41. “Jag gillar Jango Fett. Han kan flyga och är
bra maskerad. Darth Vader är så
irriterande. Han kan inte springa. Hans
vanliga spring är att gå.” Fabian, 9.
Dataspelen som viktig referens i leken.
Thank you for inviting me!
It’s based on My own research and Crowd sourced insights from my
22 colleagues at Pool, my clients, my Social network friends and friendsters,
tweets, streams, feeds and blogs.
Kids first contact with the Internet in Sweden is when their parents log on to SvT:S Bolibompa.
In the US the first web experience is Disney Channel and Playhouse Disney for the youngest.
They can watch short videaos and play games. They navigate with the mouse by clicking. Many games have a learning component. As always with the youngest kids, they can watch over and over again.
The youngest need help from parents, but many can easily navigate themselves. They recognize the logo from 3 years old.
The youngest need help from parents, but many can easily navigate themselves. They recognize the logo from 3 years old.
Let’s look at the successfactors
3 success factors
1. Great Hosts -build brand. direct and personal dialogue.
Hotell Kantarell from 3 years old.
You enter your name and the characters talk back at you. Both Text and symbols are used for navigation.
Third success factor. Watch it on demand.
SvT Play - nobody watches prime time TV
Clips of All the SVT-produced shows + content like Bob the builder and Pingu.
The clips for the youngest are about 5-20 minutes. Then they watch a new clip or the same all over!
For nearly 50 years, since the start of Saturday morning cartoons, the television set has served as the front door to the children’s entertainment business. A child encounters Mickey Mouse on the Disney Channel or the dragon on Bolibompa.
Now the “Kids are starting to go to the Internet first,”.
Watch the computer - titta på TV
What happens?
Under 6 they just recognize the icons and the images.
from 6 they use Youtubes menus, like ”Videos Being Watched Now”. Most popular.
Hunour and cute animals are favorites among the kids.
Like The sneezing pandy baby
Older kids use YouTube as a JukeBox - more later.
What happens?
Under 6 they just recognize the icons and the images.
from 6 they use Youtubes menus, like ”Videos Being Watched Now”. Most popular.
Hunour and cute animals are favorites among the kids.
Like The sneezing pandy baby
Older kids use YouTube as a JukeBox - more later.
What happens?
Under 6 they just recognize the icons and the images.
from 6 they use Youtubes menus, like ”Videos Being Watched Now”. Most popular.
Hunour and cute animals are favorites among the kids.
Like The sneezing pandy baby
Older kids use YouTube as a JukeBox - more later.
What happens?
Under 6 they just recognize the icons and the images.
from 6 they use Youtubes menus, like ”Videos Being Watched Now”. Most popular.
Hunour and cute animals are favorites among the kids.
Like The sneezing pandy baby
Older kids use YouTube as a JukeBox - more later.
This is an important feature: Webkinz puts strict limits on how much time kids can spend on any activity--a "leave 'em wanting more" strategy that is one of the secrets of the site's success.
Many of the tasks in Webkinz World involve collecting items and buying stuff. The sales of virtual goods has proved to be a successful business model.
According to Strategy Analytics, social virtual worlds generated $1.2 billion in
revenues globally in 2008, but just 10%,or about $126 million,came
from advertising. The rest came from money that consumers
forked over for virtual goods,
Club Penguin is a cartoon styled MMO (massively multiplayer online game) that took kiddie’s games to a new level.
New members are offered small virtual penguins that they can adopt, name, feed, and clothe. They can also chat, play games, and even help publish the Club Penguin newspaper.
In order to buy most items, you gotta earn coins. Coins are earned by playing minigames.
The site is extremely sticky: One thing that attracts them, experts say, is the sense of power that children get in a virtual world but rarely experience in real life.
Constantly developing - appreciated by the users.
Egmont köpte Stallet 2007 – Egmont Kärnan är marknadsledande inom underhållning för barn och ungdomar.Vi är redan idag starka inom hästsegmentet genom våra tidningar Min Häst, Wendy och Jessy. Stalle.set passar vår målgrupp bra och blir en fin förstärkning av varumärken, säger Egmont Kärnans vd Kenneth Andrén i en kommentar.
Show you how flat it is!
Show you how flat it is!
Show you how flat it is!
Show you how flat it is!
One of ther most successful brands in the kid and tween audience is LEGO. Let’s look at their strategy.
Webiste is popular. Titta vad saker kostar. Är det dyrt.
Youtube as a gaming resource.
References are to games.
Starwars battlefront 2
alla blir beroende. förskolebarnen leker.
medial of onwar - tv spel
han har äckligt ansikte. vanliga spring är att gå. - han kan inte springa.
Older children 7-10 years
Hedda 9 years old. My primary source of reasearch.
More and more communication. As they start to read they explore content, search for content,
And they can WRITE! They keep in contact with friends thru ´chat and IM, Instant messaging . For girls the social aspects dominate, although they also to continue to play games. But the games are more social and close to life.
World of Warcraft age 9-10. Predominantely boys
Communities of interest
KP_ Kamratposten. Bonnier bimontly magazines for kids 8-15.
Great source of knowledge, friendship, gossip and tips.
Allt vi vet kommer från KP. My daughter has a calemder on her wall where she marks the number of days left til the next KP-magazine.
Kids are also human beings. Respect their integrity, their hunour and their friends.
KP Chatt - for subscribers only
"Particularly for children teens with a drive for independence," Kafai said. "In (these worlds), there's a lot of flirting and socializing, a (play) ground for what comes later."