Izzy Neis

Online Communities, Entertainment, Kid Empowerment, and Media Safety

Archive for January 23rd, 2008

Heads Up: Research comin’ at ‘cha!

Posted by Izzy Neis on January 23, 2008

A bit of shameless self-promotion today, I’m afraid. I am very pleased to announce the publication of two new articles drawn from my ongoing work on kids’ online culture.  The first appears in the inaugural issue of the International Journal of Internet Research Ethics, which was launched just last week. The issue includes an article by Gove Allen, Dan Burk and Charles Ess (on the ethics of robotic data gathering), an examination of emerging legal issues in the collection/use of internet-sourced research data (by Tomas Lipinski) and an interview with Annette Markham. My own article, Researching the Researchers: Market Researchers, Child Subjects and the Problem of “Informed” Consent - which I workshoped at last year’s Trials and Tribulations conference, looks at some of the ethical dilemmas I’ve encountered in my own research, and how the disconnect between academic and industry standards can lead to problems in conducting research in commercial online spaces.

My other new publication appears in the most recent issue (no.12) of the International Journal of Communications Law & Policy, a special issue that is linked somewhat to a panel on legal issues that took place at the 2006 AoIR. Highlights include Ian Gillies’ exploration of Virtual World legalities, and Gerard Goggin’s article on mobile content regulation in the converging media environment. My contribution to the issue, entitled Kids’ Ad Play: Regulating Children’s Advergames in the Converging Media Context, looks at possible entry points within existing Canadian and US media law and policy that could be mobilized to better regulate marketing to children online. The article originated as a course paper for Jon Festinger’s Video Game Law course at the University of British Columbia, and my thanks again to Jon for his valuable guidance on this projet.

Gamine Expedition: Publish or Perish!

Forgive me, Sara, for coming and pasting your whole entry (as I usually highly and points people to other sites)… but I started with only the first few lines, and then realized I didn’t want to leave out your other works.

For everyone else– rock on.

I officially have both “Kids’ Ad Play: Regulating Children’s Advergames In The Converging Media Context” (by Sara M. Grimes), and Ian Gillies’ “Real World Toys And Currency Turn The Legal World Upside Down: A Cross-Sectional Update On Virtual World Legalities” on my dinner-reading plate for this evening.  I’m seriously psyched about it.

Have I mentioned lately– I love my job & field of work?  Cooooooos I do.  And I hope you do too.  Love me and my job, that is.  Not you.  Stop thinking so one-dimensionally, people. Sheesh.  (JK..ish, lol)

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Posted in Education, Online Community Expert, Youth, accountability, child safety, entertainment, kid empowerment, kid entertainment, kid pop culture, learning, online community, pro-kid movement, responsibility, social networking, tween, user generated content | No Comments »

TV Noteworthy: Pedro & Frankensheep

Posted by Izzy Neis on January 23, 2008

 Ya know, the fun thing about this blog is– every now and then something pops up that makes me glad to be a blogger.  Being the huge Cartoon Nutbar I am, the Cartoon gods smiled down on me and sent this wee nugget my way… and from Scotsmen too.

Anyway, it’s a British cartoon from the Brothers MacLeod.  Here are the specs:

Pedro and Frankensheep is a series of 10 x 5 minute episodes for CBBC following the scientific misadventures of a super intelligent guinea pig Pedro and his naïve simpleton cyborg sheep Frank. Also featuring two high IQ ticks Hector and Hugo that live on Frank’s head and who burst into song every episode.

It reminds me of Rocko’s Modern Life and El Tigre– both follow weird/goofy storylines and have unique approaches to art and execution.  Plus, I dig the guinea pig.

A cartoon a day keeps adulthood away.  Enjoy!

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Chaotic rings in with a Socially Neworkish Worldy Game Thing

Posted by Izzy Neis on January 23, 2008

Early PR had described 4Kids Entertainment’s new collectible card game tie-in to the Chaotic brand as a boy’s answer to the increasingly popular Bella Sara card series aimed at young girls. Carlin West, Executive Vice President of Acquisitions and Development for 4Kids Entertainment, sees it differently, though. “We really are very, very different,” she explains. “The only similarities is that there are physical trading cards and then a website.”
“The interesting thing about the world of technology and 4Kids is that the Chaotic brand is the brand that has brought us into the world of technology,” West continued. “Outside of dealing with video game companies that we do not own, it was the first time that we really entered the world. Each card has a unique activation code. There are cards out there where maybe one card in the pack has a code for unique assets, but each of our cards has an alphanumeric code that allows users to get virtual re-creations of it.”
The cards follow the general theme of the television series, which in turn is focused on two boys who play the Chaotic card game and are sucked inside a computer only to find that the world of Terrum, where Chaotic is set, is as real as theirs. They capture monsters to add cards to their deck by scanning alphanumeric codes. In the real-world, those codes can be used to create a virtual deck online, letting players attack the game over the Internet as well as in person.”We’ve been a licensing company for 30 years or longer, but we added television capabilities and have grown immensely,” said West. “The technology is new to us, but the idea of Chaotic is so important to 4Kids that we created our own trading card subsidiary. No one is doing anything like what we are doing because our Chaotic game is based on patented technology. Other people are putting codes on cards for assets, but we’re giving a gameplay element.

There are still social elements, though. West describes that in addition to the gameplay and a portal to Terrum, forums help build a community element. It’s also worth noting that Chaotic is still in beta, having launched in late October. It’s recently shipping mass market at Toys”R”Us stores in the U.S. and English-speaking Canada as well as at 1200 GameStop locations, f.y.e., and Suncoast. In the first two months, that led to 1,000,000 online cards being registered and over 110,000 online “challenges.”

As far as the success goes, West says it starts with the brand.

“Marketing to kids, which we are experts in and our track record proves that statement, is not something that everybody can do,” she said. It’s not easy to create a brand that will hit that targeted sweet spot. We have a good background in understanding the mindset and entertainment quotient in that boys age group. It first starts with the IP. You need an IP that will not be too violent. That’s probably the biggest thing between what will be appropriate for a boy 9-14 and an older boy. We’re proving that you can have an outstanding game without core violent.”

And the social section is growing as well, blending gameplay with a social network.

“You’re developing a social network almost organically because you’re playing other people,” said West. “The website registers all of your gameplay individually and keeps track of everyone playing around the world. Then on top of that it’s got a [monitored] forum section where you can communicate and talk about the game, the weather, or whatever you want to talk about.

The company plans to expand into “all of the major countries over the next year.”

Virtual Worlds News: Interview: 4Kids Entertainment Takes Aim at Virtual Worlds

Huh. Are they building a virtual world or just a virtual experience? Because… I’ve read that bit in Virtual World News twice and still don’t really get it. Kinda reminds me of myself in college– when I would run around telling everyone I was popular, but without any real reasons to back me up. “I’m really popular. No one has been popular like me before. All those other people might have friends, but my friends are special and not like anyone elses.’ Okay, okay… I am being harsh. Le sigh. I seem to be a doubting debbie this morning.

I guess I’m just weirded out because, from this statement, the place sounds a bit like a pokemon video game with forums.

Which reminds me– that’s basically more than Pokemon itself has. Why oh why– of all uber-fan groups– isn’t Pokemon a Virtual Environment of SOME type yet (other than it’s educational tie-in, known as Pokemon Learning League)? That goes up with the Harry Potter MMO that will never be (poo, EA, spoilsports!).

1. I should probably mention that I love Chaotic, the cartoon– the animation style is great and the writing is solid… plus it doesn’t look like all those other Japanimation monster/card/battle cartoons all over the tv. It’s about TIME they stepped into this space. Even though it sounds more like an interactive website following the property with a forum– which doesn’t really make a Virtual World… But who knows– maybe they WILL have some sort of worldly environment where kids can see others running around, but perhaps can’t chat (hopefully yet). Fingers crossed for them, yo.

2. Sure, Bella Sera is another example of a card game tie-in with a virtual experience… but I think they should also check out Magi-Nation, another card property venturing into virtual worlds.

3. I look forward to locating this beta and getting “stuck in” as they say. Toys R Us sounds like a stop on my way home this evening. I still have to head over to Build-a-bear in Hollywood (booo the 405 = horrible traffic), I keep putting it off.

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Posted in Parents, TV, Youth, child safety, entertainment, kid entertainment, kid pop culture, marketing, online community, pop culture, responsibility, social networking, tween | No Comments »

Sketchville: TMI choices with youth media

Posted by Izzy Neis on January 23, 2008

Okay– as previously reported, I’ve been to Buildabearville. The sign-in was relatively straight forward and safety-friendly, and all online interactions proved to be great…

HOWEVER, I found this wee gem today about an IN-the-STORE Build-a-bear buyer’s safety spot:

You see, each Build-A-Bear critter is issued a “birth certificate,” which is generated after the kids — and hopefully their parents, though that didn’t seem to be making a bit of difference on the common sense front — visit a bank of computers. These are big orangey-purple affairs, sort of Dr. Seussian in presentation. The keyboard buttons include stars and other colored shapes to make data input all the easier and more intuitive for youngsters. In fact, the computer-plus-keyboard experience is very close (no doubt intentionally so) to something children and their parents might have experienced in a kids’ museum, library, or school. Before their new friend can get its birth certificate, the kids are prompted to enter a host of very personal personal information: birth date, home address, gender, phone, and email among them. Along the way is the option to “skip” some of this input, but unlike what we’re used to in the world of online retail forms, there’s no effort to communicate what data is “required” for the transaction to proceed, and what’s “optional.” The overall effect is to sideline the privacy-savviness that might otherwise accompany the parent and/or child. I sat there and watched parent after parent prompt their kids to flex their memory muscles and practice their computer skills: “Ok Timmy, now, what’s our address? What’s your birthday? Do you remember our phone number? Good typing!!”

It’s not until after the kids have given up all this data, most often with their parents help and lulled consent (though there’s no requirement that parents participate at all), that Build-A-Bear gives its customers a copy of its privacy policy, which comes tucked away in the packaging folks take home.

I really don’t have any problem with Build-A-Bear’s privacy policy, or the tie-ins with the virtual world (Build-A-Bearville) the company hopes your child will visit with his or her new stuffed friend. But though the policy looks good on paper, this is a case where the execution stinks. Parents and kids should not be urged or encouraged to give up personal data, and when they’re asked to do so there should be some up-front reminders as to what is happening.

» Harvesting data from children with cuddly creatures and cutesy keyboards | Lawgarithms | ZDNet.com

Ya know… people forget about the kind of information they share about their kids.

There’s a particular site for Anne Of Green Gables, called Anne’s Diary, that was brought to my attention two weeks ago. The site keeps your kids’ private information OFF the computer– which begs the question… where are you keeping the information? How are you keeping it (locked)? Why are you keeping it offline? And further more… why are you asking for my child’s thumb print? Because, yes, aside from all the information provided, they ask for fingerprints. Wha-what? No, no– it gets better. The site invites girls to write in an online journal. So let’s think about that again: 1. takes private info, 2. takes thumb prints, 3. encourages girls to write in their secret online diary, 4. keeps private info offline because online isn’t safe, but keeps private thoughts online.

Something doesn’t add up.

When I first heard about this– i thought maybe the site was working with the Canadian government to promote Kid ID’s and safety. But, sadly, they weren’t (or at least I was informed that they were not).

There is really no need whatsoever to collect so much information from a child. Period. I get the whole “marketing” thing, but still… zoinks.

I honestly would like to believe that the folks behind Anne’s Diary aren’t shadesters, and actually have misguided strategies for encouraging membership and keeping parents feeling safe. It seems like they have the best intentions for trying to make things “seem” safe and for creating such an exclusive “diary” environment. Overall, my gut kinda twists and a large cartoony question mark appears in my cloud bubble brain.

Fingers crossed for ‘em. Same with Build-A-Bear’s in-store marketing-initiative.

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Posted in Parents, Youth, accountability, child safety, kid empowerment, kid entertainment, kid pop culture, learning, marketing, pop culture, pro-kid movement, responsibility, tween, user generated content | 3 Comments »