Date post: | 18-Dec-2014 |
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Technology |
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The Parent Trap: A Cautionary Tale
Don’t Believe Everything They Say
Parents Want Good Content But…
• Cheap or free
• Big bother: Involves credit card, privacy decisions and big data
• So… most parents haven’t seen jaw-dropping content
The Pass Back Effect
Learning: Is there an app for that? Cynthia Chiong & Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop
12 Apps per Phone, Mostly Free
There are an average of 12 apps on mobile devices used by kids: • 88% of those apps are free • Gaming: 6.5 of the 12 apps • The rest are mostly for
downloading music and photos • Only ½ of those who download
have ever paid.
Data from NPD 2012
App-etite $4.40
Cinnamon Dolce Latte
Parents Want Safe Kids, But Few Use Protection
• More than half of parents say they use parental controls but only 40 % of online teens say that their parents use them
• Facebook parents voting with their feet
• Phones haven’t matured like PCs for parental controls ; false security or safer apps?
Parents Say they Want to Limit Screen Time
• The electronic babysitter
• Lack of self control in their own screen time
• “I’m doing my homework” excuse
Parents Say They Want Learning • Buy tablets for learning, games and
videos but kids use only 2 of 3
• Every study shows games in the lead for downloaded apps
• The YouTube youth phenomena
• Should parents control the ratio?
Parents Want to Know What their Kids Are Learning
• Don't seek the educational reports.
• Leapfrog’s most robust; little used parental reports
• But will look at “creations”
“Kids have enough computer time in school”
• Play time at a premium
• You are creating apps for the busiest generation
Babble.com
What parents say about apps with “Social Good”
• They like the “idea”
• They don’t want to pay a premium
• Parents do give, but favor their schools and other local charities
Zynga's “Oh, What Fun!” drive turns in-app purchases
into Toys for Tots.
Where’s Dr. Spock?
– Don’t limit the screen time because expert advice doesn’t fit in with their model of parenting
– Half of the parenting advice written on the Internet is about managing screen time
– Ages and Stages Have Not Been Prescribed
Parents defy advice of experts like the AAP
Distribution Systems
• Today’s toy store is a tough experience
• Today’s app store isn’t much better
• Specs, licenses and permissions are a necessary detriment
• Choice is the disease of modernity
Unexpected Consequences: Regulatory Climate
• Hard to get data
• Can’t geo-locate
• Can’t personalize
• COPPA on trial
MaximumDetection.com
The Renaissance has just begun
• Photo of renaissance
Circa 1992
• Small installed base of multimedia PCs
• Hefty price for CDs in store
• Can’t preview content
• Sold terribly
• Cost $500,000 to create a disk.
1990s Encarta • Assumption:
• A consumer would purchase 10-20 CDs a year
• Pay retailers to stock CDs (Egghead and CompUSA) that didn’t sell
• Suggested retail price 1993
$395
• Achieved market share sold 120,000 copies
End of Chapter/Start of Chapter
• The market opted for a free and freely expanding knowledge of the universe.
• Wikipedia started in 2001
• MS Encarta closed in 2009.
Jumping the Dinosaur
• 1996: Microsoft wanted to publish a title a week
• By 1995 there were 12 dinosaur CDs
• 2013: 700 iPad; 900 iPhone apps
The Microsoft Way
Tatem Games
Next Renaissance • Lower Margins but sell more
• Crowd Sourced Play
• Touch, Gesture, Voice
• Better Distribution – Even Mike next door can be Micro-Soft
• Better Tools
• Internet of “things”
• Curation /Aggregation
$ Pain Points
• In-app payments
– One million US children made in app purchases in 2012
• Subscription
– Keeping your audience from free-flitting
• Books vs. Apps
• Discoverability
PlaySquare: Tactile TV
• Porn for kids (you know it when…)
• Free trial
• Dream Team of Producers
• Episodic
• Next Gen Interactive TV
http://playsquare.tv/
Where Apps end and eBooks Begin
• Oscar Award
• App first
• Layered on AR – Personalization
• Cross-generational
• A great story
• Oscar pedigree
The Channel Approach: Playrific
• Personalized
• Constantly Changing
• YouTube Lite
• Playpaks
• Trailers
• Easy reporting
• Order in a Crazy world
• PBS model
Parents and Kids Shared Environments
• Connecting through screens
• Shared Wishlist and Thank Yous
• Charity Component
• It’s a start
Every Product Tells a Story Math Doodles
• Your iTunes page is your product
• Don’t try to hide the fact that it’s math
• Failure happens
• Passion, empathy for children on every page
Families as Game Creators: Tiny Tap
Crowdsourced Play with Real World Behavior: The Blu/Fugu
• http://theblu.com/welcome
Toy Meets App: Disney Infinity
Engagement and Experiences
• MakerBot Store
• MakerFaire
Minimum Bar for Parents
• Pedigree helps
• Parent facing experience
• Single differentiator/mom megaphone
• Personal investment surrounding story
• The store page is not an afterthought
• Cross generational
• Share Output
• Trusted, open, respectful
Best Practices
• Kid-Centric Development
• Discovery
• Respect limited free time –learn game through play
• Maturation of development community. For legal responsibilities and protection: http://momswithapps.com/2012/01/08/legal-considerations-for-mobile-app-developers/