Social networking for pre-teens
Michael Dwyer
Sydney Morning Herald
November 29, 2007
AS AN adaptable and moderately well-travelled avatar,
I'm not remotely fazed about being reborn as a portly,
lime-green penguin named Bonbon99. Nor am I apprehensive
about strapping a turbo-thrust thingo to my back and
launching myself across the South Pole in search of
adventure.
What does alarm me, as I negotiate my first hour of
playtime in the virtual ice wonderland of Club Penguin (www.clubpenguin.com),
is what's going on simultaneously in the real world.
Perched on my knee is my fiveyear- old boy in a state of
escalating agitation. When a shower of gold coins
suddenly appears around Bonbon99's ears, he begins
shrieking at the top of his tiny lungs: "GET THE MONEY!"
Grown-ups would never be so crass - not out loud anyway
- but you can bet your pinkfur snow jacket that
something fundamentally similar was flashing through the
minds of Disney executives in the months leading up to
their acquisition of Club Penguin in August.
With a claimed 700,000-plus youngsters paying $US57.95
($A66) for a 12-month subscription, the deal is expected
to be worth $US700 million within two years.
Clearly, social networking for children is expected to
be just as big - and as lucrative - as websites such as
Facebook and MySpace.
My son is just outside Club Penguin's 6 to 14 target
demographic.
Rather more creepily, I'm at least 30 years older than
the other penguins waddling about the cyber tundra, and
no one is questioning my right to mingle, message, play
games and shop, shop, shop.
The currency here is strictly virtual: gold coins
accumulate as points when you play the various games.
Then you spend them on a pink-fur snow jacket (600
coins) or innumerable other pointless consumer
accessories to adorn your penguin avatar and its igloo.
HAPPILY, predatory adults would appear to have less
leeway at Club Penguin than on the internet at large. A
moderator is online at all times and players are
encouraged to block or report suspect penguins at the
click of a mouse. Parents can lock in a "Safe Chat"
mode, but even standard chat is sent through a
continuously updated filter that blocks inappropriate
words and questions. Of more concern are this world's
flagrant commercial objectives and values.
Then there are the broader motives of the site owners.
The advice page for parents boasts of the advantages of
the upfront subscription model. "By remaining ad-free,
we can provide our users with a safe haven from
marketing," says Disney, apparently without irony. In
the future event of Club Penguin: The Movie and other
suspiciously likely spin-offs, we'll see how far that
haven extends.
Club Penguin is by no means the only place for children
to interact online. And for most virtual playgrounds,
brazen marketing is the primary goal.
Webkinz (www.webkinz.com) encourages young children to
bring their real-world fluffy toys to life within a
virtual world. Developed by Canadian toy and gift
company Ganz, Webkinz is a range of soft toys aimed at
children between the ages of six and 13. Each toy comes
with a code that can be entered into the website to
create an animated virtual version of it.
Ganz has sold more than 2 million of these toys since
2005. And the website has grown elevenfold in terms of
visits for the year to April, according to internet
analyst Hitwise - more than double that of Club Penguin.
According to Nielsen/NetRatings, the Webkinz site
attracted 4.1 million users in May, outstripping
long-established children's brands such as Barbie, Toys
R Us and Hasbro.
Cartoon Doll Emporium (www.cartoondollemporium.com),
aimed at children between six and 16, was claiming 4
million visitors a month in July. Stardoll (www.stardoll.com),
aimed at children aged between seven and 17, celebrated
10 million members with a personal message from teen pop
princess Hilary Duff in August.
Disney is just the latest of the big media groups to get
into the pre-teen market. In 2005, Viacom - owner of MTV
and Nickelodeon - bought Neopets (www.neopets.com), an
interactive cartoon gaming site that claims to have 143
million Neopet "owners", for $US150 million.
This was the site that enjoyed minor controversy in
Australia three years ago, when a cross-promotion with
McDonald's led to accusations that Neopets games closely
resembled blackjack and poker for children.
Nick Gibson, an analyst with Games Investor Consulting,
says: "Game-playing among pre-teen children is pretty
much 100% so this is a market that has emerged strongly
over the past few years. We're likely to see a gradual
infusion of non-games companies into this virtual world
environment as brands attempt to control the marketing
message."
Concern is growing about the way some of these sites are
marketing themselves to young children.
Unlike Club Penguin, Webkinz recently began displaying
advertising, but it has always been relentlessly
commercial in its approach.
Once you've registered you get 2000 "KinzCash" units,
the virtual currency kids use to buy food, accessories
and vital medicine for their pets. In other words,
children are given a strong incentive to return to the
site regularly. But the real genius lies in the fact
that the account lapses after a year; if kids want to
keep up the relationship with their virtual pet they
must buy another real toy for about $US12 each - there
are 51 Webkinz and 29 Lil' Kinz toys to collect.
Piers Harding-Rolls of media analyst Screen Digest says:
"There is a lot of interest in the Webkinz business
model as it is one of the first to combine the real and
virtual worlds so effectively. Offering real toys,
reinforced by a virtual world of games, is a brilliant
way to enhance a brand and build up a continual
relationship with it.
"That they can do this without resorting to advertising,
as many free-to-play games sites have to do, is
impressive."
Using a virtual currency, or points system, as a reward
for repeat website visits and engagement with the games
is common among such sites, with Disney's Club Penguin
and Virtual Magic Kingdom, Stardoll and Neopets all
adopting similar practices.
Professor Sonia Livingstone, of the London School of
Economics' Department of Media, says: "There is lots of
concern in academia and beyond that sites like these
encourage children to become ever younger consumers
without alerting them or encouraging them to be critical
of the commercial relationship they are entering."
There is little evidence that online games and virtual
worlds can cause addiction among young children, but
pestered parents and exasperated teachers in the US are
nevertheless beginning to protest. One blogger has even
described Webkinz as "crack for kids" (www.tinyurl.com/2mcfsb).
And Professor Livingstone warns that an over-reliance on
such virtual entertainment could be detrimental to a
child's imaginative development. "Educational theory is
clear that play that demands imaginative input from the
child is far more beneficial than play in which all the
pieces are provided and the scope for imaginative
responses is extremely limited," she says.
Peter Maggs, head of new media for the Australian
Children's Television Foundation, agrees. But he also
believes that most commercially motivated virtual worlds
underestimate the degree of creativity that children are
beginning to demand from the online realm.
"Rather than being passive consumers, kids want to make
their own content," he says. "They want to exchange
ideas and creativity, not just play with something
someone else has created for them."
Mr Maggs has been closely involved with the development
of Kahootz, a virtual-world software package now in
every school in Victoria and the ACT, and hundreds of
other schools in 19 countries. By comparison, he feels
that Club Penguin, Webkinz and their ilk are failing to
grasp the potential of Web 2.0.
"With Kahootz you've got a vibrant exchange of ideas and
genuine creativity among kids that isn't just someone
constructing a fairly simple set of linear activities
with an entertainment focus with a toy they know as the
bait."
The size and sweetness of the bait is not to be
underestimated, but Mr Maggs believes that the
iGeneration has already seen further into the future of
new media than the old entertainment conglomerates.
"In my day, we were happy to go to the flicks and watch
the telly," he says. "Now I think there's a much bigger
mix in what kids want to do, both passively and actually
getting, in constructing and participating. Kids now are
getting very good at discerning what is, if you like,
fluff - and what is actually engaging and worthwhile."
This seems an optimistic appraisal of the average
child-avatar's ability to discriminate, considering the
rapidly accelerating population of Club Penguin.
With my five-year-old safely sequestered in front of a
Disney video, I waddle back to Club Penguin to talk
turkey with some of my 700,000 fellow members. I draw a
vox-pop blank. Some penguins say "hi". Many send me
creative punctuation hieroglyphics (they call them
emoticons). But no birdy wants to tell me exactly what
they're doing here, how old they are, how long they've
been here or, indeed, engage in any meaningful communion
whatsoever with a portly lime-green penguin named
Bonbon99.
Maybe six-to-14-year-olds are just like that with
strangers. Or maybe they've simply learned what my
five-year-old son picked up the first time he flew into
a shower of free gold coins in the virtual world. Time
is money.
