Web Playgrounds of the Very Young
Brooks Barnes
The New York Times
December 31, 2008
LOS ANGELES — Forget Second Life. The real virtual world
gold rush centers on the grammar-school set.
Trying to duplicate the success of blockbuster Web sites
like Club Penguin and Webkinz, children’s entertainment
companies are greatly accelerating efforts to build
virtual worlds for children. Media conglomerates in
particular think these sites — part online role-playing
game and part social scene — can deliver quick growth,
help keep movie franchises alive and instill brand
loyalty in a generation of new customers.
Second Life and other virtual worlds for grown-ups have
enjoyed intense media attention in the last year but
fallen far short of breathless expectations. The
children’s versions are proving much more popular, to
the dismay of some parents and child advocacy groups.
Now the likes of the Walt Disney Company, which owns
Club Penguin, are working at warp speed to pump out
sister sites.
“Get ready for total inundation,” said Debra Aho
Williamson, an analyst at the research firm eMarketer,
who estimates that 20 million children will be members
of a virtual world by 2011, up from 8.2 million today.
Worlds like Webkinz, where children care for stuffed
animals that come to life, have become some of the Web’s
fastest-growing businesses. More than six million unique
visitors logged on to Webkinz in November, up 342
percent from November 2006, according to ComScore Media
Metrix, a research firm.
Club Penguin, where members pay $5.95 a month to dress
and groom penguin characters and play games with them,
attracts seven times more traffic than Second Life. In
one sign of the times, Electric Sheep, a software
developer that helps companies market their brands in
virtual worlds like Second Life and There.com, last week
laid off 22 people, about a third of its staff.
By contrast, Disney last month introduced a “Pirates of
the Caribbean” world aimed at children 10 and older, and
it has worlds on the way for “Cars” and Tinker Bell,
among others. Nickelodeon, already home to Neopets, is
spending $100 million to develop a string of worlds.
Coming soon from Warner Brothers Entertainment, part of
Time Warner: a cluster of worlds based on its Looney
Tunes, Hanna-Barbera and D. C. comics properties.
Add to the mix similar offerings from toy manufacturers
like Lego and Mattel. Upstart technology companies,
particularly from overseas, are also elbowing for market
share. Mind Candy, a British company that last month
introduced a world called Moshi Monsters, and Stardoll,
a site from Sweden, sign up thousands of members in the
United States each day.
“There is a massive opportunity here,” said Steve
Wadsworth, president of the Walt Disney Internet Group,
in an interview last week.
Behind the virtual world gravy train are fraying
traditional business models. As growth engines like
television syndication and movie DVD sales sputter or
plateau — and the Internet disrupts entertainment
distribution in general — Disney, Warner Brothers and
Viacom see online games and social networking as a way
to keep profits growing.
But more is at stake than cultivating new revenue
streams. For nearly 50 years, since the start of
Saturday morning cartoons, the television set has served
as the front door to the children’s entertainment
business. A child encounters Mickey Mouse on the Disney
Channel or Buzz Lightyear on a DVD and before long seeks
out related merchandise and yearns to visit Walt Disney
World.
Now the proliferation of broadband Internet access is
forcing players to rethink the ways they reach young
people. “Kids are starting to go to the Internet first,”
Mr. Wadsworth said.
Disney’s biggest online world is Club Penguin, which it
bought in August from three Canadians in a deal worth
$700 million. At the time, more than 700,000 members
paid fees of $5.95 a month, delivering annual revenue of
almost $50 million.
Still, one world, even a very successful one, does not
alter the financial landscape at a $35.5 billion company
like Disney. So Disney is pursuing a portfolio approach,
investing $5 million to $10 million per world to develop
a string of as many as 10 virtual properties, people
familiar with Disney’s plans said.
Tinker Bell’s world, called Pixie Hollow, illustrates
the company’s game plan. Disney is developing the site
internally — creative executives who help design new
theme park attractions are working on it — and will
introduce it this summer to help build buzz for “Tinker
Bell,” a big-budget feature film set for a fall 2008
release.
Visitors to a rudimentary version of Pixie Hollow,
reachable through Disney.com, have already created four
million fairy avatars, or online alter egos, according
to Disney. The site will ultimately allow users to play
games (“help create the seasons”) and interact with
other “fairies.” When avatars move across the screen,
they leave a sparkling trail of pixie dust, a carefully
designed part of the experience.
“We wanted to come up with a way to make flying around
the site feel really good,” said Paul Yanover, executive
vice president and managing director of Disney Online.
Disney’s goal is to develop a network of worlds that
appeal to various age groups, much like the company’s
model. Preschool children might start with Pixie Hollow
or Toon Town, another of Disney’s worlds, grow into Club
Penguin and the one for “Cars” and graduate to “Pirates
of the Caribbean” and beyond, perhaps to fantasy
football at ESPN.com.
“All the stars are aligning for virtual worlds to become
a mass-market form of entertainment, especially for kids
and families,” Mr. Yanover said.
If virtual worlds for adults are about escaping from
run-of-the-mill lives, sites for children tap into the
desire to escape from the confines of reality as run by
mom and dad. “I get to decide everything on Club
Penguin,” said Nathaniel Wartzman, age 9, of Los
Angeles, who also has a membership to a world called
RuneScape.
But shopping is a powerful draw, too; most sites let
children accumulate virtual points or spend their
allowance money to buy digital loot. “It’s really fun to
buy whatever you want inside the game,” Nathaniel said
in a telephone interview. For his penguin, “like for
Christmas I bought a fireplace, a flat-screen TV and a
Christmas tree,” he said.
Online worlds, which typically have low overhead and fat
profit margins once they are up and running, charge a
monthly fee of $5 to $15 and require the adoption of an
avatar. Some sites are free and rely on advertising to
make money; others are advertising and subscription
hybrids. Webkinz relies on the sale of stuffed animals,
which come with tags that unlock digital content.
The power of the virtual worlds business was shown
recently when Vivendi announced a plan to buy
Activision, a publisher of video games for consoles like
the Sony PlayStation 3. Vivendi owns World of Warcraft,
a virtual world for adults with more than nine million
members and revenue of more than $1 billion.
Still, the long-term appetite for the youth-oriented
sites is unclear. Fads have always whipsawed the
children’s toy market, and Web sites are no different,
analysts warn. Parents could tire of paying the fees,
while intense competition threatens to undercut the
novelty. There are now at least 10 virtual worlds that
involve caring for virtual pets.
Privacy and safety are a growing concern, particularly
as companies aim at younger children. Some virtual
worlds are now meant to appeal to preschoolers, using
pictures to control actions so that reading is not
required.
And critics are sharpening their knives. “We cannot
allow the media and marketing industries to construct a
childhood that is all screens, all the time,” said Susan
Linn, a Boston psychologist and the director of the
Campaign for a Commercial-Free Childhood, a nonprofit
group that has complained of ads for movies on
Webkinz.com.
Operators shrug off worries about fads and competition.
“Are features like creating an avatar a long-term
advantage for anyone? Probably not,” Mr. Yanover said.
“The viability and sustainability of this business comes
from the shifting behavior of kids and how they spend
their leisure time.”
As for privacy and safety, companies point to a grid of
controls. For instance, Neopets restricts children under
13 from certain areas unless their parents give
permission in a fax. Several Neopets employees patrol
the site around the clock, and messaging features are
limited to approved words and phrases.
“Parents know they can trust our brand to protect kids,”
said Steve Youngwood, executive vice president for
digital media at Nickelodeon. “We see that as a
competitive advantage.”
