Kids And Neopets: Who's Getting
Fed?
Gina Pace
CBS News.com
February 9, 2006
Every day when 10-year-old Lucia
Urbanic gets home from school, she
visits a world where she can play
with her blue elephant, find a free
omelette in the middle of the
desert, and go on a magical quest
for a faerie.
It is way more fun than homework.
She does it all on Neopets.com, one
of the most popular sites for
children on the Internet, where kids
nurture cartoon pets and play a
variety of computer games.
But while children like Lucia
navigate through a virtual game
world, they come in contact with
lots of marketing of real-world
merchandise, which has drawn the ire
of some parents, media watchdogs and
child psychologists.
"The whole purpose of this site at
this point is to keep kids in front
of products," said Susan Linn,
author of "Consuming Kids: The
Hostile Takeover of Childhood," and
a psychologist. "They are very up on
what's appealing to kids, but they
are not thinking about what's good
for kids, and parents get to think
it's not as bad as Grand Theft
Auto."
The site appeals to kids, especially
the girls that comprise 60 percent
of Neopets' audience, because it
focuses on animals and has cute
graphics, Linn said.
And the appeal seems to be growing.
During November 2005, 3.4 million
unique users signed on, with users
staying on the site for an average
of three hours and 45 minutes a
month, according to Nielsen//Netratings.
The company claims 30 million people
have signed up for Neopets across
the globe, and in June, Viacom,
which counts MTV and Nickelodeon in
its holdings, bought the Web site
for $160 million.
Lucia has four Neopets – the limit
for one account – and they all
vaguely resemble real animals.
Rosieposie is her oldest Neopet, an
"Elephante" that Lucia has named
after her real-life pet, a shy cat.
But while the real Rosieposie hides
from Lucia and her mom, Lucia checks
in on her Neopets almost every day
to make sure her pets have enough
virtual food and haven't gotten
sick.
"I play every day if I have time,"
says Lucia, a fifth grade student
who lives in Brooklyn, N.Y. "But, if
I have lots of homework, I don't get
to play."
Part of the fun of Neopets, Lucia
explains, is being able to explore
the different lands in Neopia. Her
favorite area is Mystery Island, a
tropical paradise off the coast of
Neopia, or she likes to go to the
Haunted Woods, and complete
challenges presented to her by the
"brain tree," a scary looking
part-tree, part-brain creature that
rewards Neopets who answer his
questions correctly.
To feed Neopets, players must earn
Neopoints, the official currency of
Neopia, by playing games on the
site. But feeding a pet is just the
beginning. There are shops full of
virtual merchandise for pets, from
paintbrushes to change one's color
to medical supplies like Neoflu
Jelly Pills, and even a lodge where
you can send your pet on a holiday.
This virtual marketplace has tie-ins
to real-life products. Neopets.com
has coined the term "immersive
advertising," which unlike banner or
pop-up ads, integrates a company's
name and products directly into the
entertainment content of the site.
Children can play "Limited Too Mix
and Match" which is like the
old-fashioned game Memory, but each
item on the virtual cards is from
the current collection from the 'tween
clothing store.
Another option is "Berry Lucky
Charms Triple Track" where players
navigate Lucky the Leprechaun up a
rainbow track collecting Lucky
Charms cereal bits to earn points.
If kids are sick of playing games,
they can head over to the Disney
Theater to watch trailers of Disney
movies.
"The entire site is designed to put
you face to face with advertising,"
said Douglas Gentile, the director
of research at the National
Institute on Media and the Family
and a professor of psychology at
Iowa State University. "It's a Web
site that's cute and happy with lots
of games. If you show them these ads
in a fun context, they will start
associating these products with that
enjoyment."
Rik Kinney, an executive vice
president of Neopets, defended the
site's use of advertising. He said
that that less than one percent of
the site's pages have advertisements
on them in which children interact
with the paid content.
Kinney also said that all of the
advertising on the site complies
with standards set forth by the
Children's Advertising Review Unit,
part of the Council Of Better
Business Bureaus, which are
voluntary guidelines to promote
honest and non-manipulative
advertising to children aged 12 and
under.
"We have never required a user to
play a sponsor game or view a
sponsor message before allowing them
to experience the vast majority of
unbranded entertainment on
Neopets.com," Kinney wrote in an
e-mail. "Players who prefer not to
experience branded content can
choose not to click on it."
The demographics of Neopets is
nearly ideal for the targeted
advertising of children – 39 percent
of users are under the age of 12,
according to the site. Children are
one of the hardest demographics to
reach, and one of the trickiest,
because a lot of children's food is
associated with the childhood
obesity, said David Card, an analyst
with JupiterResearch in New York
City.
"They are a tough audience to
advertise to," Card said. "But they
have quite a bit of buying
influence."
The Children's Online Privacy
Protection Act (COPPA) of 1998
requires sites that target kids to
take special precautions to make
sure parents are in control of what
information about children is
available online.
"Sites that build programming for
kids have to bend over backwards to
avoid breaking privacy laws," Card
said. "Neopets is so valuable
because it's an environment that
engages that audience that doesn't
violate any of the strict rules of
COPPA legislation."
The problem is that COPPA doesn't
mandate that special advertising be
used for children, who often have a
hard time even identifying
advertising. The ability to identify
messages that intend to sell a
product emerges during the second or
third grade, said Sandra Calvert, a
professor of psychology and Director
of the Children's Media Center at
Georgetown University.
Most of the marketing in Neopets is
implicit, Calvert said, because it
uses games to make children aware of
certain products.
"It's self marketing, selling to
kids that don't know they are seeing
anything," Calvert said. "It's going
underneath the radar."
Calvert said parents can talk to
their children and raise awareness
that advertising content is
different.
The product placement on the site
initially raised red flags for
Hannes Charen, whose 8-year-old
daughter Carmin uses the site.
"When she first started going on the
site, I would see Disney and
McDonalds," said Charen, who lives
in Manhattan. "I don't like all the
sponsored stuff, but it's a mix.
They are not all crap games. Some
are PBS Kids-type learning games and
memory games. It's a mishmash of
stuff."
Now, virtual Neopets products are
becoming ones children and their
parents can purchase in the real
world. All the children interviewed
for this article had heard about
Neopets by word of mouth from their
friends, but the Neopets brand will
soon be recognizable to those who do
not have children.
There are Neopets toys, a General
Mills Neopets cereal, a Neopets game
for Sony Playstation — even a
Neopets magazine. In March, Neopets
signed a deal with Warner Bros.
Pictures to create animated feature
films.
Calvert said the marketing is a
price to be paid for good Web
content.
"It doesn't miraculously appear. You
don't get games and fun things to do
without someone paying a programmer
to do it," Calvert said. "Do we want
to pay for good content for our kids
on the Internet or do we want our
kids exposed to marketed material?
There has to be revenues. We have to
figure out where it's going to come
from."
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