to flush out problems and improve the quality and stability of the product), this is a good thing. A sizable public testing effort should be the norm with all such products, but sadly it is not. As a result, first-year launches can be challenging for both the companies that make the products as well as the children who use them, typically resulting in poor reviews out of the gate.

  2. After a product has officially launched, it tends to be improved and expanded upon as sales grow or as web traffic proves what is working and what is not within the virtual world. These sorts of improvements are generally seen with products that have been in the marketplace for at least two years.

As it relates to the overall offering of both the physical and virtual parts of the product, I have these additional observations related to the buying and selling of these items that can lead to consumer success:

  • How “giftable” is the product? For example, one of the things I love about Webkinz is that the current line of plush toys makes for a great gift idea. They are priced right and are easy to give. Also, the cost to get online is attached to the purchase of the tangible item. This removes the burden from a child of figuring out how they may have to pay for the online experience.

  • Related to cost, are there any hidden fees to gain access to the online world? Sometimes the purchase of the tangible product will not allow full access online. Some virtual worlds can be tiered or gated in a way that premium content is restricted until a credit card is used. A number of different financial models exist related the sale of such products. Be sure to ask if the purchase of the tangible good is the only fee involved or if other fees are part of the online experience.

  • What kind of tangible toy selection is possible? Are there only a small number of items at one specific cost or are many SKUs available across a variety of price points? A variety of products and pricing options can be of benefit to sales.

  • Is there more to the virtual world than just game play? Few of the latest virtual world announcements offer an experience beyond games. Two products to watch that offer something more include Jacabee’s The Jacabee Code, which promotes a unique approach to learning history and Tales 4 Tomorrow, a destination that is all about animal conservation (with plush toys from Fiesta).

  • How deep is the online experience? How many activities and how much content is available? What is the mix of games to creativity tools? Newer sites may not have as much depth as sites that have been on the market for some time.

  • Who does the product appeal to, boys or girls? Historically, very few of these virtual world offerings have had an appeal to boys 9 years old and older. However, this too is changing. New destinations with a greater appeal to boys include products like the car-centric Tracksters, Revnjenz (Revnjenz) and KizMoto (KizToys); and the dinosaur-themed Webosaurs (Reel FX) and Xtractaurs (Mattel).

  • What about younger users? While it may be surprising to find even younger users interested in similar online destinations, many of the social and communication tools available to older users are just not of interest to younger users. Age-appropriate products for young users have been in short supply. However, Ganz recently announced a younger version of Webkinz called Webkinz Jr., and since 2007, Gigapals has offered an eponymously-named site with related toys for the same audience: ages 3 to 6. When thinking up products for younger children, consider the amount of reading and audio instruction provided within these worlds. This demographic may be computer savvy enough to get to your site, but they may still be challenged by the inclusion of too much text once they arrive there.

  • If the online world allows its users the ability to communicate with one another, is the method of communication “canned chat,” “filtered chat” or “open chat”? In addition, what kind of monitoring is provided to prevent inappropriate conversation or cyber bullying?

It’s hard to easily describe the appeal of online worlds for kids. An answer may be found with the sense of independence or a feeling of being in complete control over the digital universe. There might also be an aspirational component to these worlds, as well, that is hard for an adult to fully understand. Part of this new play experience may be an extension of pretend play we’re all so familiar with, related to kids and toys in the real world. One thing is certain, virtual worlds are an expanding part of a child’s play options, however you choose to define the play pattern. And because new virtual worlds are being announced more frequently, chances are there’s one that’s a perfect fit for any girl or boy, or maybe even the child at heart.