Social networking sites for
children are growing fast - and they are attracting
attention from big media companies and concerned
adults,
Matthew
Wall
The
Guardian
August 9,
2007
When
dancing penguins are sold to Disney in a deal
worth up to $700m (£345m), you know that
websites aimed at kids are a serious internet
phenomenon.
The corporate giant last week acquired Club
Penguin, a virtual world aimed at children aged
between six and 14. With a claimed 700,000-plus
young subscribers paying $57.95 (£28) for a
12-month subscription, it's clear that social
networking for the young is likely to be just as
big - and as lucrative - as websites such as
Facebook and MySpace.
Club Penguin is by no means the only place for
children to interact online. Among the latest
crazes is Webkinz, a website that lets young
children bring their real-world fluffy toys to
life online within a virtual world.
Webkinz, developed by privately owned Canadian
toy and gift company Ganz, 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.
Marketing message
Ganz has sold more than 2m of the toys since
2005 and the website has seen an elevenfold
growth in market share of visits for the year to
April, according to Hitwise, the internet
metrics company - more than double that of Club
Penguin. According to Nielsen/NetRatings, the
Webkinz site attracted 4.1 million unique users
in May, outstripping long-established brands
such as Barbie, ToysRUs and Hasbro.
While much media and analyst attention has been
paid to the growth in social networking sites,
such as MySpace, Facebook and Bebo, the rapid
growth in games sites and virtual worlds
targeted at younger children has largely slipped
beneath the radar.
Yet sites like Webkinz and interactive
dressing-up sites aimed primarily at young girls
are proving very popular. Cartoon Doll Emporium,
for example, aimed at children between six and
16, now has around 3 million visitors a month,
while Stardoll, aimed at children aged between
seven and 17, claims 8.8 million members.
And 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, an interactive cartoon gaming site that
claims to have 143 million Neopet "owners",for
$150m.
Disney was in this space two years ago; its
website - Disney Online, which attracts more
than 17 million unique users a month - launched
Virtual Magic Kingdom, a multiplayer gaming
world aimed at children between 8 and 14, in
2005. 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."
But concern is growing about the way some of
these sites are marketing themselves to young
children. Webkinz may be advertising-free, but
it is nonetheless relentlessly commercial in its
approach.
Once you've registered, you get 2,000 "KinzCash",
the virtual currency which kids can use to buy
food, furniture, clothes and other accessories
for their pets. Playing with, feeding and
exercising the virtual pet daily keep it
healthy, happy and fed. Neglect it and you have
to take it to the virtual clinic to buy
medicine. In other words, children are given a
strong incentive to return to the site
regularly. Buying more real-world toys, playing
games and entering quizzes earns the children
more KinzCash to lavish upon their virtual pets,
providing yet more incentive.
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 pets
they have to buy another real toy (at around $12
each) - and 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 Virtual Magic Kingdom, Stardoll and
Neopets all adopting similar practices.
While Club Penguin relies on a subscription-only
revenue model and makes great play of the fact
that it does not take advertising, other
child-orientated games sites such as Stardoll
and Cartoon Doll Emporium have no qualms about
making money from monthly subscriptions
supplemented by advertising.
Professor Sonia Livingstone at the Department of
Media and Communications at the London School of
Economics 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. The message
learned is that education is equated with money
or points and that buying things for your pet is
fun."
'Crack for kids'
There is little evidence that online games and
virtual worlds can cause addiction among young
children, but nevertheless pestered parents and
exasperated teachers in the US are beginning to
protest. One blogger has described Webkinz as
"crack for kids".
And Professor Livingstone warns that an
over-reliance on such virtual entertainment
could also be detrimental to a child's
imaginative development. She says: "Educational
theory is clear that play which 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."
At least parents worried about the potential for
Webkinz fever to take hold in this country can
rest easy - for the time being at least. Ganz
says: "At this time, we have no plans to expand
into the UK."
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