Post in our forum for parents, teens - You! - at ConnectSafely.org.

Wednesday, December 10, 2008

Online video: More amazing growth data

The growth of US Web video-viewing is pretty phenomenal. We viewed 13.5 billion online videos this past October! Not "million" - "billion"! That's a 45% increase over October 2007, according to comScore's latest figures. ComScore measures by the companies that own the sites - so Google topped the list (its YouTube represented 98% of its video-viewing traffic) at 5.4 billion videos viewed (39.7% share). The rest of the top 10 video sites were more clumped together in traffic numbers, the only surprise being Hulu.com's rapid rise to the No. 6 position. Here are the US's 10 biggest video-viewing providers, going down from Google: Fox Interactive Media (mostly MySpace) at about 520 million (3.8%); Yahoo Sites 363 million (2.7%); Viacom Digital 305 million (2.3%); Microsoft Sites 286 million (2.1%); Hulu 235 million (1.7%); Turner Network 228 million (1.7%); Disney Online 127 million (0.9%); AOL 123 million (0.9%); and ESPN 105 million (0.8%). BTW, amateur video producers with the most viewers at YouTube are now "earning six-figure incomes from the Web site," the New York Times reports, because of the ads YouTube puts with them (it has a revenue-share program). See the Times for examples.

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Friday, September 05, 2008

Virtual Worlds field trip

One of the most interesting comments made at the second-annual Virtual Worlds Conference I attended in L.A. this week was from Jon Landau, producer of Titanic and of a project-in-progress called Avatar. Landau said, "I grew up being taught to worry about 'big brother'; with the Internet we have to worry about little brother." I don't think anybody else heard that quite as acutely as an advocate of children's online safety would. Not only is little brother watching, little brother (of any age, basically everybody on the user-driven, fixed and mobile network) is commenting, uploading, producing, entertaining, collaborating, socializing, and exploring identity, as well as creating imposter profiles, gaming the game system, sending nude phone-snapped photos, etc. We're dealing with a new set of blended conditions, with online life not just mirroring "real life" but changing it as well, in subtle ways we don't yet fully understand.

One thing that's clear from the research but was confirmed (in my head, not yet by speakers) everywhere I turned at the conference: digital ethics and citizenship have to be central to the discussion as we learn how to negotiate this new space where – definitely for kids, in any case - the line between online and offline is fading. Learning how to behave ethically in community whether digital or physical is central to children's well-being online, right now and increasingly as we move forward.

Really exciting projects are going on in and with virtual worlds in schools around the US and world. Check out the collaborative work between schools in California, Japan, and Australia at PacRim Exchange; with libraries in Teen Second Life and youth librarians of the Eye4You Alliance; on virtual islands for public school students (Ramapo Islands) in Teen Second Life; and in Second Life and New York City with nonprofit Global Kids, which aims to help "transform urban youth into successful students as well as global and community leaders" (I want to zoom in on some of these powerful projects in future posts).

I spoke with a northern California principal, Patti Purcell of Bel Aire Elementary School, about Bel Aire's six-week pilot project teaching students digital citizenship "in-world" and in the classroom with the help of children's virtual world Dizzywood. Patti told me she felt students needed a space where they could actually practice what they learned in character education, which has long been part of the curriculum. One lesson was in collaborative tree-planting. Dizzywood co-founder Scott Arpajian told me certainly any child can plant a tree in Dizzywood, but the "game" is designed so that planting gets "exponentially faster [and a lot more fun] when they help each other out." Students are given time to explore the virtual world (they're given "agency," a sense of place and ownership in-world), but the experience is structured too, with in-world activities always followed by classroom discussion. "Graduation" included presentations by the students before an audience of parents who were very interested in how character ed was taught in a virtual world. Patti said, "It's very empowering for a 10-year-old to be able to explain their space to a group of adults." Two other cool elements: students participate in creating their own code of ethics, and Scott told me Dizzywood lets them look "under the hood" - learn about how Dizzywood's techies and graphic designers create its activities and habitat (something aspiring designers and software engineers would be fascinated with).

A few general virtual-world-industry themes I picked up on (signs of where things are headed): not making users download special software, but bringing virtual environments to them right through their Web browsers; whether kid virtual worlds should "grow up" with their users (as has happened with about 10% of Whyville.net's users, now in college); predictions of a merging of social networking and virtual worlds; your avatar going wherever you go on the Web (not locked into a single virtual world); and other signs of interest in or movement toward interoperability.

Going to this conference was a déjà vu kind of experience for me. Though it wasn't just about kid products and services, it felt a lot like Jupiter Media's "Digital Kids" conferences in the late-'90s: a very young industry trying to get a fix on metrics, markets, and competition folding in lots of start-ups, a handful of well-established B2B and B2C companies (Whyville.net, There.com, Second Life, Multiverse) and one or two old, giant media players (e.g., Disney) barreling ahead, seemingly announcing a new "world" about every six months (Pirates of the Caribbean, ClubPenguin acquisition, PixieHollow.com, forthcoming Cars world). Lots of numbers were tossed around (some admitted by the speaker to be educated estimates because research is limited): a current 100 million+ virtual-world residents worldwide, 75% between the ages of 8 and 24, with virtual worlds "about to collide" with the Web's 550 million social networkers worldwide, and a current $1.5 billion market in virtual goods (e.g., weapons in World of Warcraft, clothes and furniture in Second Life). One number that has been researched – by the conference's organizers – is that there are now more than 150 virtual worlds for youth 3-17 either available or in development (see this post).

Related links

  • "ClubPenguin's newest competition"
  • "Top 8 workarounds of kid virtual-world users"
  • "Here comes social gaming"
  • "Xbox Live with avatars"
  • "Benefits from having virtual selves"
  • Virtual World News

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  • Thursday, August 28, 2008

    ClubPenguin's newest competition

    The New York Post calls it competition for Disney's kid virtual world, but it looks a whole lot more like competition for MGA Entertainment's Be-Bratz.com, the online world for Bratz doll fans, and Mattel's BarbieGirls.com (all three so very pink and purple - girls do like other colors!). The new kid on the block is ZwinkyCuties.com, now in beta testing and launching in mid-September, the Post reports. Interestingly, founder Barry Diller told the Post that his company, IAC, created ZwinkyCuties after "turning away thousands of users who attempted to register for [its two-year-old teen site] Zwinky.com, but didn't meet the site's age requirement of at least 13 years old." Like ClubPenguin, ZwinkyCuties will be subscription-based, not advertising-based (unlike at Zwinky.com, where teens users "purchase virtual currency on an a la carte basis using credit cards and PayPal accounts"). For insights into what sometimes goes on in kids' online worlds, see "Top 8 workarounds of kid virtual-world users."

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    Thursday, August 21, 2008

    Tinker Bell on a phone near you

    For socializers too young to drive, mobile phones are lifelines, and Disney has fresh plans to capitalize on that fact. Reporting on this, Forbes cites Multimedia Intelligence figures showing that "the US had more than 16 million teen mobile subscribers in 2007, up 12% from 2006." Forbes adds that Walt Disney Internet Group estimates that more than half of US 10-year-olds own phones, and Disney wants to "'own' those mobile customers." Last year Disney launched its own site for phone screens. Now it plans to sync that mobile site with its Web sites and next month debuts "a registration system that will allow users to access their Disney.com profiles automatically via their cell phones. A digital storefront - a one-stop online market for purchasing Disney games, ringtones and wallpapers - will follow," Forbes reports. (Parents, these purchases will bear added to the family cellphone service bill.) Other plans: phone-to-phone (another kind of P2P) instant messaging with a profanity filter, a downloadable "Fairy Friend" aimed at girls who like caring for a Tamagotchi-like Tinker Bell; a Pirates of the Caribbean downloadable mobile game in which players can earn virtual coins they can spend at Disney.com; and GPS capabilities by which users can detect friends at Hannah Montana concerts and "automatically send them exclusive content, such as a new song" (let's hope they contact only real-life friends at concerts!). Forbes doesn't mention financial and other parental controls that could help keep costs and contacts under control. Meanwhile, CNET reports that "Disney wants to socialize with parents, too."

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    Thursday, June 12, 2008

    For youngest Web users, YouTube beats Disney

    We're talking about the Disney Channel Web site, here, not the Disney Channel on TV, but this is still interesting: Among 2-to-11-year-olds, YouTube was No. 1 for online video viewing and Disneychannel.com a distant second, reports CNET, citing Nielsen figures. For YouTube, the number of 2-to-11-year-old visitors in April was 4.1 million; for Disneychannel.com, it was 1.3 million. NickJr was also on the list, but note that MySpace - whose minimum age is 14 - was too. So was Google Video. "On average, the kids watched 51 video streams from home during April, spending almost two hours on video clips. That usage outstrips the average of nearly 75 million adults [44 video streams and 1 hr, 40 min] who regularly view video clips at sites like ESPN.com and CNN.com," CNET reports. I agree with reporter Stefanie Olsen where she writes: "Slightly disturbing, the site with the highest concentration of 12- to 17-year-olds, or 44% of this age group, was Stickam.com, a hub for live Webcams of people in their bedrooms." For more on Stickam, see "Social networking unleashed," the kind without monitoring, customer-care staffs, and safety czars and "Parents, be aware of Stickam."

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    Tuesday, May 06, 2008

    Disney.ru & other Russian sites

    Hannah Montana has arrived in Russia. Disney's getting very local around the world, as Disney.ru joins counterparts in the UK and Japan. The Russian-language site has similar features to other Disney Web properties, with sections featuring movies, TV, games, and marketing of Disney offline attractions, all of which can be navigated by individual Disney characters, the company's press release says. Gosh, maybe it's controlled by the FSB! Just kidding, but read in the International Herald Tribune about a parody site called FSBook.ru that makes a joke out of Russian "fears about how personal information that is freely shared on social networks may be used by government agencies" like the former KGB. It does give new meaning to concerns about posting personal info in a social site!

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