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	<description>Exploring the World of Digital Youth</description>
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		<title>Will Wright on Game Design, Play and Learning</title>
		<link>http://www.360kid.com/blog/2012/01/will-wright-interview/</link>
		<comments>http://www.360kid.com/blog/2012/01/will-wright-interview/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 18:29:32 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Interface Design/Product Development]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Learning Games]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Technology Toys]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA["Maria Montessori"]]></category>
		<category><![CDATA[Children's Technology Review]]></category>
		<category><![CDATA[CTR]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[early learning]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[games for change]]></category>
		<category><![CDATA[HiveMind]]></category>
		<category><![CDATA[Jeff Braun]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[manipulatives]]></category>
		<category><![CDATA[Maxis]]></category>
		<category><![CDATA[Montessori]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[serious games]]></category>
		<category><![CDATA[SimCity]]></category>
		<category><![CDATA[simulations]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[Spore]]></category>
		<category><![CDATA[The Sims]]></category>
		<category><![CDATA[Toys]]></category>
		<category><![CDATA[Will Wright]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=1019</guid>
		<description><![CDATA[[The following is an article I wrote for the January 2012 issue of Children's Technology Review.]

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&#8217;s currently working on a new [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the January 2012 issue of <i><a href="http://www.childrenstech.com/" target="_blank">Children's Technology Review</a></i>.]</p>
<p><a href="http://www.360kid.com/blog/images/Will_Wright_large.jpg" target="_blank"><img src="http://www.360kid.com/blog/images/Will_Wright_small.jpg" alt="Will Wright, video game developer extraordinaire, takes questions from the audience while sitting on stage" align="left" /></a></p>
<p>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&#8217;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).</p>
<p><b>Scott Traylor:</b> In your presentations you often refer to learning theory, including your own Montessori education. It seems you have a passion for the topic.</p>
<p><b>Will Wright:</b> Learning theory is certainly one of the factors that shapes my talks and my work in general, but it&#8217;s only one element. For me, making a game or a talk is a process of continual self-discovery.</p>
<p><b>Scott:</b> Can this be attributed to your Montessori background?</p>
<p><b>Will:</b> Montessori is good for self-discovery and exploration, but Montessori didn&#8217;t  invent it. Self-discovery and exploration have existed for millennia before Montessori. it&#8217;s the way the human brain works. The whole constructivist approach to education simply leverages hardware that&#8217;s already built in.</p>
<p><b>Scott:</b> When you say &#8220;constructivist&#8221; is it fair to say that you are thinking of Piaget and perhaps Seymore Papert?</p>
<p><b>Will:</b> 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&#8217;s something that has remained, almost becoming more relevant in terms of its implications with modern technology, or our imaginations, and our creativity. It&#8217;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.</p>
<p><b>Scott:</b> So you’re saying we&#8217;re at a point, technically speaking, where we are empowered as creators, as explorers, in anything that might interest us?</p>
<p><b>Will:</b> 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&#8217;ve seen it. Think back 100 years ago what it would have taken for that to happen. It just wasn&#8217;t  a possibility then, but now it&#8217;s a possibility for anyone.</p>
<p><b>Scott:</b> 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&#8217;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.</p>
<p><b>Will:</b> 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.</p>
<p><b>Scott:</b> When you talk about games, or video games, you often refer to these things as playful objects. Is that intentional?</p>
<p><b>Will:</b> Let&#8217;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&#8217;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&#8217;s really just semantics but it&#8217;s cultural as well. A lot of people think of games, video games, as this brand new thing that&#8217;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.</p>
<p><img src="http://www.360kid.com/blog/images/Will_Wright_learning_model.jpg" alt="Graphic displaying Will Wright's learning model, comparing the universe of play and games." align="right" /></p>
<p><b>Scott:</b> Are there any play experts you follow?</p>
<p><b>Will:</b> 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&#8217;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&#8217;t  think any one of these things is going to capture the subject completely. You have to triangulate from all these different perspectives.</p>
<p><b>Scott:</b> Do you think the vocabulary around play and around games is evolving?</p>
<p><b>Will:</b> In general, yes. A game is like the nucleus of the experience, but it&#8217;s not the whole experience. I spend a lot of time thinking about the meta-game, the experiences we&#8217;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&#8217;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.</p>
<p><b>Scott:</b> 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?</p>
<p><b>Will:</b> Yes, in some sense the game in the player&#8217;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&#8217;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&#8217;s self.</p>
<p><b>Scott:</b> Is it accurate to say that the opportunity for creative expression is also a central part of your games?</p>
<p><b>Will:</b> it&#8217;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.</p>
<p><b>Scott:</b> You have this amazing ability to translate complicated systems into successful play objects. What is your thought process?</p>
<p><b>Will:</b> First, how much are these things representations of the real world? When I get started it&#8217;s usually with something that contains some aspect of the real world that fascinates me. I&#8217;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&#8217;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&#8217;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, &#8220;I don&#8217;t think that&#8217;s the way traffic really works&#8221; or &#8220;I don&#8217;t think the land value model is very accurate because of this or that.&#8221; 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.</p>
<p><b>Scott:</b> Once a certain of level of mastery is achieved with a game, that&#8217;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?</p>
<p><b>Will:</b> Yes, that&#8217;s the real model we&#8217;re building, actually. The computer is really just a compiler for that model.</p>
<p><a href="http://www.360kid.com/blog/images/Montessori_bead_work_large.jpg" target="_blank"><img src="http://www.360kid.com/blog/images/Montessori_bead_work_small.jpg" alt="In a Montessori classroom you will see thousands of tangible manipulatives. This photo is an example of bead work" align="right" /></a></p>
<p><b>Scott:</b> 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&#8217;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.</p>
<p><i><b>Photo above:</b> The typical Montessori learning experience is based on time with tangible manipulatives, such as these base 10 beads. There&#8217;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?</i></p>
<p><b>Will:</b> Think about it. That&#8217;s what we call the scientific method. Quantum mechanics does not describe, is not reality, but it&#8217;s our best model so far for describing what we observe to be reality. it&#8217;s not the first model we built to describe it and it&#8217;s not the last model we&#8217;re going to build either. Each model is making a more accurate understanding of reality. They&#8217;re all just models and none of them are accurate representations of actual reality.</p>
<p><b>Scott:</b> 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?</p>
<p><b>Will:</b> There are a lot of things people learn from games that can&#8217;t  be measured on any test. On the surface games don&#8217;t necessarily feel like education. But when you look deeper into them they really represent a fundamentally deeper level of education. There&#8217;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 &#8220;a-ha&#8221; moment &#8212; 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&#8217;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&#8217;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&#8217;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. &#8220;Do I really need to do this now?&#8221; or “Should I really spend that money?&#8221; For the first time, the game caused them to clearly see the decisions they were making in every day life.</p>
<p><b>Scott:</b> 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.</p>
<p><b>Will:</b> 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?</p>
<p><b>Scott:</b> 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?</p>
<p><b>Will:</b> 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.</p>
<p><b>Linkography:</b></p>
<ul>
<li><a href="http://www.nytimes.com/2006/10/08/magazine/08games.html?scp=2&#038;sq=Spore,%20Will%20Wright&#038;st=cse">NY Times &#8211; The Long Zoom, by Steven Johnson</a><br />
October 8,  2006</p>
<li><a href="http://www.ted.com/talks/will_wright_makes_toys_that_make_worlds.html">TED Talk &#8211; Will Wright makes toys that make worlds</a><br />
March, 2007</p>
<li><a href="http://www.nytimes.com/2008/11/23/magazine/23wwln-domains-t.html">NY Times &#8211; SimCity Living</a><br />
November 21, 2008</p>
<li><a href="http://kotaku.com/5164248/maria-montessori-the-138+year+old-inspiration-behind-spore">Maria Montessori: The 138-Year-Old Inspiration Behind Spore</a><br />
March 29, 2009</p>
<li><a href="http://www.youtube.com/watch?v=ceNrnxbpmrQ">Jeff Braun presentation at Dust or Magic Design Institute</a><br />
November 1, 2009</p>
<li><a href="http://dotearth.blogs.nytimes.com/2011/02/05/the-man-behind-spore-explores-gaming-as-learning/?scp=1&#038;sq=Spore,%20Will%20Wright&#038;st=cse">The Man Behind Spore Explores Gaming as Learning</a><br />
February 5,  2011</p>
<li><a href="http://www.huffingtonpost.com/2012/01/02/hivemind-the-sims-will-wright_n_1179594.html">Huffington Post &#8211; HiveMind Creator Will Wright Hopes To Turn Real-Life Into A Game</a><br />
January 2, 2012</ul>
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		<title>Research Watch &#8211; Children and Screens</title>
		<link>http://www.360kid.com/blog/2011/11/children_and_screens/</link>
		<comments>http://www.360kid.com/blog/2011/11/children_and_screens/#comments</comments>
		<pubDate>Wed, 02 Nov 2011 18:47:14 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 00-02/Infant]]></category>
		<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[AAP]]></category>
		<category><![CDATA[American Academy of Pediatrics]]></category>
		<category><![CDATA[app gap]]></category>
		<category><![CDATA[apps]]></category>
		<category><![CDATA[babies]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[Common Sense Media]]></category>
		<category><![CDATA[CSM]]></category>
		<category><![CDATA[digital divide]]></category>
		<category><![CDATA[Kaiser Family Foundation]]></category>
		<category><![CDATA[KFF]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[preschoolers]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[screens]]></category>
		<category><![CDATA[toddlers]]></category>
		<category><![CDATA[Vicky Rideout]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=979</guid>
		<description><![CDATA[[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&#8217;s a look beyond the headlines.
Event #1: The AAP Position Statement

In mid-October the American Academy of [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the November 2011 issue of <i><a href="http://www.childrenstech.com/" target="_blank">Children's Technology Review</a></i>.]</p>
<p><i><b>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&#8217;s a look beyond the headlines.</b></i></p>
<p><b>Event #1: The AAP Position Statement</b></p>
<p><img src="http://www.360kid.com/blog/images/AAP.jpg" alt="Ari Brown, MD presents the updated AAP Policy Statement for media use and children ages zero to two years old" align="left" /></p>
<p>In mid-October the <a href="http://www.aap.org/" target="_blank">American Academy of Pediatrics</a> (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. <b>Fast forward to last month and the policy statement is pretty much the same.</b> TV at this early age is still not educational. But hasn&#8217;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&#8217;t many studies available regarding interactive screen use, for any age group.</p>
<p><b>Event #2: Zero to Eight: Children&#8217;s Media Use in America</b></p>
<p><img src="http://www.360kid.com/blog/images/CSM.jpg" alt="Vicky Rideout presents the latest media use findings for children ages zero to eight years old" align="left" /></p>
<p>Exactly one week after that AAP press event <a href="http://www.commonsensemedia.org/" target="_blank">Common Sense Media</a> 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 <a href="http://www.vjrconsulting.com/" target="_blank">Vicky Rideout</a> used to work with the <a href="http://www.kff.org/" target="_blank">Kaiser Family Foundation</a>, 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&#8217;s bedroom. <b>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!</b> 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!</p>
<p>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, &#8220;Is that right?&#8221; 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. <b>The question I ask an eager iPad development community &#8220;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?&#8221;</b> Another surprising number, among the poorest households 38% of respondents didn&#8217;t know what an &#8220;app&#8221; was. This paper describes a new trend referred to the “app gap.” Those of us working in the children&#8217;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&#8217;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&#8217;s technology space. Thankfully additional reports may be on the horizon in two, probably three more years says Vicky.</p>
<p>So what are the main take-aways? <b>Television is still very prominent in the lives of children ages 0 to 8.</b> Just three years ago researchers were not aware of the influence the app concept would have in the children&#8217;s media space. Apps didn&#8217;t exist. <b>Change is happening, but not equally for all children.</b> Television still remains the best way to reach young children with educational content, especially children in socio-economically disadvantaged homes. <b>However, there is now no doubt that interactive media is changing the media landscape.</b></p>
<p><b>Referenced research links:</b></p>
<ul>
<li>AAP Policy Statement <br /> <a href="http://pediatrics.aappublications.org/content/early/2011/10/12/peds.2011-1753.abstract" target="_blank">Media Use by Children Younger than 2 Years</a> <br />Also <a href="http://pediatrics.aappublications.org/content/128/5/1040.full?gca=pediatrics%253B128%252F5%252F1040&#038;hits=20&#038;FIRSTINDEX=0&#038;SEARCHID=1320199816450_6050" target="_blank">this link</a>
<li>Common Sense Media <br /> <a href="http://www.commonsensemedia.org/research/zero-eight-childrens-media-use-america" target="_blank">Zero to Eight: Children&#8217;s Media Use in America</a>
<li>Northwestern University <br /> <a href="http://cmhd.northwestern.edu/?page_id=9" target="_blank">Media Use Among White, Black, Hispanic and Asian American Children</a> (an update to the 2010 Kaiser Family Foundation children’s Media Use Report) <br />Also <a href="http://www.northwestern.edu/newscenter/stories/2011/06/media-usa-youth-wartella.html" target="_blank">this link</a>
<li>Kaiser Family Foundation <br /><a href="http://www.kff.org/entmedia/mh012010pkg.cfm" target="_blank">Generation M2: Media in the Lives of 8- to 18-Year-Olds</a>
<li>Kaiser Family Foundation <br /> <a href="http://www.kff.org/entmedia/entmedia052406pkg.cfm" target="_blank">Study Shows How Kids&#8217; Media Use Helps Parents Cope</a>
<li>Kaiser Family Foundation <br /> <a href="http://www.kff.org/entmedia/entmedia030905pkg.cfm" target="_blank">Generation M: Media in the Lives of 8-18 Year-olds </a>
<li>Kaiser Family Foundation <br /> <a href="http://www.kff.org/entmedia/1535-index.cfm" target="_blank">Kids &#038; Media @ The New Millennium</a>
<li>Vicky Rideout interview <br /> <a href="http://www.youtube.com/watch?v=YAf_SsZE0Ho" target="_blank">Zero to Eight Children&#8217;s Media Use Research Overview</a> (video)
<li>Vicky Rideout <a href="http://www.youtube.com/watch?v=GfuVHSpQT1Q" target="_blank">Presentation of 0 to 8 Report</a> (video)
<li><a href="http://www.youtube.com/watch?v=9EuXIrWUkI0" target="_blank">AAP policy statement for the press</a> (video) </ul>
]]></content:encoded>
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		<title>Peeking Under the Cloak of Wizard101</title>
		<link>http://www.360kid.com/blog/2011/09/wizard101_interview/</link>
		<comments>http://www.360kid.com/blog/2011/09/wizard101_interview/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 15:17:27 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Josef Hall]]></category>
		<category><![CDATA[kids virtual worlds]]></category>
		<category><![CDATA[KingsIsle]]></category>
		<category><![CDATA[magic]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[Todd Coleman]]></category>
		<category><![CDATA[Wizard 101]]></category>
		<category><![CDATA[Wizard101]]></category>
		<category><![CDATA[WolfQuest]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=929</guid>
		<description><![CDATA[[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 [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the September 2011 issue of <i><a href="http://www.childrenstech.com/" target="_blank">Children's Technology Review</a></i>. 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.]</p>
<p><img src="http://www.360kid.com/blog/images/wizard101_josef_and_todd.jpg" alt="The creators behind Wizard101: Josef Hall and Todd Coleman" align="left" /></p>
<p>Being the number one virtual world for kids is no small thing, especially in these days of Disney, Nick and Cartoon Network. But what&#8217;s interesting about <a href="http://www.wizard101.com" target="_blank">Wizard101</a> is that 60% of visitors are playing with another member of their family (at least, according to a recent <a href="http://prn.to/laV1Gh" target="_blank">Trinity University study</a>). What&#8217;s are they doing right?</p>
<p>To find out, <a href="http://childrenstech.com/" target="_blank">CTR</a> correspondent Scott Traylor interviewed head wizards at <a href="http://www.kingsisle.com/" target="_blank">KingsIsle</a>: 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.</p>
<p><b><i>Where did the Wizard101 idea come from?</i></b></p>
<p><img src="http://www.360kid.com/blog/images/wizard101_faculty.jpg" alt="The Wizard101 faculty" align="right" /></p>
<p><b>Josef Hall:</b> 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&#8217;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.</p>
<p><b>Todd Coleman:</b> 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.</p>
<p><b><i>So the founders of KingsIsle brought you on and charged you with developing a virtual world product for them?</i></b></p>
<p><b>Todd:</b> The story goes back earlier than that. <a href="http://www.kingsisle.com/corporate/management" target="_blank">Elie Akilian</a>, 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&#8217;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.</p>
<p><b><i>From the beginning the idea was to create a family-based wizarding world, even before KingsIsle was formed?</i></b></p>
<p><b>Todd:</b> Yes, in fact if you go back and read the high concept document that Josef and I put together, it&#8217;s amazing how much of that original vision is exactly the same as what we created.</p>
<p><b><i>How long were you in development?</i></b></p>
<p><b>Josef:</b> About two and a half years before we went into alpha with friends and family.</p>
<p><b>Todd:</b> And another eight weeks before we went live.</p>
<p><b><i>Did the masses come right away?</i></b></p>
<p><b>Todd:</b> It took time. It was about six months of steady growth, but we hadn&#8217;t yet hit the tipping point. That was in December 2008 when it started to pick up steam.</p>
<p><b>Josef:</b> 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.</p>
<p><b><i>How has Wizard101 changed since you launched?</i></b></p>
<p><b>Josef:</b> The game has stayed true to what it was when we launched, but we&#8217;ve added a lot of things, like a housing system and gardening. Everything has kind of the wizard slant. The gardening&#8217;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&#8217;s all very tongue-in-cheek. We&#8217;ve added a pet system where you can own pets and grow them through different in-game mini games. We&#8217;ve also added a lot of new worlds, some are pretty big departures from the existing world, like Celestia, which is underwater.</p>
<p><img src="http://www.360kid.com/blog/images/wizard101_garden.jpg" alt="The Wizard101 garden is truly magical." align="center" /></p>
<p><i>[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.]</i></p>
<p><b><i>Have you learned anything surprising about your audience?</i></b></p>
<p><b>Todd:</b> It&#8217;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&#8217;s something you can&#8217;t predict going in. You sit down, make the best game you can, and what you don&#8217;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&#8217;s an amazing thing to watch.</p>
<p><b><i>How has the business of virtual worlds changed in the last few years?</i></b></p>
<p><b>Todd:</b> Back when we started Wizard, the biggest game at the time was <a href="http://www.everquest.com/" target="_blank">EverQuest</a>, 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 <a href="http://us.battle.net/wow/en/" target="_blank">World of Warcraft</a> 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&#8217;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.</p>
<p><b><i>What was your single biggest moment in the Wizard101 history?</i></b></p>
<p><b>Josef:</b> 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.</p>
<p><b>Todd:</b> 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 &#8220;Wouldn&#8217;t it be cool?&#8221; conversation to actually seeing it on the screen. It was buggy, the sound wasn&#8217;t working, the cinematics were too long, the cameras weren&#8217;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, &#8220;Okay, we&#8217;ve got something here.&#8221; I think it was two in the morning. But that moment, you turn that corner and know you&#8217;ve gone from an idea to an actual game. Nothing beats that.</p>
<p><i>(Photo and images © KingsIsle Entertainment)</i></p>
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		<title>Children&#8217;s Virtual Worlds — Sliced and Diced</title>
		<link>http://www.360kid.com/blog/2011/07/vws-sliced-and-diced/</link>
		<comments>http://www.360kid.com/blog/2011/07/vws-sliced-and-diced/#comments</comments>
		<pubDate>Wed, 06 Jul 2011 12:16:14 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[casual gaming]]></category>
		<category><![CDATA[educational]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[metrics]]></category>
		<category><![CDATA[MMOs]]></category>
		<category><![CDATA[stats]]></category>
		<category><![CDATA[teens]]></category>
		<category><![CDATA[Top 10]]></category>
		<category><![CDATA[Top 20]]></category>
		<category><![CDATA[tweens]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=910</guid>
		<description><![CDATA[[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 [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the July 2011 issue of <i><a href="http://www.childrenstech.com/" target="_blank">Children's Technology Review</a></i>. 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]</p>
<p><a href="http://www.360kid.com/blog/images/top_20_vws.jpg" target="_blank"><img src="http://www.360kid.com/blog/images/top_20_vws_sm.jpg" alt="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" align="right" /></a></p>
<p>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.</p>
<p>WHAT’S HOT? The most popular destinations for both kids and adults are &#8220;casual gaming&#8221; destinations. For kids and tweens, that means <a href="http://www.Wizard101.com" target="_blank">Wizard 101</a>, <a href="http://www.Poptropica.com" target="_blank">Poptropica</a>, <a href="http://www.clubpenguin.com" target="_blank">Club Penguin</a> and <a href="http://www.moshimonsters.com" target="_blank">Moshi Monsters</a> (which was <a href="http://www.ft.com/cms/s/2/e2c2cfec-9e45-11e0-8e61-00144feabdc0.html#axzz1QnCJeuGQ" target="_blank">just valued at $200 million</a>). While social and chat-based destinations like <a href="http://www.imvu.com" target="_blank">IMVU</a> and <a href="http://www.hi5.com" target="_blank">Hi5</a> fall in second place for the young adult and older crowd, destinations that have a toy tie-in or real world connection, like <a href="http://www.Webkinz.com" target="_blank">Webkinz</a> and <a href="http://www.Bearville.com" target="_blank">Build-A-Bearville</a> 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.</p>
<p>Two destinations have really taken off. <a href="http://www.minecraft.net" target="_blank">Minecraft</a>, a &#8220;better than <a href="http://universe.lego.com" target="_blank">LEGO Universe</a>&#8221; 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 <a href="http://minecraftteacher.net/" target="_blank">lesson plans</a> around Minecraft’s in-world building activities. The second destination of note is Nickelodeon’s latest virtual world offering, <a href="http://www.monkeyquest.com" target="_blank">Monkey Quest</a>. 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.</p>
<p>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.</p>
<p>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 <a href="http://www.jumpstart.com" target="_blank">JumpStart</a> and their new and fast growing world <a href="http://www.mathblaster.com" target="_blank">Math Blaster</a>. Almost all other destinations show small numbers in comparison.</p>
<p>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 &#8220;that&#8217;s impossible, we will never have that many.&#8221; 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.</p>
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		<title>The Thin Line Between Education and Entertainment</title>
		<link>http://www.360kid.com/blog/2011/05/eduandent/</link>
		<comments>http://www.360kid.com/blog/2011/05/eduandent/#comments</comments>
		<pubDate>Fri, 13 May 2011 16:48:04 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Hollywood]]></category>
		<category><![CDATA[Joan Ganz Cooney Center]]></category>
		<category><![CDATA[Marshall McLuhan]]></category>
		<category><![CDATA[STEM]]></category>
		<category><![CDATA[Vinton Cerf]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=892</guid>
		<description><![CDATA[[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 &#038; [...]]]></description>
			<content:encoded><![CDATA[<p><i>[The following is a piece I wrote for the <a href="http://joanganzcooneycenter.org/">Joan Ganz Cooney Center</a>'s 2011 Leadership Forum, <a href="http://www.learningfromhollywood.org/"><i>Learning from Hollywood</i></a>, 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 <a href="http://cinema.usc.edu/">USC School of Cinematic Arts</a> on May 16 &#038; 17. ]</i></p>
<p>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?</p>
<p>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. </p>
<p>During our meeting we talked about how Google looks at the world of content. Vint shared with me the following:</p>
<blockquote><p><i>“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.”</i></p>
</blockquote>
<p>Upon reflecting on Vint’s words, I immediately thought of a quote by the great media thinker Marshall McLuhan, who famously said:</p>
<blockquote><p><i>“Anyone who makes a distinction between entertainment and education doesn’t know the first thing about either.”</i></p>
</blockquote>
<p>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?</p>
<p>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.</p>
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		<title>Nerds, Video Games, and 10,000 Tweets from PAX East</title>
		<link>http://www.360kid.com/blog/2011/03/paxeast/</link>
		<comments>http://www.360kid.com/blog/2011/03/paxeast/#comments</comments>
		<pubDate>Mon, 14 Mar 2011 16:00:57 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[video games]]></category>
		<category><![CDATA[aggregate]]></category>
		<category><![CDATA[Boston]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[data]]></category>
		<category><![CDATA[East]]></category>
		<category><![CDATA[PAX]]></category>
		<category><![CDATA[PAXeast]]></category>
		<category><![CDATA[SXSW]]></category>
		<category><![CDATA[Twitter]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=863</guid>
		<description><![CDATA[
205. That&#8217;s how many times the word &#8220;nerd&#8221; was used. This is just one piece of data I pulled from the tweets of a three day video game conference in Boston called PAX East. The event started at 10 AM on Friday morning and continued through to 6 PM Sunday evening. In that time I [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/PAXeast_logo.jpg" alt="PAX East comes to Boston. Video gamers delight!" align="right" hspace=10 />
<p>205. That&#8217;s how many times the word &#8220;nerd&#8221; was used. This is just one piece of data I pulled from the tweets of a three day video game conference in Boston called <a href="http://east.paxsite.com/">PAX East</a>. The event started at 10 AM on Friday morning and continued through to 6 PM Sunday evening. In that time I captured 10,256 tweets from 3,109 twitterers.</p>
<p>Based on some of the top words that appeared in the #PAXeast twitterverse, you could say something like the following to summarize the event:</p>
<blockquote><p><i>&#8220;I had an awesome (410) time at PAX East this year. While there was way too much waiting (230) in line (565) to play (295) my favorite game (462) I did have a lot of fun (289)! I sat in on many a panel (723) discussion and every night there was a great party (219). The late night Jenga (93) was excellent. The new Portal (112) game was on display as well as the new Poke (78) games. The Ubisoft (34) booth was amazing! The new Duke (106) Nukem booth was crowded too, but attendees were upset that this exhibitor broke with PAX East policy and had numerous booth babes (51). The highlight for me was seeing Curt (15) Schilling from 38 Studios (2) walking the floor. When PAX East returns next year I think I&#8217;ll wear my kilt (45)!</i></p>
</blockquote>
<p>A few choice nuggets of data include which devices attendees used to tweet from most (below): </p>
<table border="1" cellpadding="2">
<tr bgcolor="#00CED1">
<th width=125><font size ="1">Device</font></th>
<th width=60><font size ="1">Use count</font></th>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Apple iPhone</font></td>
<td ALIGN=left><font size ="1">2,674</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Android</font></td>
<td ALIGN=left><font size ="1">1,137</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">BlackBerry</font></td>
<td ALIGN=left><font size ="1">247</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Apple iPad</font></td>
<td ALIGN=left><font size ="1">220</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Windows Phone</font></td>
<td ALIGN=left><font size ="1">93</font></td>
</tr>
<p></font><br />
</table>
<p>Of the 123 different Twitter tools used, here were the top 10 (below):</p>
<table border="1" cellpadding="2">
<tr bgcolor="#00CED1">
<th width=125><font size ="1">Application</font></th>
<th width=60><font size ="1">Use count</font></th>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Twitter</font></td>
<td ALIGN=left><font size ="1">4,185</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">TweetDeck</font></td>
<td ALIGN=left><font size ="1">1,548</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">web</font></td>
<td ALIGN=left><font size ="1">1,080</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Echofon</font></td>
<td ALIGN=left><font size ="1">615</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">txt</font></td>
<td ALIGN=left><font size ="1">493</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Seesmic</font></td>
<td ALIGN=left><font size ="1">278</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">HootSuite</font></td>
<td ALIGN=left><font size ="1">211</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Twitterrific</font></td>
<td ALIGN=left><font size ="1">195</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">ÜberSocial</font></td>
<td ALIGN=left><font size ="1">180</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">TwitPic</font></td>
<td ALIGN=left><font size ="1">150</font></td>
</tr>
<p></font><br />
</table>
<p>The Top 20 Tweeters accounted for about 10% of the tweet traffic (below):</p>
<table border="1" cellpadding="2">
<tr bgcolor="#00CED1">
<th width=125><font size ="1">Twitter Name</font></th>
<th width=60><font size ="1">Tweets</font></th>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/retconning" target="_blank"> @retconning</a></font></td>
<td ALIGN=left><font size ="1">126</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/KCoxDC" target="_blank">@KCoxDC</a></font></td>
<td ALIGN=left><font size ="1">80</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/TheD6Generation" target="_blank">@TheD6Generation</a></font></td>
<td ALIGN=left><font size ="1">75</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/GermanCityGir" target="_blank">@GermanCityGir</a>l</font></td>
<td ALIGN=left><font size ="1">58</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/CelestialAxis" target="_blank">@CelestialAxis</a></font></td>
<td ALIGN=left><font size ="1">56</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/caseyayers" target="_blank">@caseyayers</a></font></td>
<td ALIGN=left><font size ="1">52</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/SagesOfRPG" target="_blank">@SagesOfRPG</a></font></td>
<td ALIGN=left><font size ="1">51</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/crimsong19" target="_blank">@crimsong19</a></font></td>
<td ALIGN=left><font size ="1">50</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/adarel" target="_blank">@adarel</a></font></td>
<td ALIGN=left><font size ="1">45</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/snoogans" target="_blank">@snoogans</a></font></td>
<td ALIGN=left><font size ="1">42</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/Espiox" target="_blank">@Espiox</a></font></td>
<td ALIGN=left><font size ="1">39</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/jkalli3" target="_blank">@jkalli3</a></font></td>
<td ALIGN=left><font size ="1">39</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/Halfazedninja" target="_blank">@Halfazedninja</a></font></td>
<td ALIGN=left><font size ="1">38</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/Reetesh" target="_blank">@Reetesh</a></font></td>
<td ALIGN=left><font size ="1">38</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/carolinexsun" target="_blank">@carolinexsun</a></font></td>
<td ALIGN=left><font size ="1">37</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/HaroldLi" target="_blank">@HaroldLi</a></font></td>
<td ALIGN=left><font size ="1">37</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/OneOfSwords" target="_blank">@OneOfSwords</a></font></td>
<td ALIGN=left><font size ="1">37</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/pwnophobia" target="_blank">@pwnophobia</a></font></td>
<td ALIGN=left><font size ="1">35</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/PlayXBLA" target="_blank">@PlayXBLA</a></font></td>
<td ALIGN=left><font size ="1">34</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitter.com/ryvvn" target="_blank">@ryvvn</a></font></td>
<td ALIGN=left><font size ="1">34</font></td>
</tr>
<p></font><br />
</table>
<p>Approximately 1,901 URLs were shared, with 1,701 of those being unique. The Top 20 links that made the rounds include (below):</p>
<table border="1" cellpadding="2">
<tr bgcolor="#00CED1">
<th width=200><font size ="1">URL</font></th>
<th width=60><font size ="1">Count</font></th>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://yfrog.com/h2przhdj" target="_blank"> http://yfrog.com/h2przhdj</a></font></td>
<td ALIGN=left><font size ="1">8</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://bit.ly/hMa72u" target="_blank"> http://bit.ly/hMa72u</a><br />Booth Babe Petition</br></font></td>
<td ALIGN=left><font size ="1">6</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://t.co/4OGEJtX" target="_blank"> http://t.co/4OGEJtX</a></font></td>
<td ALIGN=left><font size ="1">6</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitpic.com/48t7ai" target="_blank"> http://twitpic.com/48t7ai</a></font></td>
<td ALIGN=left><font size ="1">6</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://bit.ly/dWevnN" target="_blank"> http://bit.ly/dWevnN</a></font></td>
<td ALIGN=left><font size ="1">5</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://bit.ly/gHcM1b" target="_blank"> http://bit.ly/gHcM1b</a></font></td>
<td ALIGN=left><font size ="1">5</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://bit.ly/hBBDZc" target="_blank"> http://bit.ly/hBBDZc</a></font></td>
<td ALIGN=left><font size ="1">5</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://ow.ly/4dhmu" target="_blank"> http://ow.ly/4dhmu</a></font></td>
<td ALIGN=left><font size ="1">5</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://t.co/RPTvI0h" target="_blank"> http://t.co/RPTvI0h</a></font></td>
<td ALIGN=left><font size ="1">5</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitpic.com/48lfa3" target="_blank"> http://twitpic.com/48lfa3</a></font></td>
<td ALIGN=left><font size ="1">5</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://www.facebook.com/FireHoseGames" target="_blank"> http://www.facebook.com/FireHoseGames</a></font></td>
<td ALIGN=left><font size ="1">5</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://yfrog.com/h0pysnnj" target="_blank"> http://yfrog.com/h0pysnnj</a></font></td>
<td ALIGN=left><font size ="1">5</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://bit.ly/hGgvX0" target="_blank"> http://bit.ly/hGgvX0</a></font></td>
<td ALIGN=left><font size ="1">4</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://t.co/Znpd9sE" target="_blank"> http://t.co/Znpd9sE</a></font></td>
<td ALIGN=left><font size ="1">4</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitpic.com/48hct7" target="_blank"> http://twitpic.com/48hct7</a></font></td>
<td ALIGN=left><font size ="1">4</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://twitpic.com/48uzb1" target="_blank"> http://twitpic.com/48uzb1</a></font></td>
<td ALIGN=left><font size ="1">4</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://www.thatgamerhub.com/pax" target="_blank"> http://www.thatgamerhub.com/pax</a></font></td>
<td ALIGN=left><font size ="1">4</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://www.youtube.com/watch?v=ZliZfhCZbm8" target="_blank"> http://www.youtube.com/watch?v=ZliZfhCZbm8</a></font></td>
<td ALIGN=left><font size ="1">3</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://bit.ly/gFgk9J" target="_blank"> http://bit.ly/gFgk9J</a><br />Booth Babe Petition</br></font></td>
<td ALIGN=left><font size ="1">3</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1"><a href="http://t.co/HeStyza" target="_blank"> http://t.co/HeStyza</a></font></td>
<td ALIGN=left><font size ="1">3</font></td>
</tr>
<p></font><br />
</table>
<p>It was great to see such a popular event like this in Boston. I heard over 60,000 attendees joined in from all over the globe. I just hope the show&#8217;s organizers don&#8217;t schedule next year&#8217;s PAX during the same time as <a href="http://sxsw.com/">SXSW</a> (250). <img src='http://www.360kid.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fun with 3D Glasses, and Ideas</title>
		<link>http://www.360kid.com/blog/2011/01/3d_glasses/</link>
		<comments>http://www.360kid.com/blog/2011/01/3d_glasses/#comments</comments>
		<pubDate>Sat, 01 Jan 2011 20:19:03 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Non-tech Fun]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[360KID]]></category>
		<category><![CDATA[3D glasses]]></category>
		<category><![CDATA[activity]]></category>
		<category><![CDATA[craft]]></category>
		<category><![CDATA[frog glasses]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[glasses]]></category>
		<category><![CDATA[Kermit]]></category>
		<category><![CDATA[Kermit the Frog]]></category>
		<category><![CDATA[movie glasses]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=837</guid>
		<description><![CDATA[
Ever wonder what you can do with those 3D glasses after you go to see one of the latest 3D movies? Yes, you can recycle the glasses, but what if you wanted to do something creative with them? Well, here you go, make your own Kermit the Frog glasses!
I&#8217;ve had the idea to create froggy [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/360KID_glasses.jpg" alt="Turning ideas into reality, make your own Kermit the Frog glasses" align="center" /></p>
<p>Ever wonder what you can do with those 3D glasses after you go to see one of the latest 3D movies? Yes, you can recycle the glasses, but what if you wanted to do something creative with them? Well, here you go, make your own Kermit the Frog glasses!</p>
<p>I&#8217;ve had the idea to create froggy spectacles for a couple of years now. Whenever I have a creative idea, I try to capture it in my &#8220;Idea Book.&#8221; I&#8217;ve been keeping an idea book for a long time, and I encourage others, especially young children, to keep an idea book too. Going on a long family trip? Bring along your idea book! Kids want to play another 15 minutes of video games? Okay, after you have come up with three new ideas to put in your idea book. It&#8217;s a lot of fun to look back on ideas you have sketched out. Sometime, long after you have captured your idea, you might realize you have the materials laying around to make your idea a reality!</p>
<p><a href="http://www.360kid.com/blog/images/3D_glassess_paper_cutouts.pdf" target="_blank"><img src="http://www.360kid.com/blog/images/360KID_glasses_template.jpg" alt="Here's a look at the different 3D glasses template I've created in the PDF file you can download. Included in the design is Kermit the Frog, stars, hearts, and dollar signs." align="right" hspace=5 /></a></p>
<p>To get started with your own glasses, <a href="http://www.360kid.com/blog/images/3D_glassess_paper_cutouts.pdf">click here to download a PDF template</a> I made with a few different designs. I&#8217;ve added stars, hearts and dollar signs. After you print out the page, use a pair of scissors to cut carefully along the inside of the thick gray line. If you&#8217;re really good, you can also try cutting out the inside shape using a sharp X-Acto knife, which will allow you to see through your glasses after you have applied the paper cut outs on top of the frames. I&#8217;ve found you can just slip the paper cutouts under the plastic rim to hold them in place. If you want the paper to stay in place more permanently, use a glue stick or rubber cement.</p>
<p>Enjoy making your own glasses, and take lots of photos to remember the fun! You can even paste a photo of your completed creations into your very own idea book to show others you can made your ideas come true!</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The Changing Views of the Online Experience &#8211; from Fears to Possibilities</title>
		<link>http://www.360kid.com/blog/2010/10/changing-views/</link>
		<comments>http://www.360kid.com/blog/2010/10/changing-views/#comments</comments>
		<pubDate>Wed, 06 Oct 2010 12:09:22 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Handhelds/Mobile Computing]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[360KID]]></category>
		<category><![CDATA[Children’s Partnership]]></category>
		<category><![CDATA[Common Sense Media]]></category>
		<category><![CDATA[FCC]]></category>
		<category><![CDATA[Julius Genachowski. E-Rate]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[PBS Kids]]></category>
		<category><![CDATA[privacy]]></category>
		<category><![CDATA[safety]]></category>
		<category><![CDATA[Scott Traylor]]></category>
		<category><![CDATA[Symantec]]></category>
		<category><![CDATA[Togetherville]]></category>
		<category><![CDATA[USC Annenberg]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=821</guid>
		<description><![CDATA[[This post first appeared on the Joan Ganz Cooney Center website, where I was invited to be a guest blogger for the day.]

Last week I attended Back to School – Learning and Growing in a Digital Age, an event which explored federal policy, e-learning, and digital literacy, sponsored by Common Sense Media, PBS Kids, USC [...]]]></description>
			<content:encoded><![CDATA[<p><i>[This post first appeared on the <a href="http://www.joanganzcooneycenter.org/Cooney-Center-Blog-107.html">Joan Ganz Cooney Center</a> website, where I was invited to be a guest blogger for the day.]</i></p>
<p><img src="http://www.360kid.com/blog/images/back_to_school_event.jpg" alt="Panelists from the September 2010 event, Back to School – Learning and Growing in a Digital Age. From Right to Left - Moderator: Wendy Lazarus of The Children's Partnership. Panelists: Sara DeWitt of PBS Kids, Mandeep Dhillon of Togetherville, Marian Merritt of Symantec, Joe Sullivan of Facebook, Catherine Teitelbaum of Yahoo!" align="center" /></p>
<p>Last week I attended <a href="http://annenberg.usc.edu/Events/2010/100921DigitalAge.aspx">Back to School – Learning and Growing in a Digital Age</a>, an event which explored federal policy, e-learning, and digital literacy, sponsored by <a href=" http://www.commonsensemedia.org/">Common Sense Media</a>, <a href="http://pbskids.org">PBS Kids</a>, <a href=" http://communicationleadership.usc.edu/">USC Annenberg’s Center on Communication Leadership &#038; Policy</a>, and <a href=" http://www.childrenspartnership.org/AM/Template.cfm?Section=Home">The Children’s Partnership</a>. The session that impacted me most was <i>Empowering Parents and Kids with Technology</i>. What was fascinating about the speakers on this panel was that collectively they described the evolution of Internet and its perceived challenges facing parents and kids over the last ten years, from a social perspective.</p>
<p>In the early online days, parents&#8217; concerns about the Internet were largely about preventing children from stumbling upon inappropriate content online. As time passed, the concern shifted towards one of a fear of online predators. Today, the focus of concern is more about a child’s privacy, cyberbullying, and what constitutes appropriate behavior online. If you think about it, our social perceptions of the Internet and how kids will experience positive as well as negative aspects of the online world have changed a lot in a very short time. The changes we see looking back, and the changes we have yet to realize, still point to the amazing potential the Internet offers our children. Here are a few noteworthy comments from the panel that capture this change:</p>
<p><b>Mandeep Dhillon</b>, CEO &#038; Co-Founder, <a href="http://togetherville.com/">Togetherville</a></p>
<blockquote><p><i>&#8220;There are many sociological changes occurring &#8230; If you look at the last couple of years, computing has become more social. We’re just now starting to see the first generation of tech-savvy parents know more about technology than their kids. In the past it was common for a parent to turn to their kid for help with technology. That’s no longer true. Now parents can actually say something meaningful about the technology their kids use. As a result, this is changing attitudes about how kids should be engaging with technology.&#8221;</i></p>
</blockquote>
<p><b>Marian Merritt</b>, Internet Safety Advocate, <a href="http://www.symantec.com/">Symantec</a></p>
<blockquote><p><i>&#8220;It’s been remarkable, over the last several years, seeing the dialog shift from fear and panic and a real lack of understanding on the parent’s part to discussions like this where we’ve moved the conversation to one that’s more realistic. However, I still think our parent community is lacking a bit, still focusing on mythology rather than the real world of their children. This gap prevents our children from being honest about what they are experiencing in the digital world, be it cyberbullying, be it downloading inappropriate content, running into things they don’t understand on the Internet. I think there’s some old fashioned issues we still need to contend with. Parents have been educated to protect their children from the Internet by placing the home computer in a central location. That was great information for a generation ago. Today, as our children increasingly have full access to the Internet on a device that fits in their pocket, these rules need to be adapted for a changing environment.&#8221;</i></p>
</blockquote>
<p><b>Catherine Titlebaum</b>, Director of Child Safety and Product Policy, <a href="http://www.yahoo.com/">Yahoo!</a></p>
<blockquote><p><i>&#8220;I’ve been watching online behavior for more than a decade now, In the past the conversation ws all about what kids consume, what they search for, and what they find. Over the years, as kids become increasingly more social online, we’ve had concerns about who they might connect with and speak with, and now it’s really about how are your children behave online. How are they living in these digital spaces as opposed to their real spaces? The challenge for parents to recognize is that this extension to digital life is real. It’s a real extension to real friendships, real learning, and there’s real interaction back and forth between these two spaces.&#8221;</i></p>
</blockquote>
<p>During the opening remarks of this event, <a href="http://www.fcc.gov/commissioners/genachowski/">FCC Chairman Julius Genachowski</a> spoke to the challenges all parents and children face:</p>
<blockquote><p><i>“It’s striking how much technology is part of kids’ lives today. Children are using multiple devices to consume 11 hours of content a day. They send a text message an average of once every 10 minutes they’re awake. There’s a lot to be concerned about here, and I don’t know a parent who isn’t. We need to find common-sense strategies to mitigate the risks of the new technologies, including the safety and the privacy of children online. We need to establish new norms for families; new strategies for the home and for when kids are on the move. Technology can and must be a key part of the solution to the problems technology creates. Real solutions that address real and growing needs that honor the First Amendment. Because here’s the truth: We can’t slow technology, and we shouldn’t try.”</i></p>
</blockquote>
<p>Though the Internet is not a perfect place, Genachowski went on to describe the benefits that are almost within our reach:</p>
<blockquote><p><i>“I believe that the opportunities of new communications technologies for our kids far exceed the risks. Indeed, I think it’s mandatory in the digital age – in our global digital economy – that we seize the opportunities of technology for our children; that we ensure universal access and digital literacy for all our kids; that we ensure that all our children, no matter the town or the school district they’re from, have the tools they need to be full participants in our digital economy and 21st century democracy.”</i></p>
</blockquote>
<p>This vision took a huge step forward last week as the FCC voted to modernize the current <a href="http://en.wikipedia.org/wiki/E-Rate">E-Rate</a> program, a mandate which was originally established by Congress years ago to bring the Internet to all schools and libraries in the US. This update will now guarantee these same institutions the very best and fastest broadband access to pave the way for innovative high-tech tools that are essential for a world-class education.</p>
<p>As we begin to see the National Broadband Plan advance this country’s digital infrastructure, the changes in social perceptions mentioned above only help propel this promise, complete with all of its widening educational possibilities. What an exciting time to be involved in the digital universe on behalf of children (and everyone one else too!) Yes, very real concerns will continue to exist in this digital future, perpetuated by media outlets looking to capitalize on shocking headlines, but it’s truly amazing how our collective intelligence about the Internet is changing from one of fear and reservation, to one of infinite possibilities.</p>
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		<title>Kids, Cartoons, and Sugary Cereal Ads</title>
		<link>http://www.360kid.com/blog/2010/09/kids-cartoons-cereal-ads/</link>
		<comments>http://www.360kid.com/blog/2010/09/kids-cartoons-cereal-ads/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 00:36:14 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[advertisements]]></category>
		<category><![CDATA[American Heart Association]]></category>
		<category><![CDATA[cereal]]></category>
		<category><![CDATA[children's television]]></category>
		<category><![CDATA[General Mills]]></category>
		<category><![CDATA[Kellogs]]></category>
		<category><![CDATA[Post Cereal]]></category>
		<category><![CDATA[sugar]]></category>
		<category><![CDATA[World Health Organization]]></category>
		<category><![CDATA[youth marketing]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=807</guid>
		<description><![CDATA[
Breakfast cereal is really not my thing. Sure I eat it, but when I’m reviewing commercials on TV for work, I’m usually looking for toys and techno playthings, not cereal. Recently however, while reviewing virtual world commercials as part of a new client request, I just couldn’t ignore the dozens of breakfast cereals being advertised [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/cereal_tv.jpg" alt="While the sun is shining outside,  a child is eating vibrant colored cereal while watching a cartoon on TV." align="right" hspace=10 />
<p>Breakfast cereal is really not my thing. Sure I eat it, but when I’m reviewing commercials on TV for work, I’m usually looking for toys and techno playthings, not cereal. Recently however, while reviewing virtual world commercials as part of a new client request, I just couldn’t ignore the dozens of breakfast cereals being advertised to kids. After noticing how many there are I decided to start a little side project. I would watch one children’s television station on any given Saturday morning and see what shows up. To begin my experiment I watched a five-hour Saturday morning block on Nickelodeon. Here are a few of the cereal ads I saw:</p>
<ul>
<li>Cinnamon Toast Crunch
<li>Cocoa Puffs
<li>Cookie Crisp
<li>Cupcake Fruity Pebbles
<li>Frosted Flakes
<li>Honey Nut Cheerios
<li>Lucky Charms
<li>Rheese&#8217;s Puffs
<li>Trix Swirls</ul>
<p>These commercials are in such heavy rotation you could see most of them within about an hour, along with numerous yogurt, candy and restaurant ads targeting kids. (Just a note, Nickelodeon is not the only children’s channel to air these commercials. These same ads could be seen on Cartoon Network and Disney XD.)</p>
<p>The technicolor explosion of sugary cereal ads blew my mind. Wasn’t there some standard, at least a code of ethics in place, that prevented marketing these cereals to children during their morning cartoons?  After doing a little research I learned in late 2007 the breakfast cereal industry announced they would self-regulate which products would and would not be advertised to children. They defined a number of industry guidelines; one in particular stated that this coalition of companies would not advertise cereals that contained more than 12 grams of sugar per serving to children. How much sugar did the cereals above contain? A quick trip to the supermarket revealed almost all skated just below the self-imposed rule of 12 grams per serving. But what was the standard serving size as part of this guideline? Almost all of these cereals recommended a serving size of 3/4 of a cup. Was that a lot? How much cereal does the average person eat for breakfast?</p>
<p>The next morning I went to the kitchen, poured myself a bowl of everyday, non-sugary cereal and measured it. I found I eat about 1 1/2 cups of cereal for breakfast. I then asked a number of kids, ages 11 – 14, to pour themselves a bowl of cereal, after which I measured each one. Their bowls ranged from 1 to 1 1/4 cups, 33 – 66% more than the recommended serving size.</p>
<p><img src="http://www.360kid.com/blog/images/cereal_chart.jpg" alt="This chart looks at a number of cereals advertised on television and compares the amount of sugar in the recommended serving size as well as other, larger serving sizes" align="center" /></p>
<p>The conspiracy theorist in me wondered if these cereal companies simply reduced the size of a single serving to guarantee they could get the sugar levels below 12 grams per serving. In an attempt to prove my theory, all I would need to do is find the Nutritional Facts for each cereal before the self-imposed 2007 regulations. Did you know that eBay and Flickr are both excellent resources for finding photographs of nostalgic cereal  boxes? I couldn’t find all of the cereals listed above, but I did find a 1979 box of Cocoa Puffs and Lucky Charms. That year both cereals had a recommended serving size of one cup. Today, the recommended serving size is 3/4 of a cup. </p>
<p>This retro cereal box sleuthing proved nothing though. These cereal companies may have changed their ingredients over the years, maybe even realized that one cup of cereal was actually too much to eat in a single sitting. I started to wonder if all this sugar-talk was a moot point. Just how much sugar is actually okay to eat in one day?</p>
<p>In 2003, the World Health Organization stated that a person’s daily caloric intake should not exceed more than 10% from sugar. If a typical adult calorie count per day is 2,200 calories, the 10% ceiling translates into about 12 teaspoons or about 50 grams of sugar per day. After this announcement the US Sugar lobby had a fit with the WHO’s sugar guidelines and countered that the daily caloric intake of sugar could be as much as 25% per day. That’s about 30 teaspoons or 120 grams of sugar per day.  Last year the American Heart Association recommended no more than 6 1/2 teaspoons or 25 grams of sugar per day for adult women, and no more than 9 1/2 teaspoons or 37 grams of sugar per day for adult men, recommendations below the WHO’s position. According to that math, if you have just one cup of any sugary cereal in the morning, and you wash it down with a cup of milk or orange juice, you’ve just about reached the upper limit of sugar intake for the day in a single meal.  That means no more juices, cookies, sweets or deserts for the rest of the day.</p>
</p>
<p>If this country truly wants to reverse the growing childhood obesity problem, relying on self-imposed industry regulations for food advertising clearly won’t lead kids (or adults) to healthier eating choices. Like I said, cereal is not my thing, but I just can’t ignore what I see on children’s television every day. The food ads kids consume on a regular basis are far from sweet, and when you begin to pull back the curtain on this sugary controversy, you too may find you’re left with a very sour taste in your mouth.</p>
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		<title>Club Penguin Founder Discusses Disney&#8217;s Latest, World of Cars</title>
		<link>http://www.360kid.com/blog/2010/08/world-of-cars/</link>
		<comments>http://www.360kid.com/blog/2010/08/world-of-cars/#comments</comments>
		<pubDate>Mon, 16 Aug 2010 15:48:06 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Cars]]></category>
		<category><![CDATA[Club Penguin]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[kids communities]]></category>
		<category><![CDATA[kids virtual worlds]]></category>
		<category><![CDATA[Lane Merrifield]]></category>
		<category><![CDATA[Rachel DiPaola]]></category>
		<category><![CDATA[virtual world]]></category>
		<category><![CDATA[World of Cars]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=777</guid>
		<description><![CDATA[
Start your engines! Disney&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/dis_cars.jpg" alt="Rachel DiPaola, Lane Merrifield of Disney Interactive Studios and the launch of World of Cars" align="center" /></p>
<p>Start your engines! Disney&#8217;s newest virtual world, World of Cars, is at the starting gate! <a href="http://worldofcars.go.com/">World of Cars</a> recently went live and is the latest online community for kids. The LA Times posted a great <a href="http://www.latimes.com/business/la-fi-ct-facetime-20100812,0,4740314.story" target="_blank">interview with Rachel DiPaola</a> (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. </p>
<h3><b><i><a name="Top">QUICK QUESTION PICKER:</i></b></h3>
<p></a></p>
<p><a href="#Q1">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?</a></p>
<p><a href="#Q2">You were made the Executive Vice President of Disney Online Studio. Where do you start with this role?</a></p>
<p><a href="#Q3">What makes World of Cars unique compared to other virtual worlds?</a></p>
<p><a href="#Q4">What 3D solution are you using for Cars, Unity?</a></p>
<p><a href="#Q5">Was John Lasseter involved with this project?</a></p>
<p><a href="#Q6">In addition to Cars Online, what else can Cars fans look forward to in the near future?</a></p>
<h3><b><i>INTERVIEW:</i></b></h3>
<p><a name="Q1"></a>
<p><b>Scott Traylor:</b>  In our <a href="http://www.360kid.com/blog/2007/11/interview-with-club-penguin-founder-lane-merrifield/" target="_blank">last interview</a> together, Club Penguin had just been acquired by Disney in August of 2007.  Today you&#8217;re in charge of all virtual worlds for Disney. How many virtual worlds are you currently managing?</p>
<p><b>Lane Merrifield:</b>  We have four actively launched virtual worlds. <a href="http://toontown.go.com/" target="_blank">ToonTown</a> was the first, <a href="http://piratesonline.go.com/" target="_blank">Pirates of the Caribbean Online</a>, <a href="http://pixiehollow.go.com/" target="_blank">Pixie Hollow</a>, <a href="http://www.clubpenguin.com/" target="_blank">Club Penguin</a>, and soon to be <a href="http://worldofcars.go.com/" target="_blank">World of Cars</a>. 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. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q2"></a>
<p><b>Traylor:</b>  You&#8217;re under Disney&#8217;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?</p>
<p><b>Merrifield:</b>  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&#8217;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.</p>
<p>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. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q3"></a>
<p><b>Traylor:</b>  What makes World of Cars unique compared to other virtual worlds that compete in the same space?</p>
<p><b>Merrifield:</b>  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&#8217;t necessarily experienced it like this before. There’s great strength in that, but it&#8217;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&#8217;t like to focus on the technology, but we’ve also created a way of doing 3D in Flash that&#8217;s pretty unique and different from <a href="http://it.toolbox.com/wiki/index.php/Papervision" target="_blank">Papervision</a> and some of the other technologies out there. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q4"></a>
<p><b>Traylor:</b>  The front-end is in 3D using Flash? You&#8217;re not using <a href="http://en.wikipedia.org/wiki/Unity_%28game_engine%29" target="_blank">Unity</a>?</p>
<p><b>Merrifield:</b>  We&#8217;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&#8217;d rather come in behind it once it&#8217;s already reached a significant adoption level. This is not to say we&#8217;re not looking at all of these other new tools, playing with all of them. Just the same, we&#8217;re not locked into Flash either.</p>
<p>We always talk about being technologically agnostic. That&#8217;s a big focus for us. It’s difficult to bring a Pixar 3D movie to life in 2D. Not to say we didn&#8217;t experiment with it, but it just wasn&#8217;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&#8217;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&#8217;re making sure everything will work right for the launch. This is a technology approach that hasn&#8217;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&#8217;s still as strong an experience as if there were just two cars driving on screen. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q5"></a>
<p><b>Traylor:</b>  Was <a href="http://en.wikipedia.org/wiki/John_Lasseter" target="_blank">John Lasseter</a> involved with this project?</p>
<p><b>Merrifield:</b>  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 &#8220;Okay, can you tell us everything about Cars, and we&#8217;ll go make it.&#8221; It&#8217;s been a real collaboration. In fact, there are elements of what we&#8217;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&#8217;s a collaborative effort, more than it is one way. John&#8217;s been a big fan, and he&#8217;s very interested in this because it presents a new medium for storytelling. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q6"></a>
<p><b>Traylor:</b>  What you have shared with me so far is that there’s a new Cars Virtual World, a new physical world theme park called <a href="http://en.wikipedia.org/wiki/Cars_Land" target="_blank">Cars Land</a>, you&#8217;re also talking about the next Cars movie. I&#8217;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?</p>
<p><b>Merrifield:</b>  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, &#8220;The virtual world is the connection point.&#8221; 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. <i><a href="#Top">(Return to Question Picker)</a></i></p>
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