Archive for the 'Video Links' Category

Monday, May 28th, 2007

Robin Raskin, featured columnist for Yahoo Tech and youth technology expert for many nationally syndicated newspapers and magazines, was recently in my area speaking about Internet safety and kids. There were about 300 people at the presentation. Half of the group were sixth graders (ages 11 – 12), the other half were parents. The event was held at a local university just outside the Boston area.

I’ve heard Robin speak many times about technology. Her latest presentation, as always, was great. She pointed out all kinds of Internet safety tips of benefit to both parent and child. Robin did not shy away from the tough topics to discuss with kids like online predators, scams, identity theft, and pornography. She offered some excellent advice about what kids and parents can do, both together and apart, to avoid being taken advantage of or exploited in this ever changing digital world.

One part of her presentation left me thinking long after its completion. It started when Robin asked the kids in the audience a few questions. The first was “How many “texters” do we have here in the audience?” (Or how many kids communicate with text via instant messaging or by cell phone?) Practically no parents raised their hands but more than 60% of the kids responded yes. This first question made it quite clear that computers and cell phones are common communication tools for both young and old, but each group uses these technologies to communicate in significantly different ways.

After the show-of-hands about texting, a couple more questions were offered. “How many of you use the social networking site Club Penguin?” Surprisingly, only about 8 hands went up in the audience. This question was followed up by “How many of you use Webkinz?” This time, only about four kids raised their hand.

In this day, it’s pretty hard not to know about these two successful social networking sites for kids. Club Penguin first came on the scene in 2005 and states that it’s an online service for kids ages 8 – 14 ( grades 2 – 8 ). Webkinz also started in 2005 and claims it’s target audience is for kids 6 – 13 ( grades K – 7 ). Social networking sites for kids are growing very fast in their appeal. Other kids’ social networking sites beyond these two include such destinations as imbee, Runescape, StarDoll, BarbieGirls, and Whyville. (Whyville being the strongest educational player of the bunch. To read additional thoughts I have about Whyville, take a look at a recent interview I had with a Boston area online magazine for tech saavy women called Misstropolis.)

The number one most popular destination for kids online today is Webkinz as reported by HitWise (HitWise is one of many different web research services available to businesses). Nieslen//NetRatings, another web research firm, reports that Webkinz had 3.6 million unique visitors in April 2007 with Business 2.0 Magazine reporting an average visit length of 128 minutes long. Those are some pretty impressive stats! As for Club Penguin, their numbers are equally impressive. Nielsen//NetRatings reports Club Penguin as having 4 million unique visitors in April 2007, with the Business 2.0 Magazine article also citing the average visit being 54 minutes long. Not too shabby!

So, if these two extremely popular websites for kids overlap nicely with the sixth grade demographic in the audience, why weren’t more hands raised? I found the response by this group of kids fascinating. Assuming that all the students heard the question, and I believe they did, here are a few theories:

  • As these social networking sites begin to age, the target demographic shifts younger, from tweens 8-12 (grades 4 – 6) to kids ages 5 – 9 (grades K – 3). This may imply that when a new kids’ web destination first becomes available, an older demographic will lead in the use of these sites more often than their younger peers. As more and more younger users discover the product, the older crowd moves on to find the next new destination.

  • As older tweens enter into their early teen years, it’s possible there’s a negative stigma attached to publicly admitting the use of these sites even though privately this older audience will continue to spend time at these destinations.

  • It could be that sixth graders in urban areas may not be using these specific social networking sites as much as those in suburban areas. I wonder if it’s possible that the likes and dislikes of kids from the same age group in urban versus suburban areas or coastal versus heartland parts of the country differ from one another.

  • It’s possible these sites never did have much appeal for an older audience as originally claimed by the owners of these companies (though I doubt this.)

  • Or maybe the answer lies in some combination of the above or other possibilities yet to be defined.

Whatever the answer, it’s amazing to see how the responses of kids answering as a group might differ from that of carefully analyzed web data and claims from many individual users of the same demographic (in the same geographic location).

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Monday, February 26th, 2007

Now having the opportunity to digest all that I’ve seen at Toy Fair, it was truly a great year for the show. So much innovation. Lots of fantastic ideas. This industry has to constantly recreate itself, looking for that fresh new plaything that will steal the hearts and minds of kids and parents. This blog entry will be my last of four posts regarding what I saw at the show. As promised, here are a handful of technology toy products with learning in mind that grabbed my attention. While these toys may not make front page news, they all have a magical quality about them.

Aerobotic Butterfly by Super Creation
Remote controlled butterfly photoIf I could take just one toy home that I saw at Toy Fair, it would be this one. (Remember, I spent three days at the show and saw LOTS of new products). In a tiny little booth, way in the back of the Javits Center, far off the beaten path, I discovered this gem. It’s a remote controlled butterfly that actually flies. While this product is not positioned as a learning product, I see all kinds of home and classroom discussions opportunities about the history of flight, butterflies, metamorphosis, technology and more. At the time of this blog post, the company’s website has not been built, but for those interested in learning more you can email inquiries to: info (at) supercreation (dot) com (dot) hk. Click here to see a video of the product in action.

Braincandy DVDs by Braincandy
Braincandy characters and DVD photoBraincandy is a young company specializing in making DVD and audio CD products for very young children. Currently they have two DVD products available that help children learn about themselves through their flagship title that focuses on the five senses; a second is all about sight. Sample video clips seen from Braincandy’s website. With very high production values, and with fantastic and charming puppet creations, this company’s work is very original, striking, and appealing for both young children and their caregivers. More DVD and CD titles are expected to ship throughout 2007.

Solar powered robots by OWI
Solar powered frog photo OWI is a technology toy company that specializes in offering small robotic science kits. This year they unveiled a number of new solar powered critters. To assemble, simply snap together all of the electronic parts. No soldering is required. Then you can watch them move when a light source is made available to power their motors. While you cannot currently purchase these items through the OWI website, I’ve provided links here to another distributor where you can purchase the four robots demonstrated at the show; a frog, grasshopper, crab, and inch worm.

Giggles – Computer Funtime for Baby by Leveractive
Giggles animals photoLeveractive has succeeded in creating two very engaging and very playful CD-ROM titles specifically for babies (and their parents). Two different titles, one called Shapes, the other My Animal Friends, allow babies to hit any key on a computer keyboard to bring up many fun animations, music and sound effects. The developers have made sure that there’s no way a baby can accidentally hit key combinations or the Escape key to cause havoc at the desktop level. Each title contains 14 charming activities. The content is very age appropriate and also offers English and Spanish set-up options right on the same CD.

In my next post I’ll explore recently findings released by NPD regarding kids, leisure time activity, and screened content.

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Sunday, November 12th, 2006

As I mentioned in my previous post, I’ve been a part of a conference called Dust or Magic held in Lambertville, NJ, for many years now. This conference reviews the best interactive products developed for children over the past year. It’s attended by many noteworthy electronic toy developers, video game developers, child researchers, and content experts. This year I was asked to be the closing speaker (November 7, 2006) and I decided to do something really different.

My presentation was delivered through a parody of the successful Nintendo DS learning game called Brain Age. Before the presentation started, I handed out laser pointers to the 60 or so conference attendees. I instructed the audience to participate with my presentation through the use of these laser pointers.

The content of my presentation covered a variety of topics touching on children and interactive products, including:

  • Children and the time they spend with objects that have screens. Among the stats shared, new research indicates children 1 year old and younger are watching just about 80 minutes of television a day. 19% of this demographic also has a TV in their bedroom.
  • Revenue trends in the toy and video game markets. The NPD Group projects a big year for the toy industry, with supercategory leaders in Learning & Exploration (toys that teach, now showing a six year growth trend) as well as Youth Electronics (the blending of toys and consumer electronics). For the video game industry, we are just at the beginning of a new console revolution by the three main platform leaders; Sony, Microsoft, and Nintendo.
  • Alternatives to user input in technology toys. Expect to see more dance pad, bongos, guitars, digital cameras, and other motion based input devices.
  • Opportunities to be found within the One Laptop Per Child (OLPC) initiative out of MIT’s Media Lab. Even if this initiative only partially succeeds, it has already sparked a technology race to create cheaper hardware components that run on less power and has added fuel to the open source movement.
  • How best for large corporations to get technology traction in the living room. If plug and play electronic toy devices are so prevalent now, and High Definition Televisions (HDTV) are projected to overtake our living rooms within the coming years, isn’t it possible that computer products in the future will ship without a screen to be plugged into your home HDTV?
  • A discussion about the idea of childhood and what we can do collectively to improve childhood for children everywhere (I called this part Childhood 2.0.) Children have remained the same throughout the ages… It’s the society around children that has changed. Being aware of this allows one to see that actions taken by adults in commerce, healthcare, government, and many other social institutions shape the idea and experience of childhood. Collectively we have the power to improve childhood for all children through our thoughtful actions.

Within the game Brain Age, the user is often asked to write down an answer to a question on the game screen using a stylus pen… a question like “What did you have for breakfast last Monday?”. I asked my audience the question “What can you do to make childhood better for children?” Each member of the audience wrote an idea down on an index card that was handed out at the beginning of the presentation. The audience later learns that the ideas they wrote down will be tied to balloons and launched into the great blue sky. (After the event, a couple of participants expressed concern about released balloons causing harm to wildlife and sea creatures. Researching the matter online I found a detailed article about Balloon Releases which states latex balloons are biodegradable and the potential harm to land and sea creatures is virtually nonexistent.)

My presentation is posted on YouTube in 6 parts (click a video clip number to see any of the posted videos: 1, 2 , 3 , 4 , 5 , 6 ). The videos collectively make up a runtime length of 34’14”.

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