A Playdate on the Cyber-Playground
By Reyne Rice, Toy Trend Specialist, Toy Industry
Association
Where are kids playing these days? Kids are spending more time on the
internet, which is fast becoming the new Cyber-Playground. Web-enabled
toys represent one of the fastest growing segments of toy products in
2008. NPD confirms that the average age of first-time use of a
desktop computer by kids in the USA is currently 5.5 years of age. Ask
any retailer or parent and they will verify that these web-enabled toys
are definitely capturing the attention of today’s digitally native
kids, with compelling web content and tactile hands-on physical
products. The NPD Group, Inc has begun to track “Connected
Web-Play” products, which combine both offline and online play
with computer-connected toys. Multiple categories currently
include plush, fashion dolls, preschool toys, urban vinyl collectible
action figures, vehicles, and trading cards for girls and boys.
Topping US $300 Million in annual sales during 2007, this growth
segment will continue to evolve in 2008. Time Magazine has documented
over 65 websites currently targeted to kids
8-12, with an additional 55 websites focusing on kids below the age of
seven. The current convergence of media options has never been broader,
providing today’s kids with continuous 24/7 access to their
favourite content and characters.
Surprise: Girls Are Leading the Way With Online
Play
At the annual ToyCon event in early May 2008, managed by the Toy
Industry Association, this new phenomenon was addressed by multiple
keynote speakers discussing the theme of Play in the Digital World.
Anton Rabie of Spin Master, Marc Rosenberg of Zizzle, and Tim Kilpin
of Mattel confirmed that girls are the primary users – and thus,
the main trendsetters – of online play.
Rabie observed that girls are faster adopters of the digital world
due to the social networking aspect and customisation of many online
sites. Successful sites such as Club Penguin, Funkeys and Neopets were
designed from the beginning to have a sense of community and strong
social aspects. With WebKinz, the user has an emotional attachment to
the physical product (ie, collectible plush) that opens the gate to the
online playground. It’s this emotional connection to a physical
product that differentiates the successful online site from many of
those that fail.
Kilpin noted the importance of using television advertising to drive
consumers to the web, which then drives the consumer to the physical
product. Having said that, he also emphasised that participating in
digital is about taking chances. No one really knows what will work and
what won’t. It’s important to experiment slowly and take
baby steps.
Marc Rosenberg, of Zizzle agreed. He also recommended using
less-expensive microsites for new products or for smaller companies with
limited budgets, as opposed to more expensive television advertising or
major websites.
They all agreed that digital must be a core component of your
multi-platform marketing mix, and that building your brand online is of
crucial importance to your ultimate success. Above all, you must be true
to your brand.
Virtual Worlds Are Today’s Reality
“I gotta play, and I gotta stay connected to my
friends.” That’s what today’s tweens want from their
online gaming experiences, said one of ToyCon’s keynote speakers,
Steve Youngwood of MTVN Kids & Family Group. MTVN’s
solution is to create successful Virtual Worlds such as Neopets and
NICKtropolis. His advice is that key factors for a successful
virtual world must include good intellectual property, innovative
product and development capabilities, advanced operational
infrastructure, and effective, efficient distribution.
According to Youngwood, most kids play games as their primary online
activity. Games are the social currency that can earn them “street
cred” among their peers. A perfect virtual world allows kids to
work on their identity and feel achievement, and is comprised of seven
aspects of interactivity:
- It must be fun
- It must be customisable and provide players with a level of
control
- It must be social (essentially, the school playground
online)
- It must offer the opportunity for self-expression (giving kids a
chance to share who they are)
- It must be persistent and live (with rules as real as
possible)
- It must feature a never-ending story that allows for growth over
time
- Most importantly, it must provide a safe playing environment that is
comfortable for both kids and their parents
New Websites Will Infuse New Technology
Breakthroughs
Adoree Durayappah of Animax Entertainment is constantly watching how
kids play on websites and is monitoring the new technologies to
incorporate into their web-builds. “Kids love to explore sites and
to discover new windows for play. The most successful sites have an
easy-to-use interface that is simple and intuitive to navigate and
encourages exploration and discovery by the end-user.“ As a
corporation dedicated to creating new media experiences, she and other
web developers are currently exploring new technologies such as:
- USB-enabled toys: that allow the play in the
real world to be recorded into the product’s brain and transferred
to the website via a USB-enabled device. In turn, the complimentary web
play can be captured online, and then recorded back into the toy via the
same USB-enabled device. Transferring this communication history can
provide richer experiences for both online and offline play
patterns.
- Web-camera games: the current penetration
rates of web-cameras are low, but the growth rates are soaring, which
will lead to new ways to play in social website communities.
- Headphone interface through thought: this
ground-breaking research in the adult world will lead to opportunities
for new product development in kids products in the future.
- Touch-screen technology: will lead to easier
user-interface across platforms, allowing both websites and portable
devices to provide rich interactive experiences with physical toys.
- Facial recognition and gesture-activated
interfaces: will evolve active play opportunities for all
ages. Gesture-Tek, a new Canadian company, already has advanced patented
technology in place to enhance mobile gameplay, plug n play game play
and other on-screen activities. The Nintendo Wii is a prime example of
this inter-generational play component.
- Extending the story on multiple platforms:
web-enabled phones are the wave of the future. Mobile content is
being developed to appeal to kids in short snippets, driving them to
their favourite web-sites, TV shows and to visit their favourite
characters online, for gaming and other experiences.
Adoree cautions that manufacturers need to be open to new ways to
incorporate digital media into kids play. “So many companies
are legacy-minded, and are looking at the internet as merely a marketing
tool, instead of a new business model. The same rules don’t apply
to these digitally-wired kids. The internet and the Nintendo Wii have
changed the face of screen play.”
Digital Media Shaping the Skills for Tomorrow’s
Adults
At the inaugural symposium on How Digital Media are Shaping
Children’s Learning (May 2009, New York City), the Joan Ganz
Cooney Center presented numerous examples of studies and ground-breaking
research on the role of digital media in the new global age. They
challenged participants to use the digital media platform to respond to
the new literacies that today’s digital natives will need to move
forward in the 21st Century. Seven key skills were identified as crucial
to tomorrow’s successful adults: critical thinking, creativity,
cross-cultural awareness, collaborative teamwork approaches, career and
self-reliance skills, communication and media fluency, and computing
fluency.
User-generated content, wireless devices, text messaging, creating
animated video shorts and digital photo mash-ups are all part of a
digital native’s everyday language. How many adults can
claim to have mastered these technologies? “Today’s digital
natives confidently roam rich virtual worlds, competently create content
to share with their online peers, and easily navigate strategic video
games via wireless, motion-sensing controllers,” according to the
“D is for Digital” analysis prepared by the Joan Ganz Cooney
Center at Sesame Workshop (Dec 2007). The conference was streamed online
using new digital media through a live webcast at both the Global Kids
website and on Second Life. More information on the symposium’s
research and findings can be accessed at www.joanganzcooneycenter.org.
The door to the future is wide open, for companies who approach their
website offerings with vision and creativity. Throughout the next few
years, these numbers will grow exponentially, and kids will be the voice
that virally selects the winners from the losers. Kids want their voices
to be heard, and are voting with their click-throughs and their page
views. Websites with the greatest stickiness will win in the end,
bonding a new generation of playground pals, across the wider world of
the internet.
Reyne Rice is a seasoned toy industry professional with over 25
years’ experience in marketing, researching and analysing the toy
industry. She has an encyclopedic knowledge of toy products and works
with the Toy Industry Association as their Toy Trend Specialist.
Attending TIA’s two international shows – Fall Toy Preview
(October 14-17, 2008) and American International Toy Fair (February
15-18, 2009) - is a MUST for Reyne as these annual showcases provide a
unique opportunity to view new products up to 12 months in advance of
their launch to the consumer.
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