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Growing up with Media
Historical changes in kids media use
1920’s-1940’s
• Film
– Sound technology
– Saturday matinee
– Family films
• Who’s Watching?
– Early days
• Adolescents
• Boys
– Now
• 9-11 year olds
• Girls
1920’s and 1940’s
• Radio
– First Home Media
– “Children’s hour”
in early days
• Who’s listening?
– Early days
• 9-12 year olds
• Girls
– Now
• Adolescents
1950’s-1970’s
• First Kids Shows
– Small Fry Club
– Kukla, Fran and Ollie
– Howdy Doody
• Beginnings of children’s
TV and advertising
More TV
• 1960’s
– CBS rules
– Sesame Street launches
• 1970’s
– Animation
– Production-distribution
• Large production
houses
• Program-Length
Commercials
• What are they
watching?
– Universal use by
gender
– Viewing patterns
change with age
– Context of viewing
1980’s – TV and Video Games
• Video Games come home
– Atari 2600 (released in 1977)
• Pac-Man (1980)
– Nintendo (1985)
• Super Mario Bros.
• Legend of Zelda
• GameBoy (1988)
• TV in the 1980’s
– Program-Length
Commercials
– Cable
Decade of Consolidation (1990s)
• Revisit educational
programming
– PBS
– Nick Jr.
• Vertical Integration
• Strength of Toy-based
shows
• Audience fragmentation
• Competition for kids’
thumbs
– Nintendo, Sega, and
Sony
• Online Games
Decade of Consolidation (1990s)
• PBS and Nick Jr.
– Barney
• Nick Jr.
– Blues Clues
Everything’s Multimedia
(2000 and beyond)
• Convergence
– Product placement
– Cross-platform
branding
– Integration of
technologies within
technologies
• Who’s computing?
– Use changes with age
– Gender differences
Technology Changes
Pentium Processor
becomes available in 1993
Internet goes graphical
in 1992
Microsoft Windows 3.0
released in 1990
Restrictions on commercialization
of Internet lifted 1990
Today’s Tween – Born (1997)
Today’s Tween – Preschool (2001)
Today’s Tween – 1st Grade
2005
Today’s Tween – 2nd
Grade 2006
The Year of MySpace:
• More than 100 million accounts
created
• Third most popular site in the
U.S. (after Yahoo and Google)
• 55% of online teens use social
networking sites
• Of those who use social
networking, 48% log on to the
sites at least once a day or more
Today - 2013
Implications – Digital Natives
• Always have fast computer processors
• Always have graphical interface
• Always have commercial Internet
• Always had hand-held devices

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Development of Children's Media Industry in the U.S.

  • 1. Growing up with Media Historical changes in kids media use
  • 2. 1920’s-1940’s • Film – Sound technology – Saturday matinee – Family films • Who’s Watching? – Early days • Adolescents • Boys – Now • 9-11 year olds • Girls
  • 3. 1920’s and 1940’s • Radio – First Home Media – “Children’s hour” in early days • Who’s listening? – Early days • 9-12 year olds • Girls – Now • Adolescents
  • 4. 1950’s-1970’s • First Kids Shows – Small Fry Club – Kukla, Fran and Ollie – Howdy Doody • Beginnings of children’s TV and advertising
  • 5. More TV • 1960’s – CBS rules – Sesame Street launches • 1970’s – Animation – Production-distribution • Large production houses • Program-Length Commercials • What are they watching? – Universal use by gender – Viewing patterns change with age – Context of viewing
  • 6. 1980’s – TV and Video Games • Video Games come home – Atari 2600 (released in 1977) • Pac-Man (1980) – Nintendo (1985) • Super Mario Bros. • Legend of Zelda • GameBoy (1988) • TV in the 1980’s – Program-Length Commercials – Cable
  • 7. Decade of Consolidation (1990s) • Revisit educational programming – PBS – Nick Jr. • Vertical Integration • Strength of Toy-based shows • Audience fragmentation • Competition for kids’ thumbs – Nintendo, Sega, and Sony • Online Games
  • 8. Decade of Consolidation (1990s) • PBS and Nick Jr. – Barney • Nick Jr. – Blues Clues
  • 9. Everything’s Multimedia (2000 and beyond) • Convergence – Product placement – Cross-platform branding – Integration of technologies within technologies • Who’s computing? – Use changes with age – Gender differences
  • 10. Technology Changes Pentium Processor becomes available in 1993 Internet goes graphical in 1992 Microsoft Windows 3.0 released in 1990 Restrictions on commercialization of Internet lifted 1990
  • 11. Today’s Tween – Born (1997)
  • 12. Today’s Tween – Preschool (2001)
  • 13. Today’s Tween – 1st Grade 2005
  • 14. Today’s Tween – 2nd Grade 2006 The Year of MySpace: • More than 100 million accounts created • Third most popular site in the U.S. (after Yahoo and Google) • 55% of online teens use social networking sites • Of those who use social networking, 48% log on to the sites at least once a day or more
  • 16. Implications – Digital Natives • Always have fast computer processors • Always have graphical interface • Always have commercial Internet • Always had hand-held devices

Notas do Editor

  1. Though its not until late 1992/1993 that Mosaic, the first graphical WWW browser was introduced. 1993 – Intel gives us the first pentium processor – faster performance, better graphics, and real-time speech and video to personal computers
  2. First DVD player in US in 1997 Instant messaging of today begins with ICQ in 1996 and AOL in 1997 WebTV becomes available in 1996 Sony Playstation in 1995 and Nintendo 64 in 1996 ESRB established in 1994
  3. iPod launched in October, 2001. Wikipedia launches in January, 2001 GameBoy Advanced (Nintendo) launch in US in June, 2001 – First handheld GameBoy launched in 1989 Microsoft launch Xbox in 2001.
  4. MySpace was founded in 2003, bought by NewsCorp in 2005 Webkinz – launch in 2005 YouTube – November, 2005 Nintendo DS – 2004
  5. Facebook surpasses MySpace in 2008 - Facebook – founded in 2004 Wii – first available for sale in 2006 – Nintendo estimated sales of the motion-controlled console exceeded 3 million units in the U.S. during December 2009. TTT - U.S. teens between the ages of 13 to 17 are the most intense users of texting, sending and receiving an average of 1,742 messages per month. Cyberbullying