Please come join us at http://www.childrenandmedia.ning.com.
Thursday, July 9, 2009
For anyone dropping in who enjoyed my postings from Showcomotion, I've launched a Children and Media Professionals' social network, where you can join in the discussions on an ongoing basis.
Friday, July 3, 2009
We are not what we are but what we make of ourselves (Anthony Giddens, 1991)
Family and youth marketing consulting Barbie Clarke delivered a compelling presenting on her longitudinal research into kids and social networks (OK, as longitudinal as you can get with a class of online site that's only been popular since 2005 but feels like it's been there forever). Clarke, a child therapist by training, is a principal in Family Kids and Youth.
When Clarke began her research she was derided for saying she wanted to focus on children as young as 10; everyone said that was way too young. Now, a few years in, she wishes she'd looked from the start at children as young as 7! Even so, Clarke's ethnographies are among the very few looking at early adolescents.
Clarke posits that in the developed world, we've eliminated many adolescent "rites of passage" around puberty. To some extent, she says, digital technology has become a substitute rite – at age 8, 40% of kids have mobiles; by age 12, over 90% do. Purchasing data also shows a "summer rush" to buy mobile phones (akin to "back to school" clothes shopping) for children about to begin secondary school, as they will be more independent outside school hours.
Clarke believes there are two myths about time on social networks:
Clarke suggests that for clues to where kid will go next, we keep an eye on the Japanese market, where technology and trends tend to precede Europe and North America.
More details from Clarke's own keyboard are available on her blog.
Family and youth marketing consulting Barbie Clarke delivered a compelling presenting on her longitudinal research into kids and social networks (OK, as longitudinal as you can get with a class of online site that's only been popular since 2005 but feels like it's been there forever). Clarke, a child therapist by training, is a principal in Family Kids and Youth.
When Clarke began her research she was derided for saying she wanted to focus on children as young as 10; everyone said that was way too young. Now, a few years in, she wishes she'd looked from the start at children as young as 7! Even so, Clarke's ethnographies are among the very few looking at early adolescents.
Clarke posits that in the developed world, we've eliminated many adolescent "rites of passage" around puberty. To some extent, she says, digital technology has become a substitute rite – at age 8, 40% of kids have mobiles; by age 12, over 90% do. Purchasing data also shows a "summer rush" to buy mobile phones (akin to "back to school" clothes shopping) for children about to begin secondary school, as they will be more independent outside school hours.
Clarke believes there are two myths about time on social networks:
- children spend lots of time "alone" on computers -- most of the time they are surrounded by a virtual community of friends via IM or social networks, "talking" about day-to-day stuff like setting plans – it's ultimately the kids who aren't online who lose social currency and are outside the group; and
- children are likely to meet predators online -- most kids she's interviewed are well aware of stranger dangers, and counsel each other to take precautions; the kids she found to be most vulnerable to predators are those who are vulnerable in the real world, as well.
Clarke suggests that for clues to where kid will go next, we keep an eye on the Japanese market, where technology and trends tend to precede Europe and North America.
More details from Clarke's own keyboard are available on her blog.
Due Out Any Day
David Buckingham of the University of London's Institute of Education, is just days away from releasing his long-awaited report on the impact of commercialization on children and childhood. The report was due out in advance of Showcomotion, and Buckingham was booked to speak about it, but the release was delayed.
The report was commissioned by Ed Balls, the British Secretary of State for Children, Schools and Families.
The report was commissioned by Ed Balls, the British Secretary of State for Children, Schools and Families.
Four heads are better than one
The trouble with blogging from Showcomotion, as a sidelight to being a conference delegate and speaker, is that I can only attend one session at time. Moreover, there's not really time to write up one session before the next one starts (hence my game of "catch-up" here and now).
Fortunately, Showcomotion has four dedicated bloggers -- all students or recent graduates -- who have been covering most conference sessions. You can read their perspectives here.
Fortunately, Showcomotion has four dedicated bloggers -- all students or recent graduates -- who have been covering most conference sessions. You can read their perspectives here.
"Broadcast" on Digital Britain Panel: Don't Hang the Bunting
The session on the deeper meaning of the Digital Britain report -- the UK Government's plan forward for broadband and media content -- coincided with my PRIX JEUNESSE "Treasure Chest" session, so I was not able to attend. Broadcast Magazine, however, has a very good summary.
Thursday, July 2, 2009
Three studies tracking digital video trends
Catching up on one session from earlier today:
A Showcomotion session featuring three complimentary reports on digital kids introduced not-so-surprising statistics (that is, familiar numbers in their similarity to American figures), but some useful and unique perspectives.
Randal Thomas of QMedia presented an online survey of 850 children 11 – 14, commissioned for Showcomotion, covering online video consumption and its implications for television.
Two-thirds of the kids have TV in their room; this is more common among the middle class than among the very wealthy and very poor. A similar number have their own computer, with 60% having Internet access in their rooms (mostly via home wifi).
A stunning 96% have their own mobile phones; 73% have hand-held game consoles and about 80% have a portable MP3 or MP4 player.
Looking at video consumption online, 95% have watched TV on their computer via Internet, 59% via an MP4 player or ipod, 57% through a games console, and 34% via hand held games console.
As other studies have found, girls are primarily communicators online; boys are gamers and “window shoppers” (researching products they want to buy or receive); however, across all kids, IM and social networks are the most frequently used applications.
Here's is a (slightly fuzzy...dark room) photo of a chart showing most frequently used sites and applications, charted with popularity by gender on the X axis and popularity by age on the Y axis:

And here are two charts reflecting what kinds of online experiences kids choose based on their mood, and then what kinds of games, specifically, they choose based on mood:


Those who watch digital video tend to watch music videos and user-generated-content; fewer watch complete movies or TV shows, but the researchers speculate that will increase as broadband gets better. Asked which device they’d choose as best for watching different genres, most choose TV for almost all genres, except music videos where screening online allows them to watch what they want when they want it.
Will Wiley of Sparkler conducted a similar study among younger children – ages 6-12. This younger group sees the web as a place to have fun – through games, activities, video clips and sites related to favorite TV shows.
Sites to tend to sex segregate, but it’s the “skin” of most sites that determines whether it draws primarily boys or girls. The functionality beneath the surface is often the same – gaming, art projects and activities, stories and clips, etc.
Younger children tend to stick with purpose-made children’s content, where older kids surf kids’ and adult sites. Younger kids are more individual in their choices while older children are more social; 6-9 spend less time online revisiting familiar sites while 9-12 take longer and more varied journeys. Younger kids use “semi-literate” navigation – for example, not typing in full URLs but instead relying on search functions with predictive text or search memory to find favorite sites with just a few letters.
Not surprisingly, the more engagement a site demands, the fewer kids do it. So, the fewest young people make and post videos which demand a lot of investment, and the greatest number play casual games.
6-12s look for the games everywhere; to some extent they see the web as another games platform like their Xbox or Wii. Given this orientation, under 12s aren’t attracted to social networks, saying “there’s not enough to do; where’s the game.”
Hamish McPharlin of research firm decipher set out to test how families would use the ultimate digital home entertainment system. Decipher installed the most up to date equipment – TVs, PVRs, portable video players and such in 15 homes across England.
At first, decipher didn’t tell people what all the equipment did, instead letting them figure it out for themselves. In some cases, it was the children who navigated their way through features, like the boy who claimed the family portable video player as his own. After some time, decipher started a social network for the families in the study, where they could share discoveries and tips, and where the research team could ask questions of all.
Over time, the television remained the center of families’ viewing experiences – they found it sociable and timely. Families added time for VOD and mobile options (total viewing went up 30%), without taking away from previous TV time, though live TV viewing did decline.
Given all these viewing options, the families didn’t become less tolerant of advertiser supported programming and didn’t even mind embedded advertisements; however, as they gained more control over their viewing, they did raise their expectation for “targeting congruency,” ads that reflected digital technologies potential to target commercial messages based on accrued information.
A Showcomotion session featuring three complimentary reports on digital kids introduced not-so-surprising statistics (that is, familiar numbers in their similarity to American figures), but some useful and unique perspectives.
Randal Thomas of QMedia presented an online survey of 850 children 11 – 14, commissioned for Showcomotion, covering online video consumption and its implications for television.
Two-thirds of the kids have TV in their room; this is more common among the middle class than among the very wealthy and very poor. A similar number have their own computer, with 60% having Internet access in their rooms (mostly via home wifi).
A stunning 96% have their own mobile phones; 73% have hand-held game consoles and about 80% have a portable MP3 or MP4 player.
Looking at video consumption online, 95% have watched TV on their computer via Internet, 59% via an MP4 player or ipod, 57% through a games console, and 34% via hand held games console.
As other studies have found, girls are primarily communicators online; boys are gamers and “window shoppers” (researching products they want to buy or receive); however, across all kids, IM and social networks are the most frequently used applications.
Here's is a (slightly fuzzy...dark room) photo of a chart showing most frequently used sites and applications, charted with popularity by gender on the X axis and popularity by age on the Y axis:
And here are two charts reflecting what kinds of online experiences kids choose based on their mood, and then what kinds of games, specifically, they choose based on mood:
Those who watch digital video tend to watch music videos and user-generated-content; fewer watch complete movies or TV shows, but the researchers speculate that will increase as broadband gets better. Asked which device they’d choose as best for watching different genres, most choose TV for almost all genres, except music videos where screening online allows them to watch what they want when they want it.
Will Wiley of Sparkler conducted a similar study among younger children – ages 6-12. This younger group sees the web as a place to have fun – through games, activities, video clips and sites related to favorite TV shows.
Sites to tend to sex segregate, but it’s the “skin” of most sites that determines whether it draws primarily boys or girls. The functionality beneath the surface is often the same – gaming, art projects and activities, stories and clips, etc.
Younger children tend to stick with purpose-made children’s content, where older kids surf kids’ and adult sites. Younger kids are more individual in their choices while older children are more social; 6-9 spend less time online revisiting familiar sites while 9-12 take longer and more varied journeys. Younger kids use “semi-literate” navigation – for example, not typing in full URLs but instead relying on search functions with predictive text or search memory to find favorite sites with just a few letters.
Not surprisingly, the more engagement a site demands, the fewer kids do it. So, the fewest young people make and post videos which demand a lot of investment, and the greatest number play casual games.
6-12s look for the games everywhere; to some extent they see the web as another games platform like their Xbox or Wii. Given this orientation, under 12s aren’t attracted to social networks, saying “there’s not enough to do; where’s the game.”
Hamish McPharlin of research firm decipher set out to test how families would use the ultimate digital home entertainment system. Decipher installed the most up to date equipment – TVs, PVRs, portable video players and such in 15 homes across England.
At first, decipher didn’t tell people what all the equipment did, instead letting them figure it out for themselves. In some cases, it was the children who navigated their way through features, like the boy who claimed the family portable video player as his own. After some time, decipher started a social network for the families in the study, where they could share discoveries and tips, and where the research team could ask questions of all.
Over time, the television remained the center of families’ viewing experiences – they found it sociable and timely. Families added time for VOD and mobile options (total viewing went up 30%), without taking away from previous TV time, though live TV viewing did decline.
Given all these viewing options, the families didn’t become less tolerant of advertiser supported programming and didn’t even mind embedded advertisements; however, as they gained more control over their viewing, they did raise their expectation for “targeting congruency,” ads that reflected digital technologies potential to target commercial messages based on accrued information.
Looking Back to Look Forward

Today's closing plenary session was about finding creative inspiration, in tribute to the late Oliver Postgate, and his partner Peter Firmin, creators of Smallfilms. In a barn, the two of them produced some of the best-loved British animation of all time...done simply.
Series like "Bagpuss," "The Clangers," "Noggin the Nog" and "Ivor the Engine" are stars in the British TV firmament, and some have found a new home for parents and kids to watch together on Nick Jr. UK -- 8-10 pm, 7 nights a week.
Nick Jr UK MD Howard Litton showed a delightful promo for this block, with a tip of the rabbit ears to "Teletubbies." A boy playing in his backyard is dressed in a homemade spacesuit for a time machine trip to the 60's. He opens a door in the front of the spacesuit to reveal a screen showing "The Clangers." At the end of the promo, the boy reappears in perfect 60s granny glasses and wig!
A final word for the day from Richard Goleszowski, Creative Director of Broadcast and Development for Aardman: "Kids don't get bored because programs move too slowly; they get bored when they can't understand what's going on. At the animatic stage, we know what every character in every second of 'Shaun the Sheep' is thinking, and if we don't we fix it before we go on."
#showco09
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