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Zuckerberg wants children under 13 on Facebook?
Zuckerberg said he wants younger kids to be allowed on social networking sites like Facebook. Currently, the Children’s Online Privacy Protection Act (COPPA) mandates that websites that collect information about users (like Facebook does) aren’t allowed to sign on anyone under the age of 13. But Zuckerberg is determined to change this.
“That will be a fight we take on at some point,” he said. “My philosophy is that for education you need to start at a really, really young age.”
But just how would Facebook’s social features be used by younger children?
“Because of the restrictions we haven’t even begun this learning process,” Zuckerberg said. “If they’re lifted then we’d start to learn what works. We’d take a lot of precautions to make sure that they [younger kids] are safe.”
http://tech.fortune.cnn.com/2011/05/20/zuckerberg-kids-under-13-should-be-allowed-on-facebook/
Here are my first thoughts.
1. PESSIMISM: Of course Mark Zuckerberg wants kids on Facebook – Facebook is a advertising & trend analysis GOLD MINE dressed as a happy, friend-connecting social network. Kids are the largest licensing group, and advertisers would LOVE to get their hands on that kind of market.
So much for the ENTIRE POINT OF COPPA – which wasn’t created for your immediate privacy, but created to PROTECT CHILDREN FROM MARKETERS STEALING OR SWINDLING PII.
Fail.
Also see: Facebook Forced to Address Legal Gray Area of Kids and Advertising from AdAge. http://adage.com/article/digital/facebook-forced-address-kids-advertising/227633/
2. FEAR: Oh, that’s a GREAT idea. Why not make more PERSONALLY IDENTIFIABLE INFORMATION ABOUT MINORS available? Tre sigh. Yes, education is VERY important – particularly about secret identities. But, children under the age of 13 DO NOT HAVE THE COGNITIVE CAPABILITIES TO BE SOLELY RESPONSIBLE FOR THEIR PUBLIC PERSONA. Part of being young is that you’re protected and allowed to make mistakes – by allowing that on Facebook – a public platform that reaches far beyond the lunch room, and far beyond your mom telling your aunt about that stupid detention you got? BOO. Not ideal.
3. LOGISTICS & CONCERNS: MODERATION. SCALABILITY. COST. Even if Facebook DID man up and start pre-screening all content contributed by U13 sources, what a nightmare! Staff to cover something like that? Insane. And neither revenue nor cost efficient.
4. HOPE: Any sort of “educational program” that comes with U13 on Facebook would have to be an entire new entity. Think: Facebook Junior, profile training wheels. It would have to be limited, with tutorials and information, and educational guidance. Leverage the sort of YouTube content that SweetyHigh has created (worth checking out). But in no way, would Facebook be able to cruise right into allowing U13 without redesigning the fundamental/core use of Facebook.
4. REALITY: I deal EVERY SINGLE DAY with kid chat, and kid posts, and kid interactions, and behavior crises from U13. I worry about social networks for children that do NOT rely on fantastical role play or themed-content. Those two elements help protect direct attacks (or even mistaken, indirect attacks) on a sensitive and underdeveloped child by allowing creative persona & identity hiding (to a certain extent, of course – real friends playing in fantasy worlds blends that reality vs role play, and takes interaction to a different level). Children are still in the process of social learning. Social learning CAN be expanded – and I do applaud the idea of social network education… but tossing youth into the deep end, where there are daily Trojan attacks on accounts, stolen identity issues & account phishing, cyberbullying, advertising lures, and STRANGERS is not ideal. Think about it: not even normal, rational adults can successfully navigate Facebook accurately…
If there is a way for Zuckerberg to incorporate social networking education, with Facebook structure, I’m eager to see it – but there are quite a few MASSIVE problems in his path. And with this audience? Bowling through the ideals without proper guidance, understanding, or safety nets = not a safe agenda.
I hope Zuck collects his facts, has the necessary research concluded, and (excuse the phrase) gets his shizzz straight before he really dives into something like this. For as much as I applaud optimistic philosophy, I desire educated practicality.
Age Gate Complications
How the Public Interprets COPPA-Prompted Age Restrictions
Most parents and youth believe that the age requirements that they encounter when signing up to various websites are equivalent to a safety warning. They interpret this limitation as: “This site is not suitable for children under the age of 13.” While this might be true, that’s not actually what the age restriction is about. Not only does COPPA fail to inform parents about the appropriateness of a particular site, but parental misinterpretations of the age restrictions mean that few are aware that this stems from an attempt to protect privacy.
While many parents do not believe that social network sites like Facebook and MySpace are suitable for young children, they often want their children to have access to other services that have age restrictions (email, instant messaging, video services, etc.). Often, parents cite that these tools enable children to connect with extended family; Skype is especially important to immigrant parents who have extended family outside of the US. Grandparents were most frequently cited as the reason why parents created accounts for their young children. Many parents will create accounts for children even before they are literate because the value of connecting children to family outweighs the age restriction. When parents encourage their children to use these services, they send a conflicting message that their kids eventually learn: ignore some age limitations but not others.
danah boyd | apophenia » How COPPA Fails Parents, Educators, Youth
I really, truly encourage you to head over to the link above and read the beginning and end (I sectioned only a portion) of Danah’s post. She’s right.
Back when I was an early blogger, I used to get frustrated with the casual nonchalance of parents who let their kids watch Youtube, then create accounts, and then post videos (ack!)… teachers/parents who friended their U13 kids on myspace and facebook and twitter (blergh). There are a lot of these conflicts-of-interest I see happening regarding the dynamic between parents & children accessing the social/entertainment world online. As the years have gone by, I’ve stopped ranting so much about these other social media sites. I just try to make sure that the wee corners of the interwebs that I touch have some sort of care, logic, appropriateness to them.
Having said that… I, fortunately & unfortunately, have the hands-on experience working with Age Gates from one stance NOT mentioned in Danah’s post…. youth-targeted sites.
Age gates = have been a battle for many a kids biz. Frustration points I’ve encountered, or had others relay to me:
1. Most kids, teens, adults, parents don’t even bother putting in the right info – they just choose the easiest option (either the pre-populated date or January 1, 2011) from the scroll gate option. > Now they’re caught in the filter.
2. The session cookies. Yes, I think on many levels a session cookie is necessary (why would you have a gate if they can cheat the gate?). However, as mentioned by Danah, and my point 1 above – parents / adults either put in the easiest information OR they put in their CHILD’S information… > Now they’re caught in the filter and frustrated (CS ticket if you’re lucky).
3. How do you determine a child from an adult when receiving a poorly spelled (btw, yes, many parents do not spend time editting and their emails often look like a child’s – identities have been tested and proven via phone conversations, arrrg!) CS ticket regarding the age gate? Fun times. > Now they’re caught in the filter. Cookie sessioned. And possibly a poorly educated parent looking for a bit of help for their kid.
4. TIP OFF LANGUAGE – Due to the FTC & Safe Harbor Co’s attempts at trying to keep some sort of legitimate gate-action happening… This is frustrating to navigate. I agree with the need for non-tip-off language, however, this can get really questionable fast when you really start to analyze the language you’re using to explain how to use the age gate without explaining how to defeat the age gate. > Now they are caught in the age gate, cookie sessioned out, confused by why, with CS tickets submitted and no where to go…
5. Every biz wants kids to enter the lists for their closed Beta… but you can’t have a minor agree to the legal documents associated to a Closed Beta session. Ruh roh, age gates doing what they’re supposed to do against the need for the site… > Rock, meet hard place. Also, add in: Caught in the age gate, cookie sessioned out, confused by why, with CS tickets submitted, no where to go, and now questioning the legitimacy of a kids site that won’t let kids in…
Ruh Roh + Fail whale? Or age gate success? Tre sigh.
I’m not going to give you my solutions to these frustrations, but having pointed them out, hopefully you’ll understand some of the yellow flags out there regarding Age Gates. Every little heads-up helps, yeah? I hope so.
Now go read Danah Boyd. She’s much more eloquent than I am today… 😉
Mining for Awesome: Metrics to Identify Your Community
This fine young man has a different type of impact on the community. He impacts more users … without his participation, about 2% of the community no longer participates. He does not impact the total oxygen of the community as much, in other words, he doesn’t impact the number of tweets or number of conversations. But he does bring along 2% of the community. And his impact lasts through the forecast cycle, meaning he impacts new participants as well.
This exercise can be run for every user in a community. We can easily forecast what impact each user has on the overall future of a community. By looking forward, we get to see what might happen, and we can take steps to change the future. When we simply look back into the past, we only measure what happened in the past.
In this simple example, when we remove just two users from a community of about four hundred weekly participants, we lose close to 8% of all future activity in this community. In spite of a ton of new users, these two folks, @michelehinojosa and @immeria, foster a wonderful and vibrant community. That’s a decent measure of influence, don’t you think?
Kevin Hillstrom: MineThatData: Hashtag Analytics: Removing a Member of the Community
(Received in Twitter via @TiffanyRichison – my AMAZING Community Lead, who scored it via @TheCR and @mindthatdata)
Over the last year there have been THREE huge benefactors to understanding an audience that I feel like I can’t stress enough:
1. Avoiding the operational FAIL WHALE (oh man, do I have withheld rants on this)
2. Understanding that a competitive site in this industry must have diversity in everything (from gaming, to customizations, to approaching an audience)
3. SMART METRICS
For a few short minutes here, and I stress short, I simply must ramble about the importance of metrics and how our industry HAS to step to bat and start finding the value of users NOT just the abuse.
And when I say “our” industry – I mean specifically the CS, Moderation, and Community. We need to TOTALLY BFF-up our Metrics peeps… and if there aren’t metrics peeps at your biz, then you need to step up to bat and figure out enough of a base line understanding regarding metrics and analytics to be able to support what you do.
Why? WE’RE EXPENDABLE. That’s a lie. I know it, you know it, but there are many a board member who don’t understand why CS & Community & (more specifically) Moderation staffing/tools/practices are so important – POST launch, when the belt gets tighter and the big bucks are takin’ a bit longer to roll in.
We’re just people who manage people – anyone can do that… interns can do that, right? PUUUUUUUUUUUKE.
WRONG. UGh. Shudder. Frustration + fist at the sky with some sort of user engagement battle cry! Just because you have a background in marketing – that doesn’t mean you have that GUT understanding, nor ability to read a community. Marketing folks can spin statements and emphasize the value of advertising and approaching product, but it’s not the same […feeling another tangent coming on. Must jump off this tangent path, my apologies].
What was I talking about? Oh yes, Metrics. Analytics. Whatever you wanna call it – basically, this day and age those of us people-people need to have back up. Stories are fun for conferences and for nailing a point home. Leaderboard-esque insight into top players is great to show your front-line knowledge of the audience’s ability. Social media platforms and conversations are great for keeping the product within fingertips of users everyday conscious. But when it comes to number crunching – dude bettah getz some backup. For realzies.
So far, metrics have been great for game designers and registration flows. It’s been great for microtrans and heatmaps (which, may I say – I love me some well developed heatmaps).
Blargh – OKAY, I’m biting off more than I can blog-chew at the moment. I’m going to kinda filter through my metrics conversation from the big point (overall metrics and their importance), and wittle it down to SPECIFICALLY moderation + community necessity.
Finding ABUSE
– Individuals who abuse the system / community / experience
– What is the individual abuse (on a case by case, report, basis)
– Brings questions of WHY individuals abuse: is it the lack of game? Is it the drive of the content?
– Is it a growing group behavior?
– What exactly is the abuse of this growing group behavior?
– Brings again the questions of WHY individuals abuse: is it the lack of game? Is it the drive of the content? Is it the lack of appropriate competitive interaction? CAN YOU FIX THIS?
Finding VALUE
– Individuals who represent the best of the community
– Individuals who engage from within
– Individuals who lead by example
– *Individuals who seem to be the best of the best, but actually become somewhat cancerous in their righteousness and maybe should be used as a best case
– Groups who lead by example
– Groups who promote desired community efforts
– Areas that promote desired goals for game or specific area
– Individuals or areas that can help promote the MONETARY VALUE OF UPGRADING (via microtrans or subscription)
Remember – you want to gently lure and entice users into becoming monetary assets… and not just monetary assests but SUPER USERS. For as gross as statement from a “purest” perspective as that is… YOU CANNOT RUN A GAME WITHOUT INCOME. Just can’t.
Why would you just use metrics for landscapes and game agendas, or finding bad users? Dude – it’s the day and age of community! Of social media! Own it.
BALANCING THOSE OF ABUSE AND VALUE
Just as this AWESOME article above points out – not all users are just “good” or just “bad”… Use metrics and analytics from:
– Chat (a filter that reads positive chat and associates percentages, a chat filter that reads abusive chat and associates separate percentages)
– Interactions (Community event item clicking and purchasing metrics, guild-grouping, chat submissions, logins, time spent online, friending, time spent in social areas, time spent in gaming areas, time spent multiplayer gaming/interacting, leaderboards, time spent in “home” areas customizing, etc)
– Friending – viral quality outside of game, as well as inside the game.
If you are in the MMO or VW space… I would SERIOUSLY suggest taking a moment to have a solid “think” regarding understanding the bookends of your community, and the elements that drive the bulk middle either direction over the course of their experience. The more you can automate that process for your moderations, customer service reps, and community managers – the stronger / swifter / and better the process will be for you!! You will still need the insights and stories and multisocialmediaextravaganzamadskillz of community pro’s – naturally. But you also need number crunching and proof of pudding products.
So, my dears, in this slightly confusing, probably ADD fueled post – my point is this:
Community and Moderation and CS folks… go rogue for a moment, totally ninja-BFF any metrics/analytics people on staff. Make tools or practices that will help you to find the value, find the abuse, and back it up with the best kind of numbers you can find… AND THEN use your mad community skills to help understand why numbers show what they show, and improve your audience, your product, and the WORLD.
Make sense? Hope so. If not, as always, leave a comment at the beep……
Beep.
The Conundrum that is Planet Cazmo
Planet Cazmo is going to partner with Fox’s Teen Choice 2010 awards and entertainment mogul Tony Mottola to create a custom virtual environment called the Virtual Teen Choice Beach Party. The special virtual environment will be directly accessible from a link on the Teen Choice Website. The Teen Choice 2010 awards will air August 9 at 8 EST on Fox Users will be able to visit the virtual beach party after casting their votes online.
In the Virtual Teen Choice Beach Party, users will be able to design an avatar and a virtual home. In the virtual world, users can chat, play mini-games, virtually dance, and even purchase virtual goods. One of the goods for sale will be a branded good shaped like the award show’s signature Teen Choice Surfboard. This won’t be the first virtual event Planet Cazmo has developed for a major brand or celebrity partner. Previous projects developed by Planet Cazmo were primarily virtual concerts or music-themed, though.
Virtual Teen Choice Beach Party
Okay… So, wow.
First, I do find it absolutely RAD that Planet Cazmo has broken the start-up, non-uber-brand IP curse and managed to score such a marketing bonanza as TEEN CHOICE AWARDS on Fox. That’s kinda huge. Brings in the eyeballs – aka, sudden brand awareness.
For the last two years I’ve watched Planet Cazmo score quite a few influential contracts with big music peeps… They’re freakin’ email machines – no one sends as many newsletters as this site… seriously. There is always something going on it seems.
The art is easy, not too complex. The world is expansive (almost too expansive, but they try to pack everyone into the same server- providing the PARTY! feel of busy-busy).
Again, I’m still floored by their marketing department and promotions… well played for such high profile awesomeness.
PROBLEM: I just logged in as a minor and was able to share “my” phone number (or, ya know, the Empire Carpet guy’s number, five eight eight two three zero zero), “my” address (or, ya know, the white house), amongst other things. Then I created another account, logged in, and watched myself say the same content all over again (aka, the public can read it, its not just author-only jedi-mind-trickin’).
At least they caught “shadows are as dark as holes” – but as holes, for as swarthy a curse as it is in kid land, is NOT A LEGAL PROBLEM.
I can’t believe I just logged in, approved my “child” via email plus, and then passed out faux-personal information. What the what?! AND THEY’RE GOING UBER-PUBLIC WITH A TV SPONSORSHIP! It makes me very, very nervous for them.
Talk about disappointed. I’ve been dealing with several companies lately that are looking to ensure that they’re sponsorships/partnerships/etc with youth virtual worlds are LOCKED DOWN and safe… why the heck didn’t Fox check into the legal nature of Planet Cazmo?
I’m still absolutely astounded that I could give addresses and phone numbers. Baffled, even.
NFL Agrees: There are some issues for Teens with digital dating
NEW YORK, Feb. 4 (UPI) — The National Football League Players
Association has joined Family Violence Prevention Fund to stop digital dating abuse, the union said Thursday.The NFLPA and the FVPF have launched a national public service
advertising campaign designed to help teens recognize online dating
abuse and prevent it from happening with e-cards called “That’s Not
Cool.”The campaign invites teens to create their own “Callout Cards” that
can be used to raise awareness of teen dating abuse and win cool
prizes, with the grand prize winner receiving a trip to Washington to
attend players’ gala later this year.
NFL players to fight digital dating abuse – UPI.com
I’m going to be perfectly honest: I have no idea what this is about.
Things I see & assume:
1. Based on my tenure in moderation: Digital dating (or, more particularly – digital explicit sexually charged conversations) are on the rise, and kinda sketch – and for tweens/early teens in social gaming, these relationships are with people they meet online.
2. Based on what I’ve seen from teens in social networks & real life dating – they are not ashamed of explicit content nor do they hide their highly charged, uber-sexual social exploration (example: a 13 year old relative of mine posted lyrics to a song which suggested the sexual act. Her boyfriend of the moment commented on her status saying, “you mean you wanna f*ck”. Our whole family can see these comments, and neither seem to care).
3. Sports social gaming / etc sites, that I’ve visited, have had the most – THE MOST – aggressive audience, if we’re talking about tweens/teens. Why? They’re not getting the adrenaline payoff or euphora-burst they would get from a hard fought game, or from a big-win as a fan. Due to most of the sites treating sportsfans like adult-kids (stat tracking and not emphasizing the playground crazy love of sports & games), they are looking for social competition – and from there its all an equation, right?
Hormones of demographic + need for euphora + competitive drive + strength and determination + excitement + social environment + boredom + mixed gender avatars of cartoon-cuteness = forms of dating abuse? …Perhaps… It might be a leap, or it might make sense… up to you how you want to swallow that pill.
4. The current plight of mega-star athletes and their, ahem, discretions (and inability to stay faithful, perhaps? …Tiger, Shaq, Kobe, and the many, many football players who are outted in the press – wasn’t there a football player killed last year by his mistress?)
Whatever the NFL’s reasons for this campaign – I say thank you. I like to believe that every little bit helps, and if the NFL wants to help an image, I think this is a smart path.
Why? Technological education is NEEDED – but not just “math blaster” education, but a variety of support that reflect digital lives AND offline lives. This is an excellent example, just as Sweety High’s youtube videos about cyberbullying and netiquette.
Problems teens/tweens are experiencing online are now very much reflecting problems offline, and vice versa. Finding new ways to educate and empower youth to protect themselves, build a voice, find a mentor, become a mentor, protect others, better themselves, believe in the systems surrounding them, etc… the better off we will all be.
Long story short, I’m hoping for good things of this initiative, and I hope they don’t drop the ball (muhohahahaha, sorry, i love with a pun works well with a story). There’s something here, and it’d be nice to see the NFL support it for the long haul, and with a boisterous voice, yeah? None of this “PR” schtick and hide. Fingers crossed.
Nick and the inappropriate game links
The Campaign for a Commercial-Free Childhood (CCFC) is a group which aims to stop the effect that corporate marketing has on children. Based in Boston, this group has a list of several dozen campaigns such as “CCFC to Nick and Burger King: SpongeBob and Sexualization Don’t Mix!” and “Stop PG-13 Blockbusters from Targeting Preschoolers”. The group has now targeted Nick.com for promoting its sister-site, AddictingGames.com, because the latter site contains “sexualized and violent” flash games like Sorority Panty Raid, Naughty Classroom and Perry the Sneak. CCFC requests that NickJr.com and Nick.com stop linking to such content “to children as young as preschoolers.”
The Escapist : News : Nickelodeon Taken To Task For “Inappropriate” Game Links
Zoinks! Click the link above for more information regarding this…
Typically sites need to have some sort of:
A) URL Clicking Policy – I subscribe to the two clicks method (used to be three clicks method, but times change). If I can get to inappropriate content within TWO clicks of a main page – that’s not good. My problem? Social media and the idea of the “e” audience… aka EVERYONE. So many people are using Facebook and Twitter as community tools to help engage a wide-reaching audience. I understand this… but here’s my problem: even if I control the content seen on my facebook page, and even if I control the content on my twitter account… I can’t control the content of the people who friend me. So, if you’re in my facebook group, I can click on your picture in my “friends” box and possibly access inappropriate content. Le sigh. This is a sketchy area and I feel as a community/safety profession I lose ground on this almost by the month.
B) Bumper page – the intention of bumper pages is to help young users “pause” in their link-clicking and rethink their decision to leave that site, as the site they’re traveling to is not under their power, and content may appear that shouldn’t. But… if Viacom owns the sites in question – why would they bumper page their own content?
It’s something you need to talk about, be aware of, and try to form policy or decisions around… don’t get caught.
Connect Safely Kids’ Virtual World Safety Tips
Virtual worlds are online spaces where kids create avatars (kind of like cartoon characters) through which they communicate, socialize, learn, shop, play games, and generally express themselves. There are hundreds of virtual worlds on the Web aimed at users of all ages. Some aimed at young children have controlled text chat, “profanity filters” to block offensive or sexually related chat, and staff or contractors moderating user behavior – you’ll want to check for these safety features. Parents also need to know that there are worlds kids can find and access which are not designed for them.
As with all kids’ online experiences, the No. 1 safety practice is routine parent-child communication. Keeping it low-key and frequent helps our kids come to us when stuff comes up. The most likely risks in kids’ virtual worlds, just like on school playgrounds, are cyberbullying or peer harassment and social-circle drama – including clubby behavior and kids playing “teenager” and talking about “boyfriends,” “girlfriends,” “breakups,” etc. The latter escalates and gets more sexually charged as they head into middle-school age. Language filters help, but kids can be creative with workarounds (see below). The main thing you need to know is that virtual worlds are user-driven: Positive experiences depend on users’ behavior toward each other and how well the space is supervised. Here are some pointers for safe, constructive in-world experiences.
Connect Safely |Kids’ Virtual World Safety Tips | Safety Tips
I truly suggest you head over to Connect Safely’s tips for navigating kid virtual worlds as a parent (and kid).
Anne Collier, esteemed author, is amazing and is always watching these area with her eagle eye and brilliance.
The trends and behaviors of kids online are always changing, and yet not changing at all. It’s like a tag cloud – there are all sorts of behaviors a foot and they’re always floating around… they just take turns in the “who gets to be the biggest issue”. It’s never a stale world, my friends – probably more cyclical than anything else, but there you have it… kids. Lol.
I can’t stress to you HOW IMPORTANT it is to understand many of the safety tips that Anne points out. SHARE THEM. Seriously…. SO MANY PEOPLE ARE SEVERELY UNDEREDUCATED or MISEDUCATED regarding the crazy world of web social media. It’s easy, it’s hard, its crazy, and it’s exciting, and all shades of each.
Pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeease pass that link to any / all of your friends with kids, working with kids, etc.
Buildabearville Stats Shared
ST. LOUIS–(BUSINESS WIRE)–Build-A-Bear Workshop®, the interactive entertainment retailer of customized stuffed animals, today announced new data that supports an evolution in how kids play and connect in their real and virtual worlds.
“Children and their parents have helped us develop a space that combines fun, learning and community service. We are in a new world of play for kids and we want Build-A-Bearville to be one of their top choices”
With over 200 virtual worlds for kids in existence or in development today, Build-A-Bearville® is one of the only virtual worlds for kids integrated with actual retail store locations in the United States. Build-A-Bearville, launched in December 2007, enhances the experience of Build-A-Bear Workshop, extending the social engagement that begins in the store with the creation of each new furry friend.
“Because of the unique perspective with our real world stores and the extension into our virtual world we see firsthand, how kids blend the way they play. This new generation of kids is changing the boundaries of play between traditional and virtual types of interaction,” said Dave Finnegan, Build-A-Bear Workshop chief information and logistics bear.
Finnegan is a featured panelist and presenter at the 2010 Kids@Play children’s technology program which takes place during the Consumer Electronics Show Jan. 7-11.
An example of how soft touch and high tech experiences can result in total brand engagement is demonstrated by recent survey results from Build-A-Bear Workshop:
- One out of every three Guests who visit buildabearville.com have recently visited a Build-A-Bear Workshop store.
- Forty percent of all girls eight through 12 and nearly 50% of girls age 10 through 11 registered their stuffed animals made at Build-A-Bear Workshop stores online in Build-A-Bearville.
- Nearly 17% of kids got their first furry friend from Build-A-Bear Workshop after they joined Build-A-Bearville.
Finnegan will discuss this topic as part of his presentation on the Build-A-Bear Workshop virtual world, Build-A-Bearville.
“The interactivity of the in-store Build-A-Bear Workshop experience is the foundation for our Guest engagement with Build-A-Bearville,” said Maxine Clark, Build-A-Bear Workshop founder and chief executive bear. “Today’s kids want to combine their experiences and the friendships they develop in the real world with those in the virtual world. This process is seamless for them and a part of their everyday lives. Our aim is to provide positive real and virtual world experiences to reflect children’s imaginations and natural interest in learning, sharing and having fun.”
Forgive the PR-fluff that covers that post (at least they’re light on the “beary” creative spelling, which I’ve seen in the past).
What I found interesting was the stat I highlighted.
With sponsorships growing more and more all the time – I find it fascinating to watch the patterns between buyables like stuffed animals (webkinz mentality) and virtual worlds: how entry points affect (or don’t) and how trends occur. Partnerships from the likes of fast food restaraunts, toy packages, store marketing intiatives, etc… these are only now starting to ramp up, but there are that many statistics regarding this right now (at least none that people are eager to share, lol).
There are going to be interesting advertising techniques popping up in this VW sector over the next year… I’m very very keen on eagle-eyeing this particular revenue source and how it either camoflagues itself into the experience (which many will not like) or works WITH the experience as a opportunity for the users.
Digital Downloading in Diapers
According to the NPD Group’s study of women with children age 2 to 14 in their household, marketers need to focus their marketing campaigns as much on the parents as they do the children. Why? Because 43% of children obtained their first digital download at the tender age of six, or under.
NPD Group: Digital downloading starts age 6 and under – Trends & Ideas – BizReport
The article also states: 79% of children age 2-14 have obtained some form of digital or physical content.
Wowza. There you have it – they just keep getting younger and younger. Digital education for both YOUTH and FAMILIES continues to be more and more important.
props to ypulse for the find.
Top Points in the latest FTC Report
This is pioneering stuff on the part of the US government. The Federal Trade Commission today sent to Congress its close study of 27 online virtual worlds – 14 for children under 13 and 13 aimed at teens and adults – looking at the level of sexually explicit and violent content and what the VWs were doing to protect children from it. I think it’s important for parents to keep in mind when reading the study or just the highlights here that “content” in virtual worlds means user-generated content (which is why, in “Online Safety 3.0,” we put so much stress on viewing children as stakeholders in their own well-being online and teaching them to be good citizens in their online and offline communities). Here are some key findings:
http://www.netfamilynews.org/2009/12/ftcs-milestone-report-on-virtual-worlds.html
As I rambled (extensively) earlier, the FTC report has been making its way across the web today. The oh so wonderful Anne Collier at NetFamilyNews.org has picked up the pdf and given it a good read over… click the link above to read her top points.
I’m so jazzed to see what comes of these findings, and how they improve digital citizenship, or enlighten those who did not realize the power of TEXT online.
w00t.