Friday, February 22, 2008

Family Surveillance: Mobile Locators

It seems that news about new mobile locator technologies designed to help parents track their kids -- either via cell phones or some other device -- are being launched almost every other week these days. In the UK especially, news coverage of the devices and their potential "safety" value is frequent and fairly prominent. In a country where one third of under 10s allegedly have their own mobile phone, tacking on surveillance features may appear to be the intuitive next step in "remote parenting"...rather than hassle your kids with a phone call, just look up their GPS coordinates to make sure they are where they said they'd be, etc. Here are a few recent examples of mobile locators in the news:

From SourceWire, a new study by MobileLocators.com found that:
Fears about child abduction have left British mums and dads desperate to keep tabs on their youngsters – and as a result, nearly two thirds have invested in a mobile phone for their offspring.

But many parents are taking security a stage further – by turning to the very latest satellite spy technology to ensure the safety of their kids “on a day-to-day basis”.
[...]
Hundreds of mums and dads have already registered their children’s mobile phone numbers with the website http://www.mobilelocators.com to pinpoint the user’s exact location. And of the 2,100 people polled – two thirds said they would be happy to invest in the new software, no matter how intrusive.

According to the article, however, another third say they don't want their kids to become paranoid about being under constant surveillance, and question the ethics of these types of devices. Although the MobileLocators.com company head says that "concern for security outweighs the worry about the Big Brother phenomenon,” the fact that the survey also found that about a fifth of respondents would also want to use the technology to track their significant others, I'm not so sure that privacy issues are so easily dismissed.

In terms of interesting usage/family dynamics stats, the study also found that most kids get their first mobile phone at age 11 (20% vs. 16% at age ten, 14% at age 12, and 2% at age 4). Among the 43% of parents who wouldn't allow their child to have a mobile, most based this decision on the belief that "the child was “not old enough” to have one." Other reasons given were the fear that having a mobile would attract bullying or theft, that it would lead to text messaging "addictions," or it could cause a brain tumour. In keeping with the industry's emerging party line when it comes to kids and mobiles, however, MobileLocators.com suggests that not allowing kids a phone creates a "“massive” extra workload for security-conscious parents" - who now more than ever (?assuming an increase - not so sure about that) drive their kids around everywhere (20%), don't let their kids out after dark (12%), and get involved in "vetting" their child's friends (defined as "some"). In relaying these stats, however, the article fails to mention any age differences (for example, it's pretty likely the parents of any 4-year-old will drive them everywhere, mobile phone or no), differences over time, or whether these behaviours apply solely to parents who don't give their kids mobiles, or to parents generally. Needless to say, I detect a bit of fear mongering. Keep an attentive eye on the use of the term "peace of mind" within industry discourses and ads.

Case in point, a recent article in The Inquirer on a "Madeleine McCann effect" apparently taking place in the UK, linking the MobileLocators study to the recent high-profile child disappearance/kidnapping of Madeleine McCann. According this article, parents are buying phones for their kids at an increasingly young age in direct response. As for those that don't allow their kids to have a mobile, the reporter blames "that government boffin, Sir William Stewart, specifically advised parents not to give the phones to children under the age of eight." Yikes! Nevermind that a number of well respected medical associations have advised the same thing, or that the debates around mobile phones and health, mobile locators and privacy/surveillance, and even mobiles and safety are still very much in full swing.

The safety issue comes up again within another recent innovation -- mobile monitors. As reported by Actual Technology News Blog, "a handful of companies are rolling out software that they say lets parents monitor communications their kids are having on the phone and hopefully protect them from unwanted advances." Just like Internet filters before them, these products are being sold (or at least promoted) as solutions to new forms of wireless stranger danger:
"All the problems of the Internet are on the cell phone," said Bob Lotter, founder of Newport Beach, Calif.-based eAgency Mobile Solutions, which offers a cell phone monitoring service on mymobilewatchdog.com. "Cyber-bullying, unsolicited sexual advances and child pornography" are all happening on the mobile phone, he said.

While much of the attention is centered on predators using the Internet to stalk children, Lotter and other experts say cell phones are an ideal means for predators because parents often don’t check what’s going on with a child’s cell phone. It's also a device that is commonly used by children out of their parent’s watchful eye.

The article also includes the following quote, which I found particularly interesting:
According to Teri Schroeder, chief executive of iSafe.org, parents need to be aware of any two-way communications whether it's via the Internet or a cell phone. "They have to understand it's high-tech high-touch," she said, noting that text messaging is a "huge" means of communications and with things like global positioning systems built into the phone it's increasingly dangerous for children. "We now have a medium that's intimidating to the parent and challenging parenting skills," she said.

Schroeder's comments point to a pretty important and largely unspoken aspect of these mobile locators -- the lack of regulation and transparency about how the collected data is used, by whom, and what safety measures are applied to ensure that no one but the parent is able to track the kid's phone.

This leads me to another article, one which delves a little more deeply effectiveness issues of and begins to explore the impact they may have on family dynamics and "traditional" values such as honesty, responsibility and trust. It's from a story that was covered on Channel 9 WSYR news (in Syracuse) about the use of GPS locator technologies in the workplace. Perhaps because the topic is introduced in terms of adult employers tracking their adult employees, issues around privacy and the potential detrimental effects of being constantly surveilled are introduced immediately. Near the bottom of the article, the focus shifts onto parents using GPS to track their kids -- listing a number of such services, their cost and more "peace of mind" rhetoric, this time from Jack Pflanz of Sprint/Nextel. After introducing the state of the market, however, the story shifts again, this time placing the focus on one family that tried the technology and have since decided against it. Although definitely of the "human interest story" variety, this part of the article also functions quite effectively in reconnecting the parents/kids dimension of mobile locators back to the employer/employee tracking examined at the start of the article. Here's an excerpt:
Carl Loerzel gave his daughter what every teen wants: a cell phone; but then Carl told Brittany the cell phone plan would allow him to track her movements through GPS technology. "I thought about the mall trips, what if something happens, where is she."

Brittany didn’t think the technology was going to work, and would be able to do what ever she wanted. "That's not how it turned out." Brittany got caught in a lie at one point, caught being where she wasn’t supposed to be. "[My dad] knew exactly where I was; he picked me up, and brought me home. That didn't get me nowhere but grounded."

"I think she understood that, once we talked to her about it, once we got passed the yelling part of it," Carl said. Dad and daughter did a lot more talking following the incident. In fact, they've come to terms and have decided to give relying on talking and tender loving care, instead of GPS.

Brittany says she learned to be honest, and not lie. "If you lie, you're going to get in more trouble." Her dad says he now trusts his daughter a lot more.

Ok, so the way the story plays out, it does appear that having the GPS unit initiated better family communication, and so on, but I think that the important thing is that the family decided to go with honesty over tracking. I wish that the story had examined this change in opinion a little more in depth, but I suspect that it links up to some of the academic studies on parental monitoring, which argue that child disclosure is still the best way to keep track of your kids...Best in terms of the parent-child relationship, the likelihood that the child will engage in "delinquent" behaviour, and in terms of the amount and quality of information that the parent obtains about the kid when she/he is away from home.

In particular, I'm referring to two articles by Stattin and Kerr:
Stattin, Håkan and Margaret Kerr (2000). Parental Monitoring: A Reinterpretation. Child Development, Vol. 71, No. 4, pp. 1072-1085.

and

Kerr, Margaret and Hgakan Stattin (2000). What Parents Know, How They Know It, and Several Forms of Adolescent Adjustment: Further Support for a Reinterpretation of Monitoring. Developmental Psychology Vol. 36, No. 3, pp. 366-380.

Their exploration of family surveillance and parental knowledge of children's activities outside the home, have found that much of the information parents obtain about their child's whereabouts and activities come from the children themselves...and that child disclosure, as opposed to parental monitoring and control, is correlated to a number of pro-social variables (as described above -- better parent-child relationships, lower rates of delinquency, better informed parents, etc.), and is much more in line with children's participatory rights and right to privacy. As Stattin and Kerr (2000) describe:
"[H]igh parental knowledge was linked to multiple measures of good adjustment. But children's spontaneous disclosure of information explained more of these relations than parents' tracking and surveillance efforts did. Parents' control efforts were related to good adjustment only after the child's feelings of being controlled, which were linked to poor adjustment, were partialed out.

This has led them to conclude that:
"[T]racking and surveillance is not the best prescription for parental behavior and that a new prescription must rest on an understanding of the factors that determine child disclosure."

More to come!

Wednesday, February 20, 2008

Mobile Regulation: In the News

From the Times Online, some early coverage of an issue that appears to have come up quite a bit at the recent 2008 Mobile World Congress: how to protect kids from accessing innappropriate content on their mobiles. Of key concern at the congress and throughout industry discourses around this issue appears to be coming up with a "self-regulatory solution" before any form of new government regulation can be introduced. As seen last month in the UK, for example, where Ofcom and the Children's Charities' Coalition for Internet Safety (CHIS) announced their intention to review its industry's voluntary code of conduct for mobile content. According to the Times article:
A spokesman for Ofcom said: "To ensure that children continue to receive appropriate protection, Ofcom is working with the CHIS and the mobile operators to review the voluntary code of conduct for mobile content." A report is expected in the summer.

Mobile phone ownership among the young is common, with a million under-10s in the UK — one in three — now owning one, according to figures from mobileYouth, a research consultancy. Separate figures from Ofcom found that 32 per cent of children aged 8-11 regularly use a mobile.

The access that the latest phones provide to the internet — often away from parental supervision — was cited last year as an increasing concern in a report by the Child Exploitation and Online Protection Centre, a branch of the Serious Organised Crime Agency, which is dedicated to combating child abuse.

Flash forward a couple of weeks, to the Mobile Congress and the announcement that:
Europe's mobile phone operators are joining forces to obstruct access to child sexual abuse websites. Leading operators, including Vodafone, Orange and 3, will announce plans today to install technology in their networks that will bar access to thousands of blacklisted sites.

Efforts to ban access to these sites has focused on service providers such as BT, which offer internet services via personal computers, but with internet access increasingly becoming a standard feature on mobile phones, the phone operators are facing increased pressure to take action on their networks.

Under the scheme, which is being spearheaded by the GSMA, the mobile industry's global trade body, customers who, inadvertently or otherwise, try to access illegal sites will be directed to a police warning notice or will be presented with a message saying that the site is not available.

The participating companies will also provide hotlines for customers to report any child sexual abuse content discovered via their mobile phones.

The scheme is backed by Vivian Reding, the European Telecoms Commissioner.

An obvious preemptive move -- but what democratic process produced the "blacklisted" sites, I wonder, and how will the "technology" function...can it be customized, what are the defaults, and how (and by whom) were these decisions made?

Sunday, February 17, 2008

Barbie as Island Princess Rakes in the Awards at the 2007 Elans

Friday, February 15, marked the second annual Canadian Awards for the Electronic and Animated Arts, or Elans for short. This year's ceremony was hosted by Family Guy creator Seth MacFarlane (who also won for “Best International Animated Television Production"...for Family Guy), and -- according to the press release -- attracted studio reps and producers around the world. Like last year's inaugural ceremony (hosted by William Shatner), the event was held in Vancouver, my current home town as well as that of a large number of videogame production and design studios. You can read more about the awards, event, winners, on the Elans website. And here is the full list of winners in the Animation categories:
1. BEST FEATURE LENGTH ANIMATED PRODUCTION
Barbie as the Island Princess, Rainmaker Animation: Jennifer Twiner Mccarron

2. THE SEVEN GROUP AWARD FOR BEST ANIMATED PRODUCTION (Television Series)
Edgar & Ellen, Bardel Entertainment: Delna Bhesania, Barry Ward, Trish Lindsay, Barbara Ferro

3. BEST ANIMATED SHORT SUBJECT
Yellow Sticky Notes, Jeff Chiba Stearns

4. BEST DIRECTION in a FEATURE LENGTH ANIMATED PRODUCTION
Barbie as the Island Princess, Rainmaker Animation: Greg Richardson

5. BEST DIRECTION in an ANIMATED TELEVISION SERIES
Ruby Gloom: Venus de Gloomsville, Nelvana LTD: Robin Budd

6. BEST MALE VOICE OVER IN AN ANIMATED FEATURE OR TELEVISION PRODUCTION
Lee Tockar, George of the Jungle, Studio B

7. BEST FEMALE VOICE OVER IN AN ANIMATED FEATURE OR TELEVISION PRODUCTION
Marÿke Hendrikse, Johnny Test, Cookie Jar Entertainment

8. BEST ORIGINAL MUSICAL SCORE
Bruno and the Banana Bunch, Cuppa Coffee Studios: Adam Goddard

9. BEST STORYBOARDING
George of the Jungle: Naked Ape Man, Studio B: Dennis Crawford and Lyn Hart

10. BEST PRODUCTION DESIGN OR ART DIRECTION
Edgar & Ellen: Crushed, Bardel Entertainment: Greg Huculak and Zoe Evamy

11. BEST WRITING IN AN ANIMATED PRODUCTION
Storm Hawks, Nerd Corps Entertainment: Rob Hoegee

12. THE ELECTRONIC ART’S AWARD FOR BEST INTERNATIONAL ANIMATED PRODUCTION (Television Series)
Family Guy, Fuzzy Door Productions: Seth MacFarlane, David A. Goodman, Chris Sheridan, Danny Smith

13.THE INAUGURAL AWARD FOR BEST INTERNATIONAL ANIMATED PRODUCTION (Feature)
Bee Movie, Dreamworks Animation SKG

14. LIFETIME ACHIEVEMENT AWARD IN ANIMATION
Kai Pindal

Not a Persepolis or a Peter and the Wolf in sight! Shocking! Instead, big awards for Barbie as the Island Princess! Also Shocking! As far as feature films go, it seems that the winners in these categories were picked more for revenue generation than quality of animation..that, said, however, I've only ever seen clips of the Barbie film in question, so I shouldn't really judge it prematurely I suppose. Still...

However, I am really happy to see Edgar & Ellen and Ruby Gloom get some recognition, as both shows are pretty awesome and deserve some props for their (respective) original styles, themes and content.

The winners in the electronic game categories are much more predictable:
1. THE AUTODESK GAME OF THE YEAR
Mass Effect, Bioware/Microsoft Games BioWare

2. BEST CONSOLE GAME
Assassin’s Creed, Ubisoft Assassin's Creed Development Team

3. BEST PC GAME
Company of Heroes, Relic Entertainment: Ian Thomson

4. BEST NEW VIDEO GAME COMPANY
Tie between Blue Castle Games/Rob Barrett for The Bigs
Slant Six Games/Brian Thalken for Socom U.S. Navy Seals: Tactical Strike

5. BEST SOUND DESIGN IN VIDEO GAMING
Skate Electronic Arts, Audio Director: Lance Brown; Sound Designers: Francois Lafleur, Bryan Rennie, Sean Webster, Terry Fairfield

6. BEST ORIGINAL MUSICAL SCORE IN VIDEO GAMING
Assasins Creed Ubisoft Jesper Kyd

7. BEST CHARACTER IN VIDEO GAMING
Commander Shepard (Mass Effect), BioWare/Microsoft Games: Drew Karpyshyn

8. BEST ART DIRECTION IN VIDEO GAMING
Mass Effect, BioWare/Microsoft Games: Derek Watts

9. BEST HANDHELD GAME OF THE YEAR (psp, ds, etc...)
Socom U.S. Navy Seals: Tactical Strike, Slant Six Games: Brian Thalken

10. BEST GAME DESIGN OF THE YEAR
Mass Effect, BioWare/Microsoft Games: Preston Watamaniuk

11. BEST MOBILE/CASUAL/ARCADE GAME OF THE YEAR
Skate, Electronic Arts: David Manriquez

12. BEST WRITING FOR A GAME PRODUCTION
Mass Effect, BioWare/ Microsoft Games: Drew Karpyshyn

13. THE NOKIA AWARD FOR OUTSTANDING INNOVATION IN GAMING
Company of Heroes: Opposing Fronts, Relic Entertainment: Josh Mosqueira

14. THE ERNST & YOUNG AWARD FOR INTERNATIONAL VIDEO GAME OF THE YEAR
Crysis Crytek/Electronic Arts USA Cevat Yerli CEO, Crytek

15. VIDEO GAME HALL OF FAME
Don Mattrick

Very war-themed line-up...I was pretty surprised that Bioshock didn't get a single nod, or any of the Mario games, but I suspect that this event is slanted towards a very specific crowd and purpose within these overlapping industries. Puzzling indeed. And now I'm going to have to go out and rent Barbie as the Island Princess to see what all the fuss is about - *sigh*.

Friday, February 15, 2008

Sports in Canada on the Decline

Statistics Canada has just released its latest report on findings drawn from the General Social Survey (GSS) -- historical data which the governmental body is using to track Canadian trends in a variety of areas...including sports participation! The last report on sport participation in Canada was released in 1998, i.e. before obesity rates had reached crisis mode and before the term "sedentary lifestyle" became a buzz word, so this latest review is particularly important for identifying major problem areas in terms of obesity (and other health related) risk factors. The report focuses primarily on adults, comparing provincial rates and differences among different groups, including gender, age, and socio-economics. It does have a section on kids aged 5-15, however, which I'll summarize below. You can access the full report here. In the meantime, here are some highlights:
- Overall, Canadian participation in sports has declined from 45% in 1992 to 28% in 2005. In 1998, more than a third (34%) of the Canadian population aged 15 and over participated in sports on a regular basis...seven years later, this figure is down to about one quarter.

- Teens aged 15 to 18 have the highest sport participation rate. But even among teens, sports participation is declining, from 77% in 1992 to 59% in 2005. Conversely, Canadians aged 55+ had the lowest participation rate: 17%, down from 25% in 1992. Overall, the study found that as Canadian adults get older, their rate of participation in sport decreases.

- There's still a gender gap in sport participation - men participate more than women. While this gap is closing, it's not because more women are participating in sports, but rather that fewer men are. Whereas in 1998, 43% of men and 26% of women participated in sports, by 2005 the rates had declined to 36% of men and 21% of women.

- Participation in sport has declined in every province except PEI. The biggest drops were in Quebec (which used to led the nation with a rate of 38%) and British Columbia. Quebec has now dropped to 27, and Nova Scotia is now in the lead with over 32%, followed by Alberta with 30%. Newfoundland and Labrador had the lowest participation rate of 24%.

- Participation increases with education - the higher the level of education, the higher the rate/likelihood of sporting activity. E.g., Among Canadians aged 15+, those with a high school diploma or less participated in sport at a rate of 25%, those with a postsecondary diploma participated at a rate of 30%, and those with a university degree participated at a rate of 33%.

- And, as would logically follow from the above stat, those with higher income are more likely to participate in sports. The study reveals that "Income has a profound influence on sport participation. Sport participation increases as household income grows." Families with a household income of $80,000+ were twice as likely to participate in sports as those with household incomes of less than $30,000.

- Related to the finding about teens, students are the most active group in Canada. There were also decreases here, however, as participation rates dropped from 64% in 1998 to 51% in 2005. The rate was higher for male students at 59% (down from 76% in 1998).

- "Relaxation" was ranked the most important benefit of sport participation by 73% of active Canadians. Physical health and fitness came second with 68%.

- The study also examined people's reasons for not participating in sports, which differed by sex and age. Among males "lack of time" was given as the primary reason (34%) for non participation in sport, followed by "lack of interest" (23%). Among females, 28% cited lack of interest as the main reason, followed by lack of time (26%).

- Overall, 30% of all non-active Canadians reported "lack of time" as the main reason for not participating in sports, although this rate was higher among 25-to-34 year olds (45%). For older non-active Canadians (aged 55+), 28% cited "age" as the biggest factor for not participating in sport, followed by "health conditions" (25%) and "lack of interest" (25%).

- And, according to the data, "lack of time" is not just an excuse...the study found that among non-participants who gave "lack of time" as their main reason for not participating in sport had: less free time; worked more hours (spending nearly twice as much time on paid work as other non-participants); and spent less time on sleep, meals and other personal care than those who gave other reasons. "They also watched less television, socialized less and spent less time reading books, magazines and newspapers than other non-participants."

In terms of these last items, I think that it's pretty obvious that this "lack of time" dimension is also tied into income. However, the study also found that Canadians overall have less leisure time than we did a decade ago, declining 5% from 6.1 hours per day in 1998 to 5.8 hours per day in 2005...18 minutes less leisure time, which is significant when you consider the "30 minutes of physical activity per day" watermark for good health.

The study also has some great info about Canadian kids aged 5 to 14, including:
- Soccer is the number one sport of choice for Canadian children, among both boys and girls -- who now tie at the same participation rate of 44%. (Followed by ice hockey, swimming and baseball).

- Overall, boys are more actively involved in sport than girls = 55% vs. 44%. However, while boys' participate rate has decreased (from 59%) since 1998, girls have maintained the same level of participation.

- Household income continues to be a major determinant of sport participation for children. Only 43% of children from households in the lower income range (under $40,000) participate in sports, compared to 63% among children from households with incomes of over $80,000.

- Parents' sports participation remains a very significant determinant of children's sports participation. Participation rates among children with neither parent involved in sports is only 35%, compared to 57% if at least one parent is an active participant. Furthermore, when at least one parent participates in sports as an administrator, their children’s participation rates jump to 80%.

- Living in a single-parent household has almost no impact on children's sports participation rates (despite lower income averages among single-parent households, which I assume the study has controlled for in its data analysis). As the study describes, "Regardless of family structure, children of sport participants participate more in sport. It is also possible that parents of active kids tend to participate themselves."

Of course, the cross-comparisons and correlations examined in the report don't include things like media consumption or quality/quantity of in-school phys ed programs, but it's a good starting point for reflection about changing trends within Canadian/Western culture. I must also point out, however, that although I'm completely convinced that sports participation is decreasing, I think that we also need to question the way in which "sports" is defined within this survey -- taking note of those activities that have been excluded. For example, the study excludes dance, aerobics, jogging and many other physical activities with large proportions of female participants, which have instead been labeled as "leisure activities"...whereas activities such as bowling and canoeing are included. The emphasis in this study is on competitive, and usually team, sporting activities, which means that competitive martial arts such as karate are counted, but non-competitive forms such as kung fu are not. While this may not seem to be that big a deal, I think that the exclusion of female-dominated activities (such as dance) are particularly problematic. I would also recommend comparing some of these stats with an article written by Leanne C. Findlay and Dafna E. Kohen appearing in last year's issue of Pimatisiwin: A Journal of Aboriginal and Indigenous Community Health, which focuses specifically on sports participation among aboriginal children.

I'm sensing some rumblings on the Canadian policy front re: child obesity, and it will be interesting to see how this study factors in. In the meantime, here are links to some of the Canadian news coverage of the study:

Globe and Mail
Winnipeg Sun
CTV news
The Kingston Whig-Standard

You can also read the Stats Can press releasehere.

Monday, February 11, 2008

Vancouver Province Article on Virtual Worlds for Kids

Last week, I was interviewed by Lena Sin of the Vancouver Province about kids' online games, commercialization and market research. We had a nice long chat about the various issues that arise within children's gaming sites, a chunk of which is featured in Sin's article on virtual worlds for kids, which appears in today's issue. Here's an excerpt:
Sara Grimes, a PhD candidate at SFU whose research is centred on children's evolving relationship with new technology, said parents can easily be lulled into a sense of safety because media companies are careful not to raise red flags with violent or sexual content on children's sites.

"What they are doing is using this notion of a safe or fun area that's really kid-appropriate to advertise heavily and also conduct market research in almost every aspect of the sites," said Grimes.

Advertising and marketing techniques run the gamut of placing a simple ad on the screen -- which Webkinz did for the first time last October to much outcry -- to actually incorporating products into the game.

You can read the rest of the article here. Thanks to Lina for her clear and succint coverage of the topic, as well as her excellent summation of my comments...which I'm sure were actually much more rambling than they appear in the final text.

Friday, February 08, 2008

CARU Cracks Down

By way of KidAdLaw, news about a number of recent decisions made by the US-based Children's Advertising Review Unit (CARU), an industry self-regulatory board which monitors compliance to FCC and FTC regulation on children's advertising. The first involves potentially deceptive advertising aimed at children promoting the Nintendo Wii and Mario Party 8. As the KidAdLaw article decribes:
The Children's Advertising Review Unit (CARU) reviewed a website ad featuring the game system and the "Mario Party 8" game, advertised as part of a campaign titled, "Wii Would Like to Play." The ad in question featured groups of four people-a family, office mates and young girls at a slumber party-playing Mario Party 8, each with a separate remote control. However, each Wii game console only comes with one remote control.

"CARU was concerned that children watching the advertising at issue could be confused by what is included in the initial purchase of the Wii game system," CARU stated in a summary of its review.

Nintendo said the ad had run its course, and would be pulled from the website. The company also agreed to consider CARU's guidelines.

Interestingly, in the review press release, CARU describes that Nintendo also used industry norms as a justification for the ad in its response:
"Nintendo noted that the advertising at issue was consistent with longstanding industry disclosure practices for marketing of video game systems, games and accessories. However, the company said, it has reviewed its TV advertising guidelines in consideration of CARU’s comments.

This last part is particularly interesting when one considers how industry standards can slowly morph into regulatory standards...which seems to be the underlying argument within Nitendo's mention of this fact in its defense. The fact that deceptive advertising practices are a "longstanding industry disclosure practice" is hardly something to brag about.

The second decision was aimed at kids' sport-themed site called JunkBall, which got a warning about its privacy policy. According to KidAdLaw:
The website, which features promotions and articles on sports products, contained a sign-up feature for "Junk Ball E-News." The sign-up page included the statement that "I am at least 13 years of age," and provided "yes" and "no" options for users to select. A child who clicked "no" was unable to proceed, but he or she could re-select "yes" to register.

COPPA requires site operators to obtain parental consent before gathering personally identifiable information from children who are under 13.

According to the CARU press release:
CARU, in its initial inquiry, questioned whether the Website was properly age screening to determine if parental consent was necessary and whether the site potentially collected personally identifiable information from children without first receiving verifiable parental consent. CARU also questioned whether the operator was collecting more information than was necessary for the e-newsletter.

As a result of its inquiry, CARU recommended that the site tighten privacy controls and better ensure parental consent. It also suggested that the site operator:
...request all previous recipients of the E-newsletter either re-register or be unsubscribed. CARU recommended the Website delete all information for users who fail to re-register.

In response, the site's operators, Little Kids Inc., pulled the e-newsletter feature. However, it sounds like they disagree with the idea of deleting information already collected from users:
The company, in its advertiser's statement, said it disagrees with CARU’s findings, but "appreciates CARU’s observation and suggestions concerning the Junk Ball Website and shares CARU’s goals of protecting children’s privacy."

The third review involved a book published by Discovery Girls magazine, called the Girl's Survival Guide 2007. CARU has asked the magazine to review an ad it had run promoting the book which "urged readers to "order now ... before it's too late" and described the price with qualifiers such as "only" and "just"," asking them to "tone down" their marketing. As described in the CARU press release:
At the outset of its inquiry, CARU questioned whether the advertisement created a sense of urgency for children to purchase the product by employing such language as "order now" and "before it's too late," in violation of CARU's guidelines on sales pressure. Further, CARU questioned the use of the words "only" and "just" to describe the price of the item.

In response, Discovery Girls Inc. has stated that it would accept the CARU's decision and modify their advertising in accordance with CARU guidelines. Of course, as with the Wii decision, it seems that this review may have come a little late...seeing as the book in question is a 2007 "survival guide", which may or may not even be for sale anymore (or at the very least probably isn't being actively promoted at this point).

Is it just me, or does it sound like the children's industries don't really take the CARU's reviews all that seriously? I find that accountability is particularly lacking - it would be impossible for the CARU to review all the relevant ads in its jurisdiction and make decisions about them WHILE the ads are running, so the fact that some ads may have already had their run by the time the review occurs shouldn't mean that the offending party gets away scot free. There really should be some sort of repercussion besides a mere request to "pull" the offending ad(s). Not to mention the ambiguity surrounding what happens if a company disagrees with a CARU finding (as is the case with Junk Ball, and maybe Nintendo, depending on how you read their "industry norm" defense).

If you go to the CARU site, you can also read recent reviews of KoolKids.com (whose privacy practices were questioned, esp. in relation to their "Princes of the Month" feature), BeaconStreetGirls.com (which was also questioned for its loose privacy protection practices), and Hanna Montana site MileyWorld.com (which needs to make it clear that becoming a member of the site will NOT guarantee tickets to Hanna Montana concerts). Lots of privacy infractions going on, making it pretty clear that even though advertising and market research methods are indeed becoming more invasive and subtle, traditional methods are still quite pervasive and need to be monitored diligently.

Thursday, February 07, 2008

Gaming's "Sea Change"

There's an article of interest by Seth Schiesel in last week's New York Times, which attempts to analyze last year's videogame sales stats (released in December by NPD Group). Although Schiesel's claim that the videogame market experienced a "sea change" this past year is a tad hyperbolic (and as Kotaku points out much of these arguments in this article have been made before), I completely agree that the figures point to some much larger changes within gaming that may be indicative of an important social shift around digital game usage and popular perceptions of the medium. Yes, that's right, I'm talking about the Wii...the domestic integration of physical and virtual play is exciting and fascinating, and I'm looking forward to reading some good theoretical explorations of this as scholarship in the area becomes available. But I'm also talking about Schiesel's identification of the spread of collaborative play...expanding beyond the realm of MMOGs and other multiplayer computer games, incorporating players of all kinds, frequencies and experience levels. The diffusion of mutliplayer gaming technologies, continued developments within portable play technologies such as the DS (which combines multiplayer gaming with portability), are opening up social conceptualizations of digital play...and making digital gaming much more inclusive.

Although the NPD doesn't seem to have a report of its findings available on its website, an issue of Wired blog from December reprinted a number of its sales stats. Most of you have probably already seen these, but I figured I'd reprint them as well for easy reference. These sales stats are for the US only:

Top-Selling Hardware/Consoles 2007
1. Nintendo DS - Sold $8.5 million in 2007 ($17.65 million to date)

2. Nintendo Wii - Sold $6.29 million in 2007 ($7.38 million to date)

3. Xbox 360 - Sold $4.62 million ($9.15 million to date)

4. PlayStation 2 - $3.97 million ($41.12 million to date)

5. PSP - $3.82 million ($10.47 million to date)

6. PlayStation 3 - $2.56 million ($3.25 million to date)

Top-Selling Console Games 2007
1. HALO 3 (360) - by Microsoft, Released Sep. 2007, Rated M: $4.82 million

2. Wii Play (Wii) - by Nintendo, Released Feb. 2007, Rated E: $4.12 million

3. Call fo Duty 4: Modern Warfare (360) - by Activision, Released Nov. 2007, Rated M: $3.04 million

4. Guitar Hero III: Legends of Rock (PS2) - by Activision, Released Oct. 2007, Rated T: $2.72 million

5. Super Mario Galaxy (Wii) - by Nintendo, Released Nov. 2007, Rated E: $2.52 million

6. Pokemon Diamond (NDS) - by Nintendo, Released Apr.2007, Rated E: $2.48 million

7. Madden NFL 08 (PS2) - by EA, Released Aug.2007, Rated E: $1.90 million

8. Guitar Hero 2 (PS2) - by Activision, Released Nov.2006, Rated T: $1.89 million

9. Assassin's Creed (360) - by Ubisoft, Released Nov.2007, Rated M: $1.87 million

10. Mario Party 8 (Wii) - by Nintendo, Released May 2007, Rated E: $1.82 million

Monday, February 04, 2008

Janet Wasko on Virtual Worlds for Kids

FlowTV -- an experimental, critical online forum written primarily by academics but aimed at a general audience -- has just published a short piece by political economist Janet Wasko, exploring commodificaiton in Webkinz and Neopets. Wasko's previous work on the film industry and Disney is enormously respected (and widely referenced) within communications and media studies, and it's great to see her expanding further into kids' new media forms. In the article, Wasko provides a comprehensive overview of the market mechanisms at work within these sites, linking them to larger trends within kids' consumer culture. She concludes:
It might be argued that these sites contribute to the commercialization of childhood and youth. Indeed, the process of targeting youth for consumption through media and advertising has become increasingly more developed and sophisticated, as documented by many scholars and some policy people. It seems obvious that these new websites have become a part of that process.

Even before Neopets and other sites were created, child development specialist, David Elkind, poignantly observed that "Children’s play – their inborn disposition for curiosity, imagination and fantasy – is being silenced in the high-tech, commercialized world we have created." (Elkind, 1982)

While this development may not be surprising to many, maybe that is the point. The popularity of Neopets, Webkinz, and many other sites aimed at kids feed into the naturalizaton of the commodification and commercialization processes that are at the core of advanced capitalism. And, again, another new technology has been harnessed for commercial purposes, as well as promoting and teaching consumption to young people.

Nicely said. The past couple of months have seen a lot of media/academic/critic coverage of kids' virtual worlds, and there are almost too many interesting articles and commentaries to list. I'd recommend checking out Bonnie Ruberg's brief, but insightful, look at the new Build-a-Bear VW over at Terra Nova, and Izzy Neis' recent post on why FAO Schwartz won't be launching its own VW any time soon.

Friday, February 01, 2008

Kids and Mobile Play: David Buckingham's Camcorder Culture

On January 30th, I attended a seminar at the London Knowledge Lab, featuring David Buckingham, who talked about the latest component of a study his Centre for the Study of Children, Youth and Media is doing on "Camcorder Cultures". His talk focused on the use of video/film within youth skate (board) culture: the film conventions found within this subcultural genre, how knowledge (both in terms of the sport and surrounding media production) is exchanged among skaters, and the complex relationship with commercial culture (including sponsors, commercialization, appropriation, etc.). A very interesting and well put-together presentation, with lots of openings for analysis and future questions about technology, performance, play, celebrity culture, digital culture and DIY media. He showed a number of clips of typical skate videos and provided a brief content analysis of a skate-video website called Skate Perception.

I was struck by both the continuities and the evolution of these videos since my earlier exposure to them in the early to mid-1990s (when they suddenly became a feature of my own peer culture), through to the late-90s (when they would often materialize in the later hours of university house parties). In many respects, a number of the predominant conventions present in the skate videos of a decade ago remain -- often filmed with a fish-eye lens, frequent use of black and white, grainy "documentary" style footage (esp. during complex tricks, which are as unedited as possible) from low perspectives, and the inevitably trendy indie soundtrack. They still follow the same format of introducing a skater (whose name appears on the bottom of the screen), followed by a montage of them performing a series of tricks (set to a particular song/band/genre), switch to the next skater, a series of their tricks, with their own song/band/genre, etc. Buckingham pointed out that the use lettering and the ways in which names appear on the screen during these intros is an important part of the production value, as is the accentuation (perhaps added in) of the sounds the skateboard makes, as it grinds, rolls, hits the pavement, etc.

There were also quite a few noticeable differences between "then" and "now" - the videos we watched were much more polished than previous, more serious in a way (although Buckingham argues that they aim to "not be too serious), without the short shots of pranks, gross-out scenes and general silliness that were often sprinkled into the videos we watched as teens (and that Anil's friends made themselves, as he described during Q&A). There's even a trend of explicit "sponsor me" videos -- made and promoted to find the skater a corporate sponsor.

The relationship between extreme sports (skating) and commercial leisure was of particular interest to me. Although he didn't delve too far into it, Buckingham pointed out that from the outset the sport has had tight links to corporate sponsorship and branding, although he presents this as a complex, back and forth (or bottom-up and top-down) exchange. I, of course, was a little more suspicious of how the videos appear to conform to previous versions, including the commercial versions we watched back in the day. I suppose the argument would be that those videos were probably already trying to appropriate and replicate what kids were doing on their own anyway. It's hard to say, and even harder to say if it matters, but I suppose I'm nonetheless troubled at the way in which the political economic relations are so overt and yet so subtle within skate culture, which appears to have internalized an attitude of ironic acceptance towards its own commodification.

Anyway, here are more links to some of the things Buckingham talked about:
Ale Ciattoni's "Sponsor Me" Video
Dogtown and Z-Boys
A recent Vans ad

The UK Kids' Media Disconnect

One of the reasons I came to London this semester was because the UK is currently such a hotbed of academic and public debate about kids and media. From child obesity and videogame controversies, to the numerous nation- and EU-wide studies being conducted here, to special government task forces and initiatives, to the large amount of media coverage UK newspapers and bloggers provide of these developments, London just seems like the 'place to be' for a children's media scholar. As a hotbed of debate, it is necessarily populated by conflicting opinions and interpretations -- which is both hugely exciting and a little overwhelming. As in the US and Canada, however, the debates here are also characterized (possibly hindered) by an underlying disconnect between everyday use (kids' media usage, parental concerns, family dynamics, school life) and popular discourse (governmental response, media representations, industry agendas). An example of this can be found in two articles that appeared in the BBC News online in the past couple of months. In December, the BBC published an article on a Microsoft commissioned review of 4000 parents in various countries around the EU. Among other things, the study found that:

- "More than 75% of parents are concerned about the content of video games played by their children."
- "Almost half of the 4,000 parents surveyed in the UK, France, Italy and Germany said that one hour of gaming each day should be the limit."
- "43% of the surveyed parents said they were not aware of ratings systems for games to determine suitability."

Without digging up previous reports/surveys, I'd risk making the claim that these findings pretty much support prior work in this area, which consistently finds that the "problem" lies in the parents' lack of awareness about ratings...a convenient argument that puts the blame and responsibility back in the home and well away from the industry (i.e. any need for government regulation).

The story is positioned in relation to an ongoing study being conducted by Tanya Byron on kids' new media culture (you can check out her study's Bebo page here), which was commissioned by the PM and launched in September 2007 to the immediate outcry of the UK videogames industry and self-regulatory board. Although the findings of the "Byron Review" won't be released until March, the BBC story appears to be laying some important groundwork for its reception, making preemptive links to industry-commissioned studies, and setting up the debate within the age-old industry-vs-parents binary. The article notes that according to the Microsoft study, parents "saw themselves as the key decision makers for which games should be played by their children, rather than regulators or the video games industry", making it seem like an "either or" scenario, rather than a system that can (and often does) work in concert. A big chunk of the remainder of the article is dedicated to providing the industry's perspective -- its defense of the educational and social aspects of games,reproducing the same tired dichotomies we've been seeing for years - violent vs. educational, wasted time vs. productive leisure.

The last third of the article gives some of the study's findings on kids' media use, again based on parental reporting/perception:

- "[M]ore than half of children played games on consoles, 32% on PCs, 9% played games online and 4% played on a mobile phone."
- The majority (64%) of kids play digital games alone, while less than 10% played with family members, and 12% played with friends. (although it doesn't specify whether this includes playing with friends online, I would assume that it probably doesn't)
- Only 5% of kids played "mainly online" - again, not sure what that signifies exactly, or how and whether parents keep track of this.

A few weeks later, the BBC published an opinion piece (though not so clearly labeled as such) by the Chief executive of Becta, Stephen Crowne, under the headline: "Parents urged to embrace new tech: The head of the government agency which promotes technology in schools urges parents to see it positively". The article takes aim at recent ChildWise report, under the introduction of: "It seems that every week a new report is published revealing the negative impact technology such as the internet, computer games and television is having on young people." The report found that UK kids spend about 5 hours and 20 minutes "staring at a screen each day", which reading continues to decline. Crowne suggests that before parents throw away their television sets and computers, they should consider some usage stats published by the Child Exploitation and Online Protection Centre (that 41% of children 8-11 yrs regularly use the internet; 75% of 11-year-olds have their own TV, games console and mobile phone; 56% of children aged 8-11 play computer games; and 7% of 10-year-olds have their own web cam), stats which he says describe the "real world of children." The gist of the argument is that because technology is to kids what honey is to bees, parents shouldn't fight their children's technology use, but channel it towards positive outcomes. etc., etc., etc.

Again here we see a tidy reduction of the issues, a championing of productive play and educational value as the right and only response to parental concerns, a vilification of children's current technological/media use as "non-effective" (i.e. wasted time) that can be "repurposed" (by parents and teachers, of course) as developmentally and economically beneficial activities, if only parents and teachers will "get on board". A perfect example of the kind of thing Ellen Seiter talks about in The Internet Playground, and that Anil Narine and I discuss in our paper Playtime is Over! (forthcoming). Crowne concludes with the following advice to parents who are worried about their kids' uses of technologies:
Rather than trying to exclude technology from their lives because we feel uncomfortable with it or have a vague idea that it is "not a good thing", we need to do what parents and educators have always done - harness their children's passions and interests and use technology to engage them in learning.

Sound familiar?

My G-Life: Game Design with a Mission

Cool site alert! An article was published in the BBC news online a few weeks ago (but I only just now had the chance to research it) about a new "social networking site" aimed at enabling teens around the world (aged 13+) to learn game design/development skills and then share their final products...all under the Creative Commons license. The site is called My GLife.org, and is currently in beta-mode, operating with only a bare bones structure and no teen-designed games as of yet. Some media and marketing (?) companies have donated simple flash games as examples, though, to give visitors and potential developers a sense of what they're looking for. Here's an excerpt from the official description of the site:
Through an open architecture of websites and related wikis and blogs, MyGLife participants learn to analyze, design and build web-based games and simulations that address globally relevant and social issues of their choice and passion. Topics include climate change, ecology, water, community services, technology skills, peace and more.

[...]

MyGLife.org is comprised of an open architecture of educational, programmable websites and related wikis that offer more than 100 educational activities, simulations and tutorials to play, learn, explore and contribute new ideas online.

* PLAY to Learn invites participants to play with an arcade of games, puzzles, creative tools and scientific simulations and to think about them critically as game developers. Donated and open source customized tutorials allow participants to tinker with the underlying game code and learn programming skills.

* LEARN to Build features an extensive library of hand-picked, custom written and open source tutorials for learning Flash, HTML, Graphic Design, Wiki, Blogging and Project Development skills.

* EXPLORE Web 2.0 Resources features links to recommended online resources and lists of suggested readings that will help participants.

* CONTRIBUTE Knowledge and Support encourages participants to follow-up their learning by contributing works back to the site. Professional developers and organizations worldwide can also donate work and learn how to start MyGLife programs locally.

The project is run by an organization called World Wide Workshop, which I hadn't heard of before now, but appears to have a pretty awesome goal of spreading global participation in digital cultural production to groups that are most often excluded, in this case young people from disadvantaged communities in developing countries worldwide.

Friday, January 25, 2008

Habbo Gets Ready to Rumble

A news item that caught my eye this week was the announcement that World Wrestling Entertainment (WWE) has formed a promotional partnership with the popular teen virtual world Habbo.com. From Cynopsis! Kids (Jan. 24 edition):
World Wrestling Entertainment (WWE) and Habbo.com have teamed to promote WWE's Royal Rumble on the teen-targeted website. While the actual Royal Rumble takes place January 27, live on PPV, the Habbo Royal Rumble began this week, as Habbo members vote for the top 30 WWE wrestlers they think will make it into the big event this weekend.

Upon reading this, I immediately started thinking about a great article I found a few months ago in the Business & Society Review by Shanahan and Hyman. The article argues that WWE (still called the WWF at the time the article was written, back in 2001) broadcast programming should be deemed a program-length commercial based on the FCC criteria, and that the WWE "is a major violator of the strictures on host selling and program-length commercials." What are they selling? Well, according to Shanahan & Hyman, they're selling themselves...in the form of pay-per-view events. The article goes on to provide a political economic analysis of the WWE brand, and a well-constructed argument that WWE broadcasts are pretty much hour-long advertisements that hook viewers into a narrative that can only be followed properly if the pay-per-view components are regularly viewed/consumed as well.

The stats they provide on the WWE are humbling esp. when considering that -- although they are now quite outdated -- the brand remains immensely popular among young boys and adolescent males. For example:
With more than 5 million viewers, RAW IS WAR, the WWF’s weekly flagship program on the USA network (but recently moved to TNN), is the highest-rated program on U.S. cable television; Smackdown, the WWF’s weekly program on the UPN network, draws almost 5 million viewers. On average, the 35 million U.S. fans of the WWF and rival WCW (World Championship Wrestling) watch 15 hours per week of wrestling programs. Although WWF broadcasts attract an audience that is 70 percent male, viewers belong to many demographic segments (e.g., women are the fastest-growing segment). The three largest audience groups are 6 to 17 year olds (especially 11 to 15 year olds), 18 to 44 year old men, and 18 to 24 year old women. Pre-teens constitute more than 15 percent of the audience. To accommodate these younger viewers, the WWF tempers the violence and sexual innuendo on its weekend morning programs. The WWF’s more than one-half million U.S. fans part with $30 million a month for its pay-per-view programs, such as King of the Ring.

The broadcast programs promote the pay-per-view by creating week-long hype for the weekend PPV events. According to Shanahan & Hyman's study, the average two-hour RAW IS WAR program contains only 36 minutes of actual wrestling. The rest is dedicated to developing soap opera-esque storylines through interviews, grudge match announcements, interruptions by surprise visits from other wrestlers or wrestlers' girlfriends (or boyfriends for female wrestlers)/spouses/children or enemies, etc. The storyline, interviews and all the rest build up intricate plotlines that promise to find resolution only during the PPV event:
All pay-per-view tournaments are scheduled immediately after the Sunday evening program HEAT, which is used to promote the event; tournament results are announced the next night on RAW IS WAR. Unlike many pay-cable programs, these tournaments are never re-broadcast on U.S. stations such as USA, TNT, or WTBS. Still photographs are used to promote a pay-per-view re-broadcast of the event the following night (Tuesday; a non-wrestling night for the WWF). The winner of King of the Ring is touted as the newest icon in professional wrestling’s upper echelon. Of course,“winner” is somewhat of a misnomer; in 1989, Vince McMahon admitted, while under investigation by the New Jersey Gaming Commission, that the matches are scripted.
[...]
Because viewers are highly involved with wrestling programming in general, the WWF can work pay-per-view programs into the storyline in the guise of matches to resolve grudges fostered during weekly broadcasts.

The shows also contain numerous other examples of host-selling for sponsor products, which are often also advertised between programming, theme music (each wrestler has a theme song, which can be purchased on a CD promoted during broadcast). The study found that even advertising students (university age) had trouble identifying all the examples of host-selling contained within the programs - this truly seems like an early example of the immersive advertising that has now become so popular online.
There are also problems with the disconnect between ratings and the actual age of audience members. As Shanahan & Hyman explain:
The FCC defines a child as someone under the age of 17, yet RAW IS WAR, Smackdown, and HEAT are rated TV-14. As the largest viewer segment for professional wrestling is 6 to 17 year olds, this inconsistency is meaningful. Although the TV-14 rating means that parents could block children less than 14 years old from viewing these programs, 14 to 16 year olds, who fall into the largest segment of wrestling fans, would not be excluded. So, contrary to the Children’s Television Act of 1990, the WWF is host selling to children.

I think much of the same arguments could be made in relation to this new development, which will surely have some "unintentional" overlap in terms of age groups. Habbo.com is already so heavily commercialized, I doubt that this new development will raise too much of a fuss (sadly), but I think it's nonetheless worth to note how easily the program-length commercial can be digitized. The arguments made by Shanahan and Hyman also provide a good foundation from which to analyze future WWE promotional efforts, and I think provide some good grounding for arguments against advergames and immersive advertising generally.

Here's an additional link to the full article (subscription is required).

Wednesday, January 23, 2008

Publish or Perish!

*****Update: IJIRE links repaired*****

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.

Tuesday, January 22, 2008

Kids and Mobile Play: Ofcom and Mobile Content

By way of the Times Online journalist Elizabeth Judge, news that UK media regulator Ofcom will be launching an inquiry into mobile content, after a series of complaints that the mobile industry is not effectively enforcing existing - voluntary - rules aimed at limiting the types of content kids can access via mobile technologies. A number of children's charities (I suspect they mean advocacy groups) point to the industry's lax standards when it comes to marketing and implementation as key examples of the inadequacy of the voluntary system. As Judge describes:
Mobile phone networks including Orange, O2 and Vodafone signed up in 2004 to a code that is aimed at protecting children using “next generation” 3G phones that offer services including internet access, video cameras and full-colour screens. Under the code, the phone companies agreed to offer parents who bought the 3G models for their children the ability to install a filter, which would block access to unsuitable internet content such as adult chatrooms.

A classification system for content - similar to that used in cinemas - was also introduced, with unsuitable material to be labelled “18”.

According to the children's charities who have launched the complaints, major phone networks and phone shops are not doing their job when it comes to providing parents with tools or information related to the risks associated with kids' unsupervised mobile technology use. Their arguments build upon a report released last year by the Child Exploitation and Online Protection Centre, which concluded that "the boom of phone ownership among under-18s had created an “increasing opportunity for the sexual exploitation of children and young people”."

Judge's article also provides some great stats, such as:
- A million under-10s in the UK (1 in 3) own a mobile phone (according to mobileYouth)
- 32 per cent of children aged 8-11 regularly use a mobile (according to Ofcom)

Further coverage can be accessed at MoCoNews.

Saturday, January 19, 2008

"D is for Digital" But Not Educational

****Originally drafted on January 9th****

By way of Josh Golin at the CCFC, an announcement this week from the newly formed Joan Ganz Cooney Center, which has recently completed a report on the kids' (ages 3 to 11) digital media industry. Focusing on educational content and marketing, D is for Digital makes a pretty clear argument for government-driven standards when it comes to digital products claiming educational value. According to the Center's press release:
The 50-page study, the first to analyze the current interactive media environment for preschool and elementary age children, documents how the recent aging down and exponential growth of digital products are shaping how children, ages 3-11, live and learn. Of the 300+ products studied, the paper found that most do not take advantage of available research regarding children's educational needs particularly in a global economy where literacy and learning requirements are fast evolving. Among the findings, the survey yielded only two educational video games (in an industry that generated $500 million in 2006 for the top 20 titles alone) based on explicit educational curriculum design available in the market.

The report also identified influential market trends with strong potential for education; examined the type of informal learning products on the market; and recommended ways to expand the availability of quality educational media for children.

The report also makes a number of recommendations for industry, researchers and policymakers including:

- Better partnerships should be built between research and industry, to foster quality educational products;

- More emphasis should be placed on educational videogame development;

- Intergenerational interaction should be encouraged through product design;

- Evidentiary standards for "educational" products need to be created; -- and here the report refers back to the Kaiser Family Foundation's 2005 report A Teacher in the Living Room?, stating that in the time that has lapsed since the KFF's study, the market has become (as the KFF predicted) "dominated by products that advertise unsubstantiated educational claims." In response, the Joan Ganz Clooney Centre recommends the following "Action Step":
Federal regulatory bodies such as the Federal Trade Commission, voluntary industry groups such as The Better Business Bureau, and parent advocates such as Common Sense Media should collaborate on a consumer protection initiative to better describe educational effectiveness in interactive media products for children.

- Policies should be implemented to protect children from digital commercialism; -- a recommendation which the Centre suggests can be achieved by better coordination of regulatory bodies:
Federal regulatory bodies, such as the Federal Communications Commission, and voluntary industry, public interest advocacy, and philanthropic organizations, should initiate the advancement of policies that protect children from commercialism in a digital age. A revitalization of The Children’s Television Act needs to be undertaken to modernize the child protections now called for in a digital age.

The report also offers two recommendations specific to academics:
- A research agenda should be established that addresses the implications of market trends on product development;
Academic researchers need to investigate the implications of the current environment on children’s informal learning, and recognize “what works” in educating children through digital media products.

- Academic research should be made more accessible to industry;
Academic institutions should disseminate research findings to industry through industry publications and events.

There's a fine line between praxis or collaborating for a better media environment, and full-on commercial research, which really isn't addressed here. Read one way, it sounds like a great idea, read another way, it sounds like research for profit, or at the very least enhancing the one-way street that currently exists between academic and commercial research. Academic research findings may usually only be available through journals and academic texts, but at least it's published freely and made part of the public domain. In the world of kids' media, it's the commercial sector who sits on the research goldmine, and I'd like to see these "partnerships" result in a more open and accountable commercial research sector as well.

While the fact that the study was focused on "educational" media explains much of its emphasis on purposive play/media use, I think that an underlying bias for productive leisure is also driving much of the Center's activities and positions. This is clear from the company's mission statement (which describes the Center as "Focusing especially on the needs of disadvantaged children, the Center conducts and supports research, creates educational models and interactive media properties, and builds cross-sector partnerships to scale-up best practices"), and is also pretty explicitly expressed in Michael Levine's (the Center's Executive Director) statements about the report (as quoted in the press release), which included the following:
"Kids today are spending almost as much time with media as attending school, so there is an opportunity to create more engaging educational products than ever before. Unfortunately, most of the new digital products we reviewed, with notable exceptions, do not yet promote the vital literacy, creativity and problem-solving skills children need to succeed. The report documents how industry leaders, working closely with experts in child development and research, can develop interactive educational products that can leverage key market opportunities and promote a new vision for learning and entertainment."

A very fascinating first contribution from the people who brought us Sesame Street -- definitely going into my chapter on kiddie-tech and "educational" play.

Friday, January 18, 2008

Bratz and Commodity Flow

****Originally drafted Jan. 8th****

In follow-up to his excellent piece on commodity flow in children's television (written with Giglio and a copy of which you can access here), Matthew P. McAllister has now published an article on Bratz, which appears in the most recent issue of the Journal of Children and Media (subscription required). I saw McAllister speak this fall on ironic product placement in TV comedies, where the product placement itself becomes the target of commentary and humor, but of course advertises the product nonetheless (at least in most cases...he showed an episode of the Sarah Silverman Program as a counter example). His previous article (with Giglio) on commodity flow is a must-read for anyone interested in the commercialiazation of kids' TV (and Saturday Morning Cartoons in particular). His approach expands upon Raymond Williams' concept of flow, combining content analysis with a critical analysis of programming schedules, cross-channel coordination, and cross-media integration. Highly recommended.

Thursday, January 17, 2008

iBarbie

*****Originally drafted on January 9th*****

Inspired by the success of BarbieGirls, and building upon its past good fortune with fashion games (such as the Barbie: Fashion Designer PC games), Mattel made its mark on this week's Sandbox Summit by launching its newest girlie-tech initiative, a CD/collectible card game hybrid called Barbie iDesign. According to the press release:
Barbie® iDesign™ is the newest introduction from the "Barbie Tech" group, and builds on the success of Barbie Girls™, a hybrid play experience that combines a real world, doll-inspired music device with a virtual world platform. BarbieGirls.com, the first global, virtual online world designed exclusively for girls now boasts more than 9.5 million registered users worldwide and has been referred to as the "fastest growing virtual world ever".

Continuing to tap into how today's girls play, and expand the Barbie® tech line-up, Barbie® iDesign™ turns fashion play traditionally experienced through a doll into an interactive, computer-based game with scannable fashion cards. With Barbie® iDesign™ girls become the ultimate fashion stylist through a highly creative and engaging gaming experience.

The game's incorporation of RL play and virtual play is of particular interest to me, of course, as is the clever integration of collectibility into the game design. Sort of Pokemonesque, the collectible cards that go with the game could turn into quite the cash cow for Mattel, and quite the headache for kids (as gameplay will surely be limited unless more cards are acquired) and parents (who will be expected to pay for said cards). Of course, Barbie dolls have always promoted consumption through the collection of Barbie clothes, accessories, dream houses and friends....all of which now appear available in card-to-virtual form. As the press release explains:
There are 200 different, collectible fashion cards, consisting of various hair styles, tops , bottoms, dresses, shoes, accessories and fashion models, and each has a unique barcode that when "swiped" through the USB-connected scanner, is uploaded to the "Design Studio" closet within the PC software. Once fashions are scanned and loaded on the computer, girls can play fashion stylist and create more than 21,000,000 fashionable ensembles in the game's "Design Studio." When the fashions are runway ready, girls are able to customize their fashion show in the game's "Fashion Runway" mode of play.

Other than promoting micro-purchases, the game will allow girls to "create unique fashions...by mixing and matching the different fashiosn that have been swiped and added to the "closet"" (just like on the Barbie Girls site, this sounds more like styling than fashion designing, and I'm pretty sure we'll see many of the same clothes available for purchase in Barbie doll sizes), design a fashion show featuring the runway talent of Barbie and her friends (again, through customization, and "play" in the "Designer's Club" -- where they can watch a recording of their "Runway Show", design a magazine cover using images from their Runway Show (or Design Studio), and use the "fashion cards" to play basic games like memory. I can't wait to get my hands on a copy, as this sounds like a perfect example of Mattel's now standard approach toward integrating marketing.

In related news, Mattel spent a good chunk of the pre-Christmas hype season building up its BarbieGirls brand and mp3 player, touting its popularity and claiming the title of "most requested toy" for girls, according to a number of magazines and websites that rank this type of thing. And although I did find a number of articles supporting the claim, the vast majority (i.e. all the ones I read) were cut and paste rewrites of a Mattel press release from late-November. Here's an excerpt:
As the holiday season's busiest shopping weekend kicks off today, gift-givers will be heading into the Barbie® aisle to find the season's "most requested toy" for girls. For the fifth year in a row, Barbie® toys were named the No. 1 requested holiday gift by girls, per the National Retail Federation, shining this year with the hugely innovative, tech-y Barbie Girls™ device and a new line of princess-themed dolls and playsets based on the popular new DVD "Barbie™ as The Island Princess." Additionally, several other Mattel Brands' toys have been named by toy, parenting, technology and retail experts as the season's must-have's.

I've gathered together links to all the sources cited in the Mattel press release that include the Barbie Girls mp3 in their top ten (for girls, or for younger kids, or for kids generally). These include:
All Aboard Toys.com
eToys
iParenting Media
AOL
PC Magazine
The National Parenting Centre
Top Toys Guide
Toy Wishes
Toys'R'Us
UK Toy Retailers Association.

The site/product has also won an award from the Web Marketing Association for "Best Toy Site", which I find particularly interesting and worthy of note. It seems that we are witnessing a veritable renaissance of the girls' games movement, with almost no deviation from its first incarnation, other than the massively increased presence of marketing and cross-promotion.

Yesterday's News: NPD's Kids and Digital Content

As Kidscreen's Gary Rusak (and numerous others) reported yesterday, The NPD Group has released a new study on kids' (aged 2-to-14 years) digital usage patterns, called Kids and Digital Content. As Rusak writes:
One of the more notable observations to come out of Kids and Digital Content, says NPD industry analyst Anita Frazier, is that despite the greater multi-functionality that devices - including computers, video game consoles, MP3 players and cell phones- provide, kids are by and large using the device for its primary purpose. A full 86% of kids surveyed said they used iPod-like devices to listen to music, while only 17% said they used the devices to watch movies, for example. "What this means," she explains, "is that the idea of device convergence has a ways to go to before it really becomes a factor in kids lives." In other words, kids won't be casting aside their computers in favor of internet-enabled, all-encompassing gaming systems or multi-functional cell phones anytime soon.

The study also revealed that kids download video clips the most frequently (7.1 times/month), followed by music videos (5.7 times/month), music (4.2 times/month), games (3.1 times/month) and ring tones (2.8 times/month). But the most popular activity by far remains playing video games, with a full 84% of the study's respondents gaming on all or one of the digital devices.

According to the NPD press release, the report also explores the different ways in which kids consume content. For example, the findings reveal that:
The way kids consume their digital content varies. Games and movies are primarily driven by their physical offerings, while ring tones/ring tunes are often consumed digitally, though half report consuming them in the physical format. Almost all kids who use movie content get it in the physical format, with one-quarter also getting movies in digital format.

I'm not sure I completely understand what they mean by "physical content," but I suppose it's meant to indicate that a physical product has been purchased. As with many NPD studies, the findings were gathered via "surrogate reporting"...i.e. through moms...which means that the findings are likely somewhat off, but interesting and useful nonetheless.

Sunday, January 13, 2008

Announcements!!!

I have a bunch of half-finished blog posts that I've been sitting on all week, and unfortunately it now looks like I won't have time to post them until later on THIS week, as I am right in the midst of packing up for a semester in London!!! For the next couple of months I will be stationed at the Media@LSE...the Department of Media and Communication at the London School of Economics and Political Science. If you're in the area, drop me a line - I'm always keen to meet other kids' media researchers and professionals, and will be trying to set up meetings with like-minded people while I'm there.

I also have couple of other announcements to make that I'm very excited about. The first is that I have been officially enlisted as a correspondent for Amy Jussel's awesome blog and organization Shaping Youth, both of which are dedicated to providing a critical (and comprehensive) look at media & marketing to kids. You can read my first contribution to the site here, which is a reprint of the article I wrote for Children's Media Consultant. Look for more to come in the next couple of weeks. And thanks to Amy for the opportunity to contribute to the valuable work she is doing for kids and parents.

The second is that I've been invited to speak at the 6th Annual CCFC Summit, Consuming Kids: The Sexualization of Children and Other Commercial Calamities, which will take place on April 3-5, in Boston, MA. I'll be talking about my ongoing work on marketing and media convergence in kids' MMOGs, focusing in on issues of commercialization, freedom of speech, authorship and play. The Summit is geared towards combining the knowledge and efforts of various groups trying to combat the commercialization of kids' culture, bringing together academics, media producers, educators, activists and parents. This is praxis at its finest, and I'm really looking forward to both participating and attending the numerous presentations and talks that the CCFC has planned. Confirmed speakers include Morgan Spurlock (of Supersize Me fame), Nancy Carlsson-Paige, Jean Kilbourne, Susan Gregory-Thomas, Alvin Poussaint, Juliet Schor, the CCFC's own Josh Golin and Susan Linn, among many others. Registration and information for the event can be found here.

It's stacking up to be a busy spring, but an exciting one as well. I'll be sure to post those half-finished news items once I'm settled in.

Saturday, January 05, 2008

Children Now's 2007 Report Card

California-based children's advocacy group Children Now has just released their 2007 report on "the state of the state's children", emphasizing the diminishing standards for both health and education experienced by kids in the sunshine state. The report's key findings include some pretty alarming statistics, including:
- Only 47% of 3- and 4-year-olds attend preschool;

- One in three children is overweight or obese;

- Just 65% graduate from high school on time;

- 37% of children, ages 2-5, did not visit a dentist within the
last year;

- Fewer than half of families can afford the basics of housing,
child care, food, health insurance and transportation.

You can access the report in its entirety here, or read the press release on this and previous reports the organization has published on children's health and well-being (many of which specifically address media-related issues) here.

Family Surveillance: Helicopter Parents and the Wireless Leash

I've noticed quite a bit of coverage lately coming out of the UK dealing with "helicopter parents", a term / phenomenon originating in the US that describes contemporary parenting styles characterized by intense levels of involvement with kids' accomplishments (in sports, arts, etc.) and academic success. For example, The Guardian has published two articles in the past week dealing with the subject, following some late-December coverage in The Telegraph. And it seems that UK schools and employers are having as tough a time as North Americans dealing with the shift. As Donald MacLeod writes for The Guardian:
They've been at their student children's open days, interfered with the Ucas form and swooped in to challenge anything from essay marks to college accommodation. Meet the helicopter parents, so-called because they hover over their children, interfering and directing their lives in a way that would probably have embarrassed standard pushy parents.

A phenomenon already established in the US, British universities are now beginning to suffer at the hands of the new breed, particularly at careers fairs. Helicopter parents oversee their child's first graduate job application, prep them for tests and interviews - and have even tried to renegotiate starting salaries.

Paul Redmond, head of careers at Liverpool University, said their arrival was evident at careers fairs across the country last year, and that some students had been barged aside. "In future we will have to be more open and say it doesn't look particularly impressive to have your parents with you at a fair," said Redmond.

"Several high-profile graduate recruiters have reported incidents where parents have contacted them to negotiate a starting salary. Others have had parents contact them to complain about a 'child' who has been overlooked for promotion," he writes on EducationGuardian.co.uk.

Companies have also complained that recent graduates have had everything done for them by their parents - to the point where they cannot get to a meeting.

In his own article on the subject Redmond identifies 5 different types of helicopter parent, which include "white knights" and "bankers". It's kind of a fun way to relay the diverse forms the phenomenon can take, but I'm not sure that categorizing "types" is all that helpful in understanding the shift and its impact on family dynamics and kids' socialization into adulthood. There's also a link made to mobile phone use among youth, which Redmond calls the "longest umbilical cord in history" -- though the connection is not explained in much detail.

Redmond's article is also covered on the BBC News site, although it's mainly a reprint / summary of the original. Similar arguments are made in an earlier article by Sarah Womack for the Telegraph. For example:
The term "helicopter parenting" was coined by Madeleine Levine, an American clinical psychologist, who claimed in her book The Price of Privilege: "Kids are unbearably pressured not just to be good, but to be great; not just to be good at something, [but] to be good at everything."

The rise of the mobile phone is often blamed for the explosion of helicopter parenting - it has been called "the world's longest umbilical cord".

Has the perpetual access enabled by mobile phones really lead to a massive shift in the ways in which parents and children interact? Or does the technology simply reinforce emergent behaviours that are concurrently being driven by much larger social, political and economic forces?

The issue of freedom vs. constraint certainly comes up a lot in discussions of mobile phones and young people. The helicopter parents coverage reminds me of other ways that mobile phones allow changing parent-child relationships to play out in technologically-mediated ways. Consider the various new services, such as Telus' Kid Find and Disney's Family Centre, that transform mobile phones into tracking devices, and allow parents to put controls and limits on how the technology can be used. We assume that these features will always only be used for benevolent and legitimate parenting purposes, but rarely consider how they are changing kids' sense of privacy, core family dynamics and social expectations of parental responsibility. Check out this article on AT&T's new "wireless leas" that appeared early this fall on Textually.org:
Parents are accustomed to setting up filters on their kids' computers that bar certain Web sites and blocking adult-themed channels on their televisions. "Now, with millions of children -- some as young as kindergarteners -- getting cellphones, the options are expanding for parents who want to set limits on their kids' wireless activities as well. The WSJ looks into the latest control options available - such as AT&T's Smart Limits service which just launched.

The new controls include those that limit the hours that children can use their phones for calling or text messaging to those that block access to inappropriate content on the wireless Web.

Wireless companies and handset manufacturers also are adding new features that actually help parents keep tabs on where their children physically are, addressing the peace-of-mind concerns that caused them to give their kids cellphones in the first place."

Lots to think about here.

Wednesday, January 02, 2008

Virtual Worlds for Kids Continue to Gain Momentum...and Media Attention

Some more news this week about virtual worlds for kids, mostly coming from the marketing industry p.o.v. The first, from Marketing Vox by way of Wonderland Blog, reports on a recent study by Mediamark Research and Intelligence/Marketing Charts, that substantiates the now common finding that children play lots of online games. As Marketing Vox writes:
Nearly eight in 10 children (78.1 percent) age 6-11 report they play online games — by far the largest percentage performing any online activity, according to (pdf) the 2007 American Kids Survey from Mediamark Research and Intelligence (MRI), reports MarketingCharts.

The percentage of boys and girls who play online games was virtually the same, 77.7 percent vs. 78.5 percent, respectively. Boys are more likely to go online to get tips or cheats for gaming: One-quarter of boys (25.8 percent) reported doing so versus 5.6 percent of girls.

In related news, the New York Times (subscription required) did a story this week on virtual worlds for kids, and how the industry expects "nothing but net" for its existing and upcoming kid-targeted VWs in the coming year. As cited in the article:
“Get ready for total inundation,” said Debra Aho Williamson, an analyst at the research firm eMarketer, who estimates that 20 million children will be members of a virtual world by 2011, up from 8.2 million today.

Worlds like Webkinz, where children care for stuffed animals that come to life, have become some of the Web’s fastest-growing businesses. More than six million unique visitors logged on to Webkinz in November, up 342 percent from November 2006, according to ComScore Media Metrix, a research firm.

The article also offers a good summary of existing and upcoming projects (though not as good as Izzy's):
...Disney last month introduced a Pirates of the Caribbean world aimed at children 10 and older, and it has worlds on the way for Cars and Tinker Bell, among others. Nickelodeon, already home to Neopets, is spending $100 million to develop a string of worlds. Coming soon from Warner Brothers Entertainment, part of Time Warner: a cluster of worlds based on its Looney Tunes, Hanna-Barbera and D. C. comics properties.

Add to the mix similar offerings from toy manufacturers like Lego and Mattel. Upstart technology companies, particularly from overseas, are also elbowing for market share. Mind Candy, a British company that last month introduced a world called Moshi Monsters, and Stardoll, a site from Sweden, sign up thousands of members in the United States each day.

...as well as some new and useful info about Pixie Hollow:
Tinker Bell’s world, called Pixie Hollow, illustrates the company’s game plan. Disney is developing the site internally — creative executives who help design new theme park attractions are working on it — and will introduce it this summer to help build buzz for Tinker Bell, a big-budget feature film set for a fall 2008 release.

Visitors to a rudimentary version of Pixie Hollow, reachable through Disney.com, have already created four million fairy avatars, or online alter egos, according to Disney. The site will ultimately allow users to play games (“help create the seasons”) and interact with other “fairies.” When avatars move across the screen, they leave a sparkling trail of pixie dust, a carefully designed part of the experience.

“We wanted to come up with a way to make flying around the site feel really good,” said Paul Yanover, executive vice president and managing director of Disney Online.

Good to know!