August 26th, 2009

Cartoon Network's virtual world Fusion Fall

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

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

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

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

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

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

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

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

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June 24th, 2009

Assistanct Director of the Joan Ganz Cooney Center,  Ann My Thai

Can you imagine using video games as an effective tool to improve a child’s mind and physical well being? Can you also imagine video games that do more than just passively entertain and become media tools to improve a child’s life? These ideas no longer live in the domain of fantasy, and the researchers at the Joan Ganz Cooney Center, a non-profit organization named after the Sesame Street show’s founder, are exploring how new kinds of video games can help promote learning and healthy lives for children across the globe.

Yesterday at the Woodrow Wilson Center in Washington DC, the Cooney Center released its latest policy brief entitled Game Changer: Investing in Digital Play to Advance Children’s Learning and Health. (Note: Video of this event will be available soon on the Joan Ganz Cooney Center’s YouTube channel.) The paper was shared with a crowd of thought leaders specializing in the areas of education, public policy, research, television and video games. Game Changer defines a number of recommendations for a new framework related to learning games and games for health. After the event, which include a panel discussion from a number of pioneers in the learning games and games for health space, I had the opportunity to speak with Ann My Thai, one of the Cooney Center’s lead authors on this paper.

Scott Traylor: Your Game Changer report covers two sizable topics; learning games and games for health. Why one report and not two?

Ann My Thai: This was something we really struggled with because learning games and games for health are both large areas. Learning encompasses all types of content areas, be it literacy, math, programming, or 21st century learning skills. Health on the other hand has a certain kind of knowledge and a certain rigor in the medical field that doesn’t exactly map out in the same way to learning research, especially when you talking about educational intervention research, an area which created a really big challenge in writing this paper. In the end we decided we wanted to stay to the Sesame Workshop philosophy of the “whole child, ” or in other words, the many areas of a child’s overall development, not just one area of development. We felt it was important not to ignore one or the other but to present both topics together. There’s strong research that shows learning and health are closely connected in young children. It’s important to address these challenges in both realms when talking about digital media. We suspect these are the areas within digital media that provide the greatest benefits. They can help bridge the gap between home and school as well as provide tailor-made learning for children, areas that are really important in health learning and learning in general.

ST: In your report you cite that the health-based gaming industry is estimated to be a $6.6 billion market. How big is the learning games market?

AMT: That’s a hard question to answer. Defining what is a learning game can be tough to begin with. On one hand you have organizations that are developing learning games in a research-based way, to make games intentionally educational. On the other you have companies who are making games that are fun first, but sometimes accidentally provide great learning opportunities to kids. Financial data exists for the gaming industry generally but I’ve yet to find anything specific that defines the market size of just learning games.

ST: In your report you touch on Henry Jenkins’ Digital Media Literacies Project, a body of work that could provide valuable insights for integrating digital media in the classroom. What do you think it will take for the points defined in the Digital Media Literacies Project to find its way into the classroom?

AMT: I think it’s going to take a complete paradigm shift with everyone who is involved with educating children, from parents to teachers, to school administrators, to reasearchers like us. There are so many ways that learning can work better for students. We need to completely re-envision what it means to be a school. For example, the area of parental involvement with children’s learning alone is huge. There’s a big disconnect between what happens at school and what children do at home. Digital media can be a really powerful tool in this regard, but it won’t happen if there are calls for cell phone bans in schools because news reports claim students are cheating in school by texting with cell phones. I don’t believe this is the response that will keep kids engaged. Kurt Squire, a leading learning games researcher from the University of Wisconsin-Madison, recently said that kids pass notes in class to one another all the time, notes that have been created with pencils. We don’t ban pencils in the classroom. Pencils are a neutral medium, just like cell phones and other technologies. We need to spend more time exploring the benefits of these technologies, instead of banning them for what potential harm they may bring.

ST: Studies find that Nintendo Wii Sports players expended significantly less energy than children playing “real-life” sports. Would you say exergaming is more about behavior change than it is about physical exertion during game play?

AMT: That’s a good question, and one that reminds me of a comment made by Alan Gershenfeld, founder of E-Line Ventures, during today’s panel presentation. Alan wonders if the success of Guitar Hero has inspired children to want to learn how to play guitar. Wouldn’t it be great of we could track increases in guitar sales as as a result of Guitar Hero’s success!

I think behavioral change is one part of it. I also think about communities that may not be safe for children to go outside and play. As the exergaming pioneer Dr. Ernie Medina mentioned in our interviews, exergaming may not necessarily be better than going outside. However, if children are inside and they are playing games, playing games that require children to be physical active are a much better alternative than playing sedentary games. It’s all about a balanced media diet.

ST: How best can we achieve a coordinated effort to improve research related to learning games and games for health?

AMT: Certainly programs like the Robert Wood Johnson Foundation’s Pioneer Portfolio national Health Games Research program is a good start. A good first step would be to get people who are developing games to communicate with others across a variety of other important disciplines. Game Changer calls for the government to conduct an inventory to determine what games research is being funded and by which agencies.   This would organize the current research and help accelerate collaboration across silos, which is already starting to happen. The government also needs to create incentives for people to work and play in the same sandbox. The way that academic research is currently being conducted is very much driven by individual researchers. There are not many opportunities for researchers to cross pollinate. This is something that digital media, as well as any other media, requires.

Researchers also need to have more communication with practitioners and people who are using these digital medias as part of their research. There needs to be more incentives to drive and encourage these sorts of collaborations.

ST: Are you hearing any feedback from policy makers about your report? What are they saying?

AMT: People are talking about these issues. This is a really pivotal moment in Washington in terms of setting an agenda for education and health. We hope that policy makers will read this report and see that if children are playing video games for hours a day, why not provide options that are not only entertaining and engaging, but also helpful with improved health and can teach children something as well. We have a briefing coming up with the Office of Science & Technology Policy. We know they have been looking at some of these barriers to multidisciplinary collaboration. We hope that our recommendations will give them some concrete ideas for how to lower those barriers.

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May 19th, 2009

Smart Technologies newest product,  the Smart Table

It’s often been cited that if one were to go back in time 100 years to visit a classroom one would see no difference between that classroom of yesteryear and that of a classroom today. While indeed there are many similarities between the two classrooms, there are some major differences. First, a difference that cannot be seen is the many bits and bytes floating in the air of classrooms today thanks to wireless computing technologies. Second, the surfaces within a classroom are turning into interactive screens. As many technologists within the ed publishing space are certainly aware of, the interactive whiteboard is growing in popularity. I see a trend that has yet to occur related to these new interactive technologies that can be seized on today.

Currently, interactive whiteboards (IWBs) are being used at the front of a class for instruction that just a year or two ago occurred on a blackboard or with an overhead projector. Could you imagine a classroom where each student had their own netbook on their desk that could interact with an IWB in real time? Also, looking one step beyond netbooks, recently SMART Technologies announced its new interactive surface product, the SMART Table, which could very easily lead many similar manufacturers to convert student desks into interactive desks within a few short years. How can publishers take advantage of this opportunity that is almost visible on the horizon?

A number of new products can be defined to not only take advantage of IWB instruction, but to facilitate learning through two-way conversations between IWB and interactive desktop. Such functionality could result in the next “must have” learning product. Such products would allow all students to participate in the digital instruction, alongside the teacher, in real time. Also, if every student could interact from the comfort of his/her own desk, teachers could also monitor student progress from afar either in real time or after the class day has ended. Teachers could also scan student efforts from the IWB, and project a student’s work in much the same way Timbuktu technology allowed years ago, displaying a student’s interactive table on the IWB for everyone to see.

Another yet to be explored opportunity by publishers relates to classroom use of IWB altogether. For some instructors, the art of teaching can be a linear process and for the most part, delivered as a one-way conversation to students. Interactivity begs for participation. My greatest fear with IWB materials is that teachers will use the technology to deliver content in a similar manner to using an overhead projector. IWBs allow for an interactive opportunity that is a two-way or participitory conversation, or at very least, a one-way conversation that can branch off in many directions based on student needs. What publishers are doing today with IWBs is similar to when radio professionals tried applying their expertise to television in the early days of the new medium. Content creation sensitivities for radio did not automatically port to television, and as a result, many mistakes about how best to use the medium were made. It wasn’t until the invention of the three-camera shoot and many additional “formal features” that the medium of television began to succeed as a means to communicate. What happened in these early days of television is also occurring today with IWBs and most surface computing.

What I’m noticing while my own company is defining and developing IWB products for publishers is that experimentation, user testing, and research are areas soon to evolve in this fast growing space of ed tech. Simply converting print material into PDFs as a solution for successful IWB products doesn’t fully exploit the interactive teaching possibilities that can be found with these new devices and doesn’t create the best value for the classroom dollar. True product successes will occur when publishers think outside the blackboard and outside the overhead projector to create a product that has more to do with the language of interactive engagement and less to do with that of linear print.

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May 17th, 2009

Every now and then I’m asked by a new parent or friends of new parents for children’s book recommendations, so today I thought I’d take a short break from kids tech-talk to post some of my favorites. I want to thank Amy Kraft over at Media Macaroni for introducing me to the No Time for Flash Cards blog. This site’s a great find that promotes play, discovery and learning with preschoolers in mind. A recent post asking for favorite children’s books reminded me that I’ve been keeping an ever growing list of my own. I think every new home library should include these “must have” starter books, and chances are if you’re looking to give a children’s book as a gift, these will already be in the collection:

  • The Very Hungry Caterpillar by Eric Carle
  • Goodnight Moon by Margaret Wise Brown
  • Chicka Chicka Boom Boom by Bill Martin Jr. and Archambault
  • Good Night, Gorilla by Peggy Rathmann

Now that we have those great ones out of the way, here are some of my personal favorites for young and growing children. I’ve simmered my list down to just these 10 books:

  • Barnyard Dance! by Sandra Boynton
    Barnyard Dance! by Sandra Boynton A delightful rhyming story of barnyard friends that go to a dance. The rhythm and meter of this story will keep you reciting sections from this book for days on end. Another great find for our family was discovering that there’s a Sandra Boynton CD available with this book’s lyrics set to song.

  • How Are You Peeling? by Joost Elffers
    How Are You Peeling? by Joost ElffersElffers is a fantastic photographer with a talent for bringing personality and emotion out of common everyday fruits and vegetables. Each page is filled with wonderful facial expressions from his creations. Light copy, lots of unique and interesting faces to enjoy.

  • Click, Clack, Moo: Cows That Type by Doreen Cronin
    Click,  Clack,  Moo: Cows That Type by Doreen CroninFarmer Brown runs a no-nonsense farm, but things change once the cows who live there acquire an old typewriter and learn how to express there wishes on short notes. When Farmer Brown doesn’t comply with the cows requests, the cows decide they will go on strike. Fun, fun. fun!

  • Bunny Planet by Rosemary Wells
    Bunny Planet by Rosemary WellsThere are so many great books written by Rosemary Wells that it’s hard to pick even just a few, but the Bunny Planet books (a small collection of three books sold together as a set) have a wonderful Zen-like story quality to them. Ms. Wells explores the idea of a perfect world that lives inside our heads when things outside don’t go quite as well as we had planned.

  • Martha Speaks by Susan Meddaugh
    Martha Speaks by Susan MeddaughThe story of a family dog named Martha who likes to eat alphabet soup. The interesting twist in the story is that when Martha eats the soup, the letters go up to her brain instead of down to her tummy! There are many Martha Speaks books available and the first is the one that sets up the story for the entire series.

  • The Monster at the End of This Book by John Stone
    The Monster at the End of This Book by John StoneI think everyone in the entire world loves Grover, the fuzzy blue character from Sesame Street. In this story, Grover asks, even begs, the reader not to turn the pages of this book because he’s afraid there’s a monster that might scare him on the very next page. You will read this one again and again with your young child.

  • The Scrambled States of America by Laurie Keller
    The Scrambled States of America by Laurie KellerWhat would happen if each state in the nation could move to a new location? This book explores the fun and mayhem that ensues when each state moves to where they think they would really enjoy living. A funny story for children who are learning to memorize the US states.

  • I Will Never, Not Ever, Eat a Tomato by Lauren Child
    I Will Never,  Not Ever,  Eat a Tomato by Lauren ChildThis is the first book that began the popular Charlie and Lola series of books and television shows. Lola is a very finicky eater. Her older brother Charlie presents familiar foods with funny names and stories that make Lola curious about what she might be missing. Just where do peas and fish sticks come from? And what sort of story would you tell to make eating these items more appealing?

  • Owly by Andy Runton
    Owly by Andy RuntonThe Owly book series are a charming collection of graphic novels starring an owl and his woodland friends. Together they go on many adventures, making new friends and helping other animals and friendly insects along the way. These books require a parent to imagine and invent the dialog alongside the visuals which I believe fosters an even closer story telling experience between reader and child.

  • Police Cloud by Christoph Niemann
    Police Cloud by Christoph NiemannThe graphic design approach to this story is just beautiful. Christoph Nieman is an artist for the New Yorker magazine and now shares his visual talents as a children’s book author. Nieman tells a captivating story about a cloud that wishes to become a policeman.

    I hope you find this list helpful and enjoyable. Happy reading with your young friends!

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  • May 6th, 2009

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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