Showing posts with label toys. Show all posts
Showing posts with label toys. Show all posts

Saturday, March 06, 2010

Looking Awry at My Little Pony & Other Precious Things

My Little He-Man Pony - Original artwork and photo by © Mari Kasurinen.

A quick post today, to point you towards some of the fascinating work that STS scholar, MIT professor and "big thinker" Sherry Turkle is currently working on. Turkle is well known within new media/internet/game studies for her early work on online identity, particularly The Second Self and Life on the Screen. Her more recent work, however, which is captured in a series of edited volumes published by The MIT PRess, provide an elaboration of Turkle's ongoing inquiry into the relationships between people, technology and material culture...with an emphasis on how "things" - tangible, material, physical objects - mediate and shape both our usage and relationships with technological forms, digital practices, etc. My interest in this work was ignited by a recent post on BoingBoing, relaying a cute and thought provoking story contained in one of Turkle's edited volumes, Falling for Science: Objects in Mind (as discussed in an interview Turkle gave a few months ago). This particular volume is a collection of interviews with MIT students and established computer/scientists about the material objects that provided an initial entry point into developing a personal interest in science, tech, or math (STEM).

What captured the attention of BoingBoing contributor Maggie Koerth-Baker, and mine as well, was computer scientist Christine Alvaradoa's story about the crucial role played by My Little Pony in inspiring her interest in math (and, I would assume, programming). As Alvaradoa writes (in Falling for Science):
I had several small plastic Ponies that I used to play make-believe with my friends. But I had one larger, plush My Little Pony, a bright-green stuffed horse with a vivid pink mane and tail that I played with all by myself. I would sit for hours on my own, braiding and rebraiding its tail. I developed a system for braiding the tail of my Pony that taught me about mathematical concepts-- from division to recursion.

[...]

When I started, I took the hair on the Pony's tail and divided it into three pieces for braiding. Soon I became bored with a single braid. I then divided the tail into nine pieces and made three groups. I braided each group of three until I had three braids, then took these three braids and braided them together. Soon I was up to starting with twenty-seven pieces (nested down to nine braids, then to three and then one) and then on to eighty-one. All the while I was learning about math: I saw that division is the process of taking a large number of things and grouping them into a smaller number of groups. In order to end up with one even braid at the end, I had to be able to divide the initial number evenly by three, then by three,and then by three again, until I ended up with just one braid.

Her description is very reminiscent of the Sadie Plant's comparisons of weaving and computer programming. What's particularly fascinating is how Alvaradoa transformed the pleasures of manipulating the tangible features of her My Little Pony doll into a new form of emergent, educational play.

This article led be back to Turkle's website, and then to the other two installments of the"objects" series, which sound just as fascinating. The first, Evocative Objects: Things We Think With, makes the argument that "We think with the objects we love; we love the objects we think with," featuring writings, memoirs and essays by scientists, humanists, artists, and designers that explore the power of everyday things. The second, The Inner History of Devices, features chapters applying a variety of methods (with an emphasis on "intimate ethnographies") to explore the ways in which the things "we make [are] woven into our ways of seeing ourselves." She's now taken the discussion to another level with a new solo contribution, Simulation and Its Discontents. Here, Turkle takes on some of the larger philosophical questions raised by the shift from tangible objects and systems to digital/virtual simulations. An impressive body of work - all published within the last three years. Incredible.

While I obviously haven't had the chance to make my way through the collection as of yet, I'm really looking forward to figuring out where Turkle and her collaborators situate themselves within the field of technology studies and the parallel discussions of these same issues that have been unfolding within the realm of philosophy of technology. In any case, this work is sure to be compelling and worthy of focused exploration.

For an overview of some of the themes and theoretical paradigms that Turkle is engaging with in this series, be sure to watch her TechTV Big Thinkers interview from last summer.

And for more examples of transformative and interesting My Little Pony appropriations, you should definitely check out Mari Kasurinen's awesome sculptures, as seen in the (borrowed) image above.

[For those of you do watch the interview = On a personal note, I was struck by how profoundly I related with her comment about how irrational childhood fascinations with stationary stores were once said to be a sign of a lifelong passion/talent for writing. Who knew!?!]

Monday, March 10, 2008

Virtual-to-Real World Play

March 11, 2008: Big oops! So, yesterday I mistakenly posted the article that I was trying to link to instead of posting my own write-up, an error I didn't notice until just now. Yikes! That original post was written by Virtual Worlds News, a great source for gaming news and for keeping track of the evolution of the virtual worlds industry. So, here's take two on Virtual-to-Real World Play.

******
By way of Virtual Worlds News, some nice liveblogging coverage of last month's Worlds in Motion Summit. The Summit itself included a number of fascinating talks from some of the world's leading game producers and designers, who discussed everything from advergames and virtual markets in Habbo Hotel, to content and technological convergence within various game environments. Of particular interest was a talk given by MindCandy's Michael Acton Smith on "Thinking Outside Virtual Worlds" and the company's newest game/toy/project Moshi Monsters -- a new virtual-to-real world kids' property that I first reported on in December, and set to launch sometime over the next couple of weeks. Like many of its contemporaries, Moshi Monsters bridges different forms of mediated play, using a "virtual pet" as the anchor. What I find unique about this project, is that the brand is incorporating mobile devices from the get-go, resulting in a property that (according to Virtual Worlds News) Acton Smith describes as "Tamagotchi mixed with Facebook and a little bit of Big Brain thrown in."

Commenting on the success of Webkinz, which although impressive still lags behind traditional toys such as Beanie Babies, Smith had this to say:
"So why, as a game designer, should we care? Why should we bother thinking beyond the screen?" Smith posited. One reason is that toy tie-ins are not only an additional revenue source, but they allow for a deeper connection with the users.

To which he added (according to VWN):
"I believe there’s still a huge amount of opportunity left in this space,” said Smith.

Game designers, though, need to start thinking “beyond the screen.” The revenue stream has too much potential not to. “More importantly,” said Smith, “it allows consumers to connect to our worlds and create more engagement and, hopefully, more fun.”

What makes online pets different from earlier, non-digital versions is, Acton Smith believes, their high levels of interactivity:
Setting online pets apart from Furbies...is the ease of interaction. From Webkinz to MyePets to Moshi Monsters, interaction is key. MindCandy, for example, is adding widgets aimed at its older audience to tie their pet experience to Facebook or Bebo. Once users add friends, the creatures will socialize even when the users are offline, generating a Facebook-style newsfeed to track activity.

For the younger audience, MindCandy is adding "stealth education” with changing vocabularies and puzzles tied to the in-game currency of “rocks,” with monsters adding new puzzles for their owners every day.

In terms of the larger industry trends, here's a quick run-down of what Acton Smith and Virtual Worlds News had to say about the key players in this area and where they've focused their virtual-to-real play efforts [****Note, this list is great, but incomplete - I can already think of a few that are missing, and will work on providing a more comprehensive list as soon as I get a chance****]:

- Webkinz: The plush toys for starters, as well as figurines, lip gloss, and other licensed products to monetize the interest in the brand.

- BarbieGirls.com and Be-Bratz: Are targeting older. Toys and accessories already available, more to follow.

- Collectible cards: A number of properties are expanding this way, including Bella Sara, Chaotic, Maple Story, and World of Warcraft.

- Virtual Paper Dolls and IRL (Fashion) Design: Moo.com (with Habbo), Stardoll, Zazzle, and FigurePrints.com all provide different tools that allow users to bring virtual fashions into the real world: by printing avatars on a T-shirt, or designing avatar clothes that can then be made IRL for the player, designing your own avatar-based figurine, etc.

- TestTubeAliens.com: Toy that detects screen patterns when held up to the computer screen, changing the mood of the "test tube alien" inside.

- UbFunKeys: Similar to Webkinz, but with plastic figurines instead of plush toys.

- Tamagotchi: Relaunched and updated to include an online world.

- Me2: According to VWN "A motion sensor that records your physical activity and then points to your virtual character at home, potentially promoting activity away from the sedentary lifestyle."

- iBuddy or Ambient Devices’ gadgets: Which "interface with your computer or environment to provide you more information, creating more of an augmented reality than a straight up virtual world, but creating possibilities, said Smith, for giving feedback to users away from their avatars."

To this we could add Neopets, which has long had its own line of plush toys, interactive figurines, collectible cards and console tie-in games...as well as Barbie i-Design and a slew of others...

...Including many of the properties represented in the last panel of the summit, which was (appropriately enough) entitled "Striking Gold: How Kids’ Worlds Took the Crown". The panel (moderated by game journalist Leigh Alexander) brought together a nunmber of heavy hitters within the kids' digital play landscape, including Paul Yanover (of Disney Online), Lane Marrifield (co-founder of Club Penguin), Jason Root (Senior VP of Nick.com & NickatNite.com) and Kyra Reppen (Senior VP of Neopets). Again, this is primarily a summary of first-hand coverage (to which I will add comments at a later date or incorporate into something else), this time provided by the Worlds in Motion blog, which I've divided up into the key questions/themes that appear (from reading the coverage at least) to have driven the discussion.

On the question of how each company initially decided to focus on the kids' market:
Paul Yanover (Disney): "[S]tarted off from "[the] revisionist side of things." In the 90's, Disney Imagineers began experimenting with virtual reality and “though that didn’t really pan out, that team built great tech and art” eventually those ideas became Toontown."

Lane Marrifield (Club Penguin): ""We didn’t have an identity to start with, other than we had kids." He discussed looking at what was available for kids, what they liked, what they didn’t." [We] map every decision we make around the experience of six year olds, well, my six year old really."

Jason Root (Nickelodeon): They "Saw patterns on how kids were using our site, and the web at large.” 84% of kids are playing games online. “We wanted to evolve into a ‘place’, we wanted to bring those things together” with focus on mixing branded and non-branded content.

Kyra Reppen (Neopets): "[T]here is a "[natural] emotional connection with pets." Their virtual world "just started out being fun, but it's endless how much can be done with it."

On how player loyalty is maintained, as well as how player feedback and input is used:
Kyra Reppen (Neopets): “It’s about listening to the users...we get 30,000 new accounts every day... we need to cater to them, but we also need to take care of the old users who’ve been there for over four years. They have different needs, they’re the experts. So listening to them, making new content every day, keeping them engaged is important. It’s up to us to keep them.”

Paul Yanover: "It’s all about participation, it’s about listening. It’s something they have to have ownership of. We don’t want to project something at them, they need that ownership.”

Jason Root: "For user generated content and professionally created content, it’s about balancing those. Some kids want more of one than the other, but we have to find that balance."

Lane Marrifield: “It [was] a whole different gig. The purist nature of creating something for kids helped set us in the right kind of decision making.... all we hoped [for] was it liked enough that we could build a sustainable business model. We just hired our first marketing person!”

On safety as a key feature (and selling feature):
Lane Marrifield: “We have over 120 people dedicated to the safety of Club Penguin. We don’t mess around with that. We knew that if we were going to build the trust of the parents, there was no margin for error there. Only one incident and it would’ve been over.”

As the Worlds in Motion coverage describes, "The company’s safety program was thorough enough that they were invited to an F.B.I conference on safety to give a talk. "We’re more focused on that then we are on the gaming community.""

On balancing play with profits:
Jason Root: [T]he difficulty lays in, "figuring out how stay true to the audience and [at the same time] how to make a viable business plan... feeding these sites, they need to be tended to."

Kyran Reppen: "It’s hard to get the payment mechanisms in [kids’] hands.” Which, according to the Worlds in Motion article, "is why pre-paid cards for online services have been a boon for them as well as others."

On how to keep kids playing the games as they grow older.
Kyran Reppen: "This generation of kids are growing up with virtual worlds as their play pattern. They’re going to grow up demanding new kinds of play patterns... I can only speak for what Neopets has done, and it speaks to constant innovation."

Lane Marrifield: "Frankly, that's part of the fun. It's not just about building it, it's about sustaining it. It needs to be a labor of love. Kids will smell a disingenuous product from a million miles away... you got to truly care about kids."

Thursday, March 06, 2008

New Book Alert: The International Handbook of Children, Media and Culture

An exciting new publication to report on today, co-edited by my supervisor here at the LSE, Sonia Livingstone - in collaboration with Kirsten Drotner - called The International Handbook of Children, Media and Culture. The collection is a sort of response or follow-up to Singer and Singer's Handbook of Children and the Media, by providing both a more international focus, as well as a broader and more up-to-date overview of the various media forms and technologies that inhabit children's culture. It includes chapters by a number of high-profile children's media scholars, including David Buckingham, Mimi Ito and Dafna Lemish, as well as some of my favourite scholars from related disciplines such as toy studies (Dan Fleming), political economy of communication (Janet Wasko), and communication rights research (Cees Hamelink). Here's a copy of the abstract:
This essential volume brings together the work of internationally-renowned researchers, each experts in their field, in order to capture the diversity of children and young people's media cultures around the world. Why are the media such a crucial part of children's daily lives? Are they becoming more important, more influential, and in what ways? Or does a historical perspective reveal how past media have long framed children's cultural horizons or, perhaps, how families - however constituted - have long shaped the ways children relate to media?In addressing such questions, the contributors present detailed empirical cases to uncover how children weave together diverse forms and technologies to create a rich symbolic tapestry which, in turn, shapes their social relationships. At the same time, many concerns - even public panics - arise regarding children's engagement with media, leading the contributors also to inquire into the risky or problematic aspects of today's highly mediated world.

Deliberately selected to represent as many parts of the globe as possible, and with a commitment to recognizing both the similarities and differences in children and young people's lives - from China to Denmark, from Canada to India, and from Japan to Iceland, the authors offer a rich contextualization of children's engagement with their particular media and communication environment, while also pursuing cross-cutting themes in terms of comparative and global trends.Each chapter provides a clear orientation for new readers to the main debates and core issues addressed, combined with a depth of analysis and argumentation to stimulate the thinking of advanced students and established scholars. Since children and young people are a focus of study across different disciplines, the volume is thoroughly multi-disciplinary. Yet since children and young people are all too easily neglected by these same disciplines, this volume hopes to accord their interests and concerns they surely merit.

Really looking forward to reading this one!

Tuesday, March 04, 2008

CFP: Digitel 2008

Via the AIR-L mailing list, a CFP that may be of interest to some of you:

2nd IEEE International Conference on Digital Games and Intelligent Toys Based Education (DIGITEL 2008)

November 17-19, 2008, Banff, Canada
http://www.ask4research.info/digitel/2008/

** Sponsored by IEEE Technical Committee on Learning Technology

The Conference Proceedings will be published by the IEEE Computer Society Press.

** Important dates:
Submissions due: May 30, 2008
Decision notification: August 1, 2008
Final articles due: September 12, 2008
Conference: November 17-19, 2008

There is a rapidly growing interest in exploring design and technology of digital games and intelligent toys for learning. While digital games, especially online games, exploit advanced multimedia and Internet technology, intelligent toys embedded with chips and sensors utilize wireless, mobile, and ubiquitous computing technologies. Digital games and intelligent toys are potential new genres of advanced learning technology.

The gaming strategies and toy design that incorporate both individual and social activities will offer a significant opportunity for researchers to investigate the long-running research issues of technology enhanced learning such as attention, motivation, and emotion. It will not be a surprise that in the distant future when this emerging research is proved to be fruitful, most technology enhanced learning will incorporate some elements of digital games. Despite the surging interest in this emerging research, there are plenty challenging research issues to be investigated. For example, can one really learn meaningfully and deeply from games? Will there be new theories that explain phenomena of learning with fun? What constitute game pedagogies? How this genre of technology enhanced learning can be adopted to formal and informal learning settings? What are the possible dark sides of game and toyed education and how to prevent them? DIGITEL 2008 provides a forum for researchers various disciplines and practitioners to share and exchange of this emerging research area.

We invite submission of papers reporting original academic or industrial research on the issues related to digital games and toyes based education. Complete papers will be required for review process; only abstracts will not be sufficient. All authors of accepted submissions will be required to complete IEEE Copyright Form. Authors of selected papers will be invited to submit extended versions for a Special Issue of a reputed journal.

** Submissions
Submissions are invited in following categories:
Full papers: 8 pages
Short papers: 5 pages
Posters: 3 pages
Workshop proposals: 2 pages
Panel proposals: 2 pages
Interactive sessions: 3 pages

** For more details, please see the website:
http://www.ask4research.info/digitel/2008/

* Conference Chair:
Margaret Haughey, Athabasca University, Canada

* Program Chair:
Michael Eisenberg, University of Colorado, Boulder, USA

* Local Chair:
Maiga Chang, Athabasca University, Canada

* General Chair:
Kinshuk, Athabasca University, Canada

* General Co-Chair:
Tak-Wai Chan, National Central University, Taiwan

* Organization Chair:
Rory McGreal, Athabasca University, Canada

* Local Administrator:
Jill Calliou, Athabasca University, Canada

* Finance Chair:
Rebecca Heartt, Athabasca University, Canada

** For queries, please contact:

Kinshuk (kinshuk at ieee.org)
Jill Calliou (jillc at athabascau.ca)

Monday, February 25, 2008

Disney Fairies, On and Offline Play

So this year's American International Toy Fair has now come and gone, with plenty of noteworthy announcements to keep kids' media researchers busy for the next few months (at least!)...Including a number of new developments within the emerging virtual-to-real (or real-to-virtual) toy market, and some interesting news from Disney regarding its Disney Fairies franchise. As covered by Business Wire, Disney has partnered up with Techno Source to produce a line of "Clickables" toys that will tie-in to the Fairies website...soon to become a full-fledged "virtual world". As with other initiatives of this kind (BarbieGirls, Webkinz, be-bratz, etc.), the (stated) goal is "to extend" kids online play into offline playtime, and vice-versa. As Chris Heatherly, VP of Technology and Innovation at Disney Consumer Products, states (as quoted in the Business Wire article):
"The future of toys is about connecting online and offline play. Kids and tweens are quickly embracing virtual worlds and, while there are several Internet-related toys in the market today, the play ends when the computer gets shut down. With our new line of Disney Fairies toys featuring Clickables technology, we're bringing the fun of social networking, collecting, and trading into the real world so that girls can extend the fun of the enchanting online world of Pixie Hollow to school, the park, or wherever they may be."

And how do they plan to achieve this most holy of the holy grails of the children's industries (i.e. branded play)? By embedding, or "naturally aligning," the property within children's "existing play patterns"...and of course by offering "exclusive content" within the virtual world that kids won't be able to access without purchasing one (or all) of the associated products. According to the article, Disney also "hopes that by offering these Internet-connected toys that it will teach girls to share their Fairies and create friendships" - which we can also read as a hope that the "friendship bracelet" theme promoted by the toys will enhance viral marketing within peer groups. Thus, like BarbieGirls, Disney appears to be creating games and toys that more or less depend upon (or one could say exploit) real-life relationships by encouraging word-of-mouth marketing (by requiring that kids find a real-life friend to sign up if they want to access all the site's features, communicate more freely, etc.).

Here's a full list of the tie-in products released to date, courtesy of Gearlog (which you should definitely check out if you want to see some pics of the products themselves):
* Pixie Dust eJewelry Collection: a jewelry box, charm necklace, and three exclusive Disney Fairies charms powered by Clickables technology. When a girl touches a charm to the Clickables center of her jewelry box, it unlocks a unique fairy gift at www.PixieHollow.com, including exclusive clothing and décor.

* Tink Friendship eBracelets: a Fairy Friendship Kit where a girl can select her fairy avatar, a special message, and a gift on the virtual world, and then save it onto her eBracelet to be shared offline with friends. When a girl touches her band to her friend's and presses a button, her band will glow to confirm that a Fairy Friendship has been made!

* Tink's eCharm Bracelet: a customizable charm bracelet and three themed charms. Each charm unlocks a unique, exclusive fairy gift at www.PixieHollow.com.

* Fairy eCharms accessory packs: Each pack contains three themed Disney Fairies eCharms powered with Clickables technology.

* Tink and Friends Fly with Me eLCD: an electronic handheld with five games, letting girls play as their favorite Disney Fairies characters Tinker Bell, Fawn, Iridessa, Silvermist, or Rosetta no matter where they are. Best of all, points earned during gameplay are turned into exclusive Tink Points in the virtual world to use toward clothes or décor.

The toys will be launched to coincide with the release of the upcoming direct-to-DVD animated film based on the franchise, Tinker Bell (so...summer 2008?) and probably with the planned MMO expansion of the site (which will see Disney Fairies transform into Disney Fairies Pixie Hollow). With all this news, we've also been given some new stats on the Disney Fairies franchise, which is by all accounts mushrooming in popularity. According to corporate communication:

* The Disney Fairies site contains just under 5 million unique fairy avatars;

* It attracts 1 million unique visitors every month;

* In 2007 alone, the franchise generated more than $800 million in global retail sales from an array of "merchandise and lifestyle" products, including apparel, toys, electronics, home décor and stationery;

* The over 385 Disney Fairies books that have been published worldwide (in 51 countries) have sold nearly 9.5 million copies;

* Disney Fairies magazines have sold 6 million copies in 40 countries.

From what I've seen and read so far, the site (and/or its planned expansion) reproduces many of the same issues as other branded kids' games, including privacy/safety/freedom of expression trade-offs, cross-media (and cross-product) promotion (fostered through problematic strategies such as collectibles and viral marketing), and potential IP issues as well (depending on the levels of UGC enabled within the upcoming MMOG). That said, the site is a total blast to play and I'm really hoping (with fingers crossed) that the MMOG will maintain the playability and limited commercialization of Disney's Toontown. I'm not too convinced that this is likely, however, as the cross-promotional machine is already in full swing with this one...and even follows a pretty eerily accurate industry prediction made a couple of years ago.

In trying to describe the Disney Fairies franchise to a colleague earlier today, I found myself somewhat trapped in the very intertextuality upon which the brand was launched...the books, the website, now the toys and film, all part of a carefully rolled-out strategy, with no real originating text other than the minimally-defined Tinker Bell character (from Peter Pan and subsequent Disney usage) and some good ideas about character differentiation...mixed in with a few tried-and-true 'fantasy genre' motifs (e.g. elemental magic, etc.) and drawing upon a number of popular digital play forms (virtual paper dolls, MMOGs, etc.). Yet, although the brand is obviously completely embedded in its own cross-promotional synergy, it is this very dynamic that makes it more difficult to analyze than other games/media that start off as one thing, and then become more overtly commercialized through the insertion of third-party advertising or other marketing schemes. Sites/brands like Disney Fairies are tricky because they are -- from the get-go -- primarily promoting themselves...the brand's characters and themes, and consumption of the brand through a myriad of interconnected products, media, and play forms.

As a bit of an aside, I'm really starting to feel that we need a shared term to describe games and toys that converge on and offline play in this way. Suggestions?

For more coverage, check out Izzy Neis' post here, and keep an eye on her excellent and ongoing list of upcoming virtual worlds for kids.

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.

Wednesday, December 12, 2007

Imagine [Insert Gender Stereotype Here]

There's a great post on Bonnie Ruberg's Heroine Sheik this week about the new Imagine line of girl games by Ubisoft for the Nintendo DS. I've been seeing (and cringing at) ads for these games during Saturday morning cartoon blocks lately, and have been interested in finding out more about them, so this is great timing. You can also check out this post on Ypulse. Rather than chime in on the issues these games raise in terms of gender representation and how "girl games" are consistently defined by the games industry in the same stereotypical terms, I want to post an excerpt from a paper I'm working on that links this trend to a much deeper historical tradition of utilitarianism in the social shaping of "girls play". Adults have long sought to contain children's play, but girls' play in particular, for more "useful" and productive ends. For girls, this most often meant channeling play towards activities that were thought to prepare them to be good wives and mothers. Not that girls didn't love their dolls and Easy-Bake ovens (I know I did!), but there's a lot going on here relating to the social construction of girls play that it is impossible to really separate out from the experience itself. The following excerpt is part of a larger exploration of how western thinking about play tends to approach it in very "rational" and instrumental terms (for example, the construction of work/play as analytic categories), and how this approach influences what games and activities are deemed "appropriate" or idealized at a particular point in history.
Another important entry point for understanding how the rationalization of play occurs beyond the boundaries of the work/play binary is through a deeper exploration of the role of the domestic sphere in the construction and regulation of modern play practices. In reviewing the foundational literature on play, the male-centricity of the work/play dichotomy and the omission of female players from these debates are immediately apparent. The omission of the female experience of leisure within modernity challenges the notion that industrialization ever truly led to a separation of the spheres as reflected in the work/play binary, and calls into question the ways in which play and work have thus far been defined within the play literature. Throughout history, as Calvert (1998: 76) writes, “[L]ife was often very different for boys and girls at any given time. Boys and girls in America were dressed differently, treated differently, given different amounts of time for play, work, and study, and taught to handle all three activities differently.” Women and girls have historically enjoyed fewer leisure opportunities (Vallone 1995) and been steered toward much more limited and restrictive play practices than their male counterparts (Hendershot 1996). Indeed, productive or functional play has been a prominent feature of girls’ leisure time throughout the industrial era. In the nineteenth-century, as Formanek-Brunell (1998: 364) describes, “Girls were urged toward usefulness in their play as natural training in the republican values they would need as future wives and mothers of citizens.” Historical studies of girls’ and women’s leisure thus suggest that the modern rationalization of play does not necessarily represent the incorporation of “work” into play, as much as a continued extension of domesticization—-the rationalizing system of the “private” sphere of the home.

Not that girls just accepted the roles and limitations that were placed on them. In parallel with the tradition of containing girls' play is a tradition of little girls using play to subvert gender norms and expectations:
Although dolls are often seen as obvious "vehicle[s] of feminine socialization," recent ethnographic research, as well as historical analysis of memoirs, diaries and oral histories, reveal a long-standing tradition of gender role subversion and rejection of adult authority within girls’ doll play (Formanek-Brunell, 1998; Gussin Paley, 2004). This emerging research reveals the familiar, but academically neglected, practices of brutal doll torture, doll-body modification, doll bashing and doll funerals. As Formanek-Brunell (1998: 374), describes, although many girls (and boys) played with dolls in prescribed ways, “[E]vidence reveals that doll players pushed at the margins of acceptable feminine and genteel behaviour." For some girls, dolls became a valuable tool for thwarting social norms and undermining restrictions. For example, during the nineteenth-century “doll parties” were often promoted as a beneficial and appropriate activity for girls. Designed as a primarily aesthetic activity (girls were meant to show off their dolls and look at each others’ doll clothes), “doll parties” were regulated by a complex set of rules and etiquette which were circulated in advice books and women’s magazines. In practice, however, the events often transformed into active play dates that involved sliding down the stairs on tea trays and “smashing their unsuspecting dolls to bits” (Formanek-Brunell 1998: 375).

Friday, November 30, 2007

Everybody's Talking About: Magi-Nation

This week, everyone's been talking about a new kids' MMOG project in the works that will tie into an up-and-coming (and Canadian-based) property called Magi-Nation. The property was first introduced as a collectible card game (CCG), Magi-Nation: Duel, which was heavily inspired by Pokémon and other collectible kids' properties. It had a few incarnations as a videogame, mostly aiming for the same type of CCG-Gameboy crossover success enjoyed by Pokémon (hmmm...I think I see a pattern emerging ;). This past year, Canadian-based Cookie Jar Entertainment launched an animated series to tie-into the CCG (and remaining digital games, I suppose, which includes a cell phone game) -- appearing as part of the CW's Kids' WB Saturday morning cartoon block, as well as on Canadian public broadcaster CBC -- along with a first, smaller online game, Magi-Nation Arena, as well as various ancillary toys and product lines (including a new CCG). The new MMOG will foster and supplement the emerging Magi-Nation media brand, and will surely have some pretty close links to the tie-in card game (I'm guessing that "secret codes" with every purchase will be somehow involved). Here's the description from the company press release:
Magi-Nation: Battle for the Moonlands is based on the popular children's animated television series Magi-Nation, which follows the adventures of 15-year-old Tony Jones, an average teen from Earth who finds himself mysteriously transported to the magical world of Magi-Nation. In these Moonlands Tony befriends two young Magi heroes-in-training who join him on a journey to defeat the evil Shadow Magi who are out to rule their world. Along with their trusty collection of Dream Creatures these new friends must solve riddles, battle evil and discover the secrets hidden in each region on the Moonlands. During their adventures, they just might discover some secrets about themselves.

According to Cynopsis Kids!, the game will be beta-testing this December (unfortunately it's a closed beta, but you can apply here to become a tester). What makes this web-based branded game unique is that while much of the game will be free (i.e. ad-based), it will also incorporate a micro-payment or microtransactions model, in which players will pay small fees to upgrade characters, etc. As Next Generation reports, while this strategy isn't all that new, it is not that common among kids' sites/properties. As Kris Graft writes:
Battle for the Moonlands will be a browser-based game that is supported by advertising as well as microtransactions, an increasingly common business model. What makes Moonlands more unique is that it will be putting microtransactions in the hands of kids. Finding a chunk of charges for virtual clothing and spells on a credit card bill would likely irk some parents, but [Cookie Jar senior VP of digital media Ken Locker] insists there will be restrictions set in place.

"We want to make sure that parents are in control of any online spending, so we are developing a number of ways for parents to be involved in Magi-Nation purchasing activity," Locker says. [Notably, however]"We are also working on implementing a number of payment options so that we do not rely solely on credit cards as heavily as many online games."

Hmmm....perhaps this is where the "secret code included with every purchase" will come in. Either way, it certainly seems like Cookie Jar is casting the widest net possible in its bid to become the next Pokémon. In Virtual Worlds News, Locker is quoted describing Cookie Jar's goal to:
"[R]each kids wherever they are, be it via through television, consumer products or online worlds. [...] We are thrilled to be working on such an ambitious undertaking as Magi-Nation: Battle for the Moonlands and can’t wait to bring the Magi-Nation online entertainment package to our fans. Our young viewers are extremely Internet savvy and routinely monitor their TV shows online. With this project we will extend that connection and enable players to have a fully interactive experience with their favorite characters in one of their favorite worlds."

Indeed! Find out more by following the various links above, or follow the ongoing developments firsthand by visiting the Magi-Nation website.

Thursday, September 27, 2007

Neopets Key Quest Crosses Boundaries

The perpetual motion machine that is 'Neopets' continues to churn, with announcements this week of a new partnership with toy manufacturer Jakks Pacific to create a whole gamut of new Neopets toys and accessories. The site itself is still growing strong -- according to comScore, Neopets attracted 5.9 million visitors last month, its strongest month yet and a 50% increase over the same period last year. comScore also reports that the average "tween" user spends 2 hours and 33 minutes on the site. Wowza! This new partnership expands upon previous/existing Neopian merchandising initiatives, and also represents a further integration of Neopets' online and real-world play products. In particular, a number of the Jakks toys will tie-in to Neopets' new multiplayer "Key Quest" game, by providing codes that will allow kids to "transport" their toys into the online environment (so basically, a rip off of Webkinz). From Gamasutra:
The Jakks toy line will focus on plush Neopets toys, but the aggreement also covers action figures, accessories, playsets and plug-and-play interactive toys, as well as role-play products, vehicles, youth electronics, water toys, novelties, stationery products, kites, and craft activity toys. Jakks’ Neopets collectible plush products are expected to begin to hit retail shelves in early spring 2008, with figures, playsets and other Neopets products shipping to retailers nationwide for fall.

Additionally, the plush toys and other upcoming Neopets consumer products will tie into a new multiplayer “Neopets Key Quest” in the game. The toys will contain codes that allow kids to unlock virtual extensions of the toys to use as part of the Neopets Key Quest game, with virtual versions of the toys represented in the users' Neopets profile.

The companies plan to release the new line next spring (2008). Until then, kids will just have to content themselves with Webkinz and The Littlest Pet Shop.

Tuesday, August 14, 2007

Toy Recalls and Globalization

Mattel has issued another toy recall, putting its total for recalled toys somewhere between 18 and 19 million (including the magnet-toy recall and the lead-paint recall from earlier this summer. Although no injuries have been linked to the latest batch of recalled toys, an earlier line of recalled toys (CBC says Polly Pocket playsets) caused serious injury to at least three kids who swallowed magnets. According to today's CBC coverage:
The bulk of Tuesday's recall covered magnetic toys manufactured between 2002 and January 2007, and expanded on a similar recall made in November 2006. Also included in Tuesday's recall were 436,000 Sarge brand cars, because the surface paint could contain lead levels in excess of U.S. federal standards.

Under current U.S. regulations, children's products found to have more than 0.06 per cent lead accessible to users are subject to a recall.

"There is no excuse for lead to be found in toys entering this country," Nord said. "It's totally unacceptable and it needs to stop."

The blame, it seems, is being squarely placed on quality control, as well as Chinese contractors in violation of corporate standards. But perhaps a better way to think about all this is in terms of larger trends within globalization, such as the increased reliance of transnational corporations on offshore labour and the subsequent throttling of production costs (and therefore production budgets). The $22 billion toy market [$71 billion globally] makes up a large portion of our imported consumer goods and 60 percent of all toys sold in Canada are made in China (Jones, 2004). Behind the current string of recalls lie the pressures and disparities created by the kind of labour conditions that arise from so much "offshore" production...labour that is displaced onto developing countries and regions in order to shrink production costs by creating an underpaid and undervalued labour force that is often comprised of women and children.

Political economic theorists point to the global issues that are often left ignored when large, mostly US-based, conglomerates control the majority of resources in a transnational industry, as is the case with the toy market. Langer (2004) argues that the toy industry’s association of “childhood with play, fun and toys situates toyshops and toy makers as part of the enchanted landscape of childhood” (p.253), naturalizing the current state of the children’s market while the more problematic aspects of global toy production remain obscured. NGO and human rights discourse on global toy production emphasizes the young age of toy factory workers, who Langer argues are often “constructed as ‘little more than children themselves’” (p.259), as well as the low wages, high levels of occupational hazard, and long work hours endured by a largely rural, largely migrant labour force. While the average North American toy maker earns $11 an hour, in 2000 Chinese toy workers were earning an average of 30 cents an hour. While it wasn't specified in the article, I suspect that stat applies to adults and that things might be much different for child "employees."

In an open letter written in December 2003, (Can.) Senator Consiglio Di Nino had this to say about child labour in the toy industry:
More often than not, this is the reality behind the manufacture of children’s toys. Toys are not manufactured by diminutive elves in workshops, but by diminutive beings of another kind… children. China is a popular choice for North American manufacturers because labour is cheap and plentiful. International news reports hint that child labour is prevalent in China, and factory managers go to great lengths to conceal the epidemic. United Press International cites a provincial labour official who confided that, “factory managers are routinely tipped off about inspections and will send child workers home.”

China is by no means the only country in which child labour is widespread; indeed, it is a global issue. Human Rights Watch is particularly critical of bonded labour practices in India and Pakistan, where an estimated 15 million children are being exploited, primarily in the manufacture of textiles. The International Right to Know Campaign, a movement supported by international organizations such as Amnesty International USA, Global Exchange, and Oxfam America, estimates that there are 211 million child labourers worldwide, over half of whom work in China [In 2004, UNICEF increased that estimate to 246 million].

The vast majority of North American multinationals have corporate codes of conduct that apply to their global suppliers. Evidence suggests, however, that these codes are poorly enforced and egregious labour rights violations are the norm. These violations have been documented extensively by the International Right to Know Campaign and by human rights groups across Asia. These organizations indicate that the ineffectiveness of corporate codes of conduct stems from the fact that independent third parties do not conduct the factory audits mandated by these codes and we are told that factory owners are usually notified of the audits in advance.

Of course, this doesn't 100% prove that Mattel -- the world's largest toy company -- has indirectly employed child labour, or that the recalled toys are directly linked to impoverished manufacturing conditions. And I'm certain they didn't know that lead paint was being used by their suppliers, and that the damage control they now face will be a burden that far outweighs any advantage that could have ever been accrued from cutting costs in safety measures. But the fact is, it's unreasonable to expect that costs and work conditions can be continuously cut, threatened and squeezed without any kind of trade off or consequence. The lack of accountability and transparency within the toy industry, combined with known statistics of child labour in the toy manufacturing industry and of the impoverished working conditions in China and other production zones, demands a more thorough consideration of the complicity of North American toy companies (and the toy market!) in creating the substandard conditions from which substandard products have spawned.

These issues got a lot of press coverage a few years ago, when anti-globalization was "hot" and transnational trade was being put under the microscope. At that time, a woman from Victoria, BC, named Sarah Cox wrote a scathing expose of the toy manufacture industry in various parts of Asia called The Secret Life of Toys, which I unfortunately can no longer track down online. Cox did field work in various toy factories that manufactured toys sold in the West, and found rampant workers' rights violations and poor working conditions. But attention to these issues has died down today, and although all of the big toy corporations (Hasbro, Mattel, Irwin) manufacture a large portion of their toys in China, it's been difficult for researchers and journalists to make direct links between specific toy companies and specific toy factories. The transnational conglomerates don't commonly release details about their overseas partners. According to Chelsea Jones, writing for Briarpatch magazine in 2004,
Toy companies such as Mattel hold back names of their suppliers. This means that any toy made by Mattel could have been manufactured by any one of about 50 Chinese factories contracted by the company, or in a factory Mattel may own with private investors. Or it could be that parts of the toy, including it’s packaging, have been made in one of many factories jointly owned by the company and contractors small enough not to be named or legally acknowledged.

In 1998, George Irwin, the president of Irwin Toy Ltd. said that the reason for the strict confidentiality surrounding toy factories is due to the competitiveness within the industry. “We guard very jealously our vendors,” Irwin says, “because we don’t want any of our competitors to get an advantage by knowing who they are.” Sixty percent of Irwin’s toys are produced overseas, primarily in China and Malaysia.

For more up to date info on working conditions and child labour in China, with a healthy amount of focus placed on the toy industry in particular, check out this new report conducted by the Hong Kong Liaison Office.

Langer, B. (2004). “The Business of Branded Enchantment: Ambivalence and disjuncture in the global children’s culture industry”, Journal of Consumer Culture, 4(2), pp.251-277.

Thursday, August 09, 2007

BarbieGirls Blurs the Boundaries

More news this week about Mattel's smash hit MMOG BarbieGirls.com, which the company claims has now reached the 4 million mark population-wise. Izzy Neis has compiled a bunch of interesting tidbits on the site, including an article from Virtual Worlds News, which points out:
The MP3 player toys that unlock content on the virtual world, though, are now available at retail stores. The most interesting bit of information that no one has commented on here is that “Accessory Packs are sold separately for $9.99 and include various fashions, accessories and pets, as well as additional, exclusive content that comes to life online.” It’s worth noting these as an alternative to platforms like Habbo’s prepaid cards that are available at retailers like Target. For $12.95, this fashion pack gets you the physical goods, but it also provides a matching outfit online along with 100 B Bucks. The Deco Pack provides a virtual pet and 100 B Bucks.

The author goes on to suggest that these kinds of "real-world micro-transactions" could provide a viable way for sites to offload some of the costs (or generate profits) onto players without the need for a credit card or monthly subscription. Very interesting - and perhaps quite a clever way to tap into kids and parents' existing purchasing habits re: collectibles (such as Barbie clothes, Pokemon cards or Beanie Baby toys).

What's got me really interested is how the Mp3 attachment seems to want to be treated like a doll of sorts - with different outfits and accessories, sort of a mix between a mobile phone and a Barbie doll. The blurring of boundaries between physical and virtual play is also fascinating - we see the same thing with Webkinz and (blech) Be-Bratz, and I suspect a similar strategy will come out of the LEGO MMOG. As Izzy points out:
Yes we can all poo-poo these initiatives as ways to manipulate kids into marketing schemes and purchasing power and becoming materialistic. I get that. But– the ability to play with the toys you love online? That has to have some sort of cash backing it. At least barbiegirls gives kids the opportunity to play FOR FREE online– and roam and love the brand and love their dolls and make new “friends” etc. There are other sites (*ahem*) that such luxuries are banned from the start– making the tater tots shell out 30+ dollars to even have a GLIMPSE of the world online created for their favorite toy.

I've been reading a lot of Brian Sutton-Smith lately, which has been a good follow-up to a series of readings I did on the limiting effects that licensed toys can have on children's play (as well as critiques of this stance, such as Ellen Seiter's Sold Separately). I like these virtual toy world initiatives in that much about MMOG technology seems to suggest that these sites could provide kids with narrative openings and ways to subvert and appropriate media branding. The multiplayer component is especially relevant in this regard, but so is the freedom and player-collaboration that are so often emphasized in T-rated MMOGs. But there's also a lot about digital technology that enables enclosure and control, and if companies lean to far towards brand management and the commercialization online play (which they so often do...directing players towards in-game ads, restricting play to those activities that relate most directly to consumerism), it could instead mean a massive expansion of the (always potentially) limiting effects of licensing. I agree with Izzy that the prospect of playing with your toys online is filled with possibility and awesomeness - I'm just hesitant to believe that companies like Mattel will take full advantage of the many freeing affordances of MMOGs when these same technologies also offer such readily available opportunities to extend existing cross-promotional/marketing initiatives.

Wednesday, August 01, 2007

You can customize fairies, what about products?

I just found some good coverage of this year's Licensing International convention in last month's Animation World Magazine, written by Karen Raugust. Of particular interest is Raugust's exploration of "digital dimensions" of licensing animated properties, some of which deals with one of my case studies, Disney Fairies. She writes:
It has become typical to integrate new media -- social networking, iTunes, online communities and the like -- into any youth-focused licensing program. Digital distribution helps get a property into the hands of young consumers who are not using traditional media as much as in the past, and it helps create a deeper connection between consumer and property.

Disney supported its Disney Fairies brand, which is on track to reach $800 million in retail sales of merchandise this year, even before the release of its first DVD movie in fall 2008, with a website that, sans marketing support, generated 25 million page views. Girls can customize their own fairies on the site, and they have created 1.5 million unique fairies to date. The studio plans to launch a similar site for Cars in the future.

In his annual Licensing Show press conference, Andy Mooney, chairman of Disney Consumer Products, said he sees more potential for online-distributed custom and personalized merchandise, which DCP already offers through a few licensees. "You can customize fairies. What if you could customize merchandise based on those, or put those in books?" he asked.

She also provides some useful info about DIC's new Kewlopolis project:
DIC Ent. creates online communities for all of its properties, including its new Dino Squad animated action-adventure series, which will air on CBS Saturday mornings. The studio recently launched Kewlopolis, a community that connects all of its property-specific sites and has its own social networking and user-generated components. Demonstrating how much the world has changed, Andy Heyward, DIC's chairman/ceo, said at a luncheon for licensees and press, "We see the TV show almost as an infomercial for the online."

The rest of the article, particularly the sections on digital games and "the majors", provides a wealth of news on current and upcoming projects of particular interest to new media/kids researchers...check it out here.

Monday, July 16, 2007

From Virtual Dolls to Grand Theft Auto

Last week, the game industry was all abuzz about a new study published in the Journal of Adolescent Health that found "no corresponding increase in violent or anti-social behavior" among young teens who played M-rated or violent video games (you can read some of the coverage at The Escapist or GamePolitics.com). Much less coverage was given, however, to the primary purpose of the study, conducted by Cheryl K. Olson et al. (2007), which was to explore gender differences in the game play patterns of young adolescent males and females, with a special emphasis on violent games. Among their key findings:
Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated ( p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one’s bedroom, and using games to manage anger.

Conclusions: Most young adolescent boys and many girls routinely play M-rated games.

Another interesting discovery, (found on p.82): "[T]wo in five boys and one in five girls like to “mod” games, e.g., by downloading new characters, weapons, clothing, or story lines from the Internet."

While gender differences persist, it would seem that they are no longer as marked as they once were (or at least assumed to be). It's worth noting, however, that there are still some noticeable differences in terms of which M-rated and other games female and male players reportedly prefer...an aspect that the study does not really explore. Check out the tables on pp.79-80, where the article provides a comparison between the "five games played most often" by the guys and girls surveyed in the study. What I found most interesting about these lists was the diversity of content and themes (genres) found in the games listed by the female players. While the guys' list was fairly predictable:

1 Grand Theft Auto (M)
2 Madden (football) (E)
3 Halo (M)
4 NBA (E)
5 Tony Hawk (skateboard) (T)
6 NCAA (E)
7 Need for Speed (racing) (E or T)
8 ESPN (E)
9 Medal of Honor (T)
10 Lord of the Rings (T)

The girls' list is much harder to define, esp. in gendered terms:
1 The Sims (T)
2 Grand Theft Auto (M)
3 Super Mario (E)
4 Solitaire (E)
5 Tycoon games (E)
6 Mario games (unspecified) (E)
7 Tony Hawk (skateboard) (T)
8 Dance Dance Revolution (E)
9 Mario Kart (racing) (E)
10 Frogger (E)

I'm also struck by the fact that although violence games and M-rated games are enjoyed by (some) players of both genders, E-rated games dominate in terms of games most frequently played by both girls and boys (if you count Need for Speed as E-rated).

You can access the full article on the journal website by clicking here. Thanks to Jade Reporting for linking to a post by Mighty Pony Girl which brought this to my attention.

Full Reference: Olson, C.K., Kutner, L.A, Warner, D.E., Almerigi, J.B., Baer, L., Nicholi II, A.M., and E.V. Beresin (2007). "Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls", Journal of Adolescent Health 41 (1), pp. 77–83.