Commercials cause concern in the virtual Barbie world
Jonathan Birchall
the Financial Times
May 2, 2008
BarbieGirls.com is
going VIP. The website associated with Mattel's Barbie
dolls - the world's most popular toy - is this month to
introduce a paid subscription section, offering users
access to an improved version of its virtual playground.
The site, launched just a year ago, allows users to
create and dress their own online avatars, earning and
using virtual "B Bucks" money. With more than 11m girls
registered, BarbieGirls is about to turn into a new
revenue source for Mattel. Chuck Scothon, head of
Mattel's girl brands, says the site is attracting girls
in the eight-to-15 age group who may be outgrowing
Barbie herself.
"The online world . . . and the content that girls
engage with [is] very much a new toy," he says. "This
online content is a great way to play fashion and beauty
and hair play, but doing it in a fun and relevant way
for an older girl."
The Barbie brand's online makeover is one of the many
signs of a developing boom in online worlds and social
networking sites aimed at children as young as five,
which spread to the toy industry three years ago.
In 2005 Ganz, a Canadian company that makes soft toys
and greetings cards, took the industry by storm with the
launch of Webkinz, fluffy animal toys with codes to link
to online versions. Webkinz users operate in a luridly
coloured children's version of Linden Lab's
muchdiscussed Second Life adult world, making virtual
purchases of accessories with "Kinz Cash", engaging in
controlled chat with other participants and playing
online games.
Webkinz.com has been joined by Hasbro's
LittlestPetShop.com, Build-a-Bear Workshops'
Buildabearville.com and, this year, by Disney's
Clickables toys, which will be linked to its planned
Pixiehollow.com virtual world.
At the same time, US media companies are expanding their
range of virtual worlds linked to their children's
television shows and online properties. MTV's
Nickelodeon announced plans last month to enhance its
Nicktropolis site, built around its TV characters, and
to create the "World of Neopia" for NeoPets.com, one of
the most successful social and gaming sites targeting
children aged eight to 17.
Disney, whose sites attracted more than 27m users in
March, has created a management group to focus on
virtual worlds and online communities. Last year it
bought the Club Penguin social networking and virtual
world site (slogan: "Waddle around and meet new
friends!") for $350m (£176m, €225m).
Virtual Worlds Management, which tracks the industry,
estimates that there are more than 100 youth-focused
virtual worlds either live or in development, with 59 of
them aimed at children under seven. As the industry
rushes ahead, child advocate groups are questioning
whether parents and other authorities have fully grasped
the explosion in online play for the very young.
"Companies are targeting ever younger children and there
is a bigger push to get even preschoolers online and
engaged in social networking sites and virtual worlds,"
says Susan Linn, of the Boston-based Campaign for a
Commercial-Free Childhood. "While virtual worlds can be
a creative endeavour for teenagers, there are real
problems about their impact on younger children."
In the US and elsewhere, public discussion of virtual
worlds has been dominated by potential threats to
children from sexual predators and from violent images
in online games. The media and toy companies have
responded with an emphasis on site safety, with limits
on what messages a user's avatar can send.
But Sara Grimes, a communications professor at Simon
Fraser University in Canada, says there has been very
little attention paid to the commercialisation and
marketing elements of digital play, including the
collection of data that can be used for advertising
linked to online behaviour. "It is easy to get
distracted from these issues . . . The sites also play
on that by promoting themselves as safe havens and
tapping into parental concerns," she says.
Last December the CCFC launched a letter-writing
campaign against Ganz after its Webkinz site -
previously free of advertisements - started carrying ads
for DreamWorks' Bee Movie and Fox's Alvin and the
Chipmunks . The advertising included offering children's
avatars virtual clothing such as bee suits and the
hoodies worn by Alvin and his chipmunk friends.
Ganz now says it "recognises that some parents are
against advertising, particularly those with very young
children", and "will very soon be adding the ability for
parents to turn off ads from our promotional partners" -
although not ads for its own products. It also says it
will not allow the virtual products sold on its site to
be branded by advertisers - a reference to the kind of
immersive advertising techniques represented by the bee
and chipmunk clothing.
Immersive techniques bump up against voluntary industry
guidelines that require online advertising on children's
sites to be clearly marked as such, although the
industry's monitoring body says it has seen no cases in
which its online guidelines have been breached.
Time Warner's Cartoon Network children's sites now
launch with a general warning that the site has "pages
and content that may include advertising". Mattel's Mr
Scothon says BarbieGirl.com carries no third-party
advertising. But the site has promoted its own products,
with girls able to visit an online cinema where they are
rewarded with B Bucks for watching Barbie DVD film
trailers.
As for similarly "immersive" third-party advertising, Mr
Scothon says that "in the event we were ever to consider
something like that - because the space is rapidly
changing - we will make sure that any decisions we make
are both validated and confirmed by both the parents and
the children."
The BarbieGirls site is currently expanding a "just for
parents" section focused largely on online safety -
perhaps the most comprehensive effort by a company to
make parents aware of the issues and give them more
engagement in the content of the sites.
But Ms Linn argues that there is a need for a broader
discussion about the merits of virtual worlds,
particularly for younger children, who are entering a
world that is "almost completely predetermined".
She says: "The whole goal [on] most of these sites is to
earn money in order to buy things for your avatar. I
think we shouldn't underestimate the degree to which
children really absorb values from the toys we give them
and the stories we tell them."

