Do you know where your children are? Probably playing in a virtual world
The Canadian Press
February 29, 2008
Once upon a time, Tinkerbell was known as the magical
fairy who helped children fly. Now Disney is summoning
the mischievous little sprite from Peter Pan to get kids
to go online.
In a new virtual world called Disney Fairies Pixie
Hollow, girls and boys can become a fairy, dress up, fly
around, befriend other fairies and help paint lady bugs,
teach baby birds to fly or go on other nature-related
quests. It's packaged as the world of Tinkerbell and her
friends, and their work is to make nature happen.
More children's toys are incorporating an online
component, extending the world of imagination from sand
boxes and toy boxes to the computer screen, blurring the
distinction on the way. Seeing the success of Webkinz,
big-name companies and unheard-of startups alike are
tapping into their own imaginations to try to develop
unique interactive sites for kids. It's a tight race to
produce the most compelling place for the already
over-scheduled kids they're trying to attract.
And for parents, the games can present new challenges as
they wonder what stimulates kids' creativity, and what
may stifle it, or whether some games focus too much on
consumption.
But toy-makers often emphasize the real-world skills or
socialization the games may encourage.
Disney's new virtual world, which the company says will
launch sometime this year, will be an extension of the
already existing site www.disneyfairies.com, where kids
can create, dress up and decorate fairy avatars.
When the Pixie Hollow site goes live, it will be
accompanied by a line of real-life toys called
Clickables. Created by Hong Kong-based toy company
Techno Source, they are bracelets and charms with tiny
computer chips built in that share bits of information
when pressed to each other. If a girl has a bracelet,
which will sell for US$19.99, she can click it to a
friend's bracelet, and then their fairy avatars will be
friends in the online world of Pixie Hollow.
"No longer will you be passively watching these famous
fairies, who you've always had this distant, passive
relationship with," says Steve Parkis, senior
vice-president for Disney Online. "You'll be interacting
with them."
Other games are more solitary.
A New York-based startup called Intellitoys sells a
stuffed animal called smart-e-bear, which comes with
built-in music you can access by squeezing a paw or
downloading onto a computer using an Apple iTunes-like
program.
For the young sci-fi fan, there's Test Tube Aliens - a
toy whose extraterrestrial life you "hatch" in a
real-world test tube, and whose age, health and sleep
you monitor online at www.testtubealiens.com.
Some sites focus on good conduct.
A new site aimed at parents and kids assigns rewards
(real and virtual) to a chore list. Say goodbye to
gold-star stickers and hello to new accessories for your
kitty avatar!
At www.handipoints.com, parents can program in their own
point system alongside a virtual awards system created
by the developers. A kid who makes his bed might earn
two points toward a new DVD from Mom and a new virtual
outfit from the game-makers. The idea is to give you
organization and incentive for doing what you should do
anyway.
"It's really just a way for you to make your life
easier, not a replacement for the things that you need
to be in the off-line world," says HandiLand CEO Viva
Chu.
A recent report for marketers from interFUEL Interactive
Design & Technology, based in Ventura, Calif., lists the
seven must-have features for any website aimed at kids,
tweens and teens.
"If your company doesn't start using this new medium to
enrich your brand, your competition will," the report
says.
The seven essential features include safety, fun and
self-expression, according to the report.
"If you're the fat kid at school, you can go online and
be the skinniest person ever," says Mel Bergman, the
director of business development at interFUEL, citing a
common allure of the web that applies to all age groups.
But there's some irony inherent in bridging the online
and off-line worlds:
A virtual world tries to entice kids to help nature, but
instead may draw youngsters to spend more time on the
computer - an energy-consuming device - and less time
playing outside. An overweight child, enjoying his
virtual liberation as a skinny avatar, does nothing for
his actual physical health by sitting motionless in
front of a computer screen.
"We're all working really hard to pay for these
electronic things that we think we need," says child
psychologist Stephanie Pratola, in Salem, Va. "But what
I know about kids is that it's their relationships that
help them grow and develop. And it's not a virtual
relationship. It's a real relationship."
She says kids' imaginations also get cheated when a fake
world is created for them by computer programmers and
toy makers instead of letting them loose to make
something up themselves.
"It's like everybody using their imagination in a
similar way, which, how imaginative is that?" Pratola
says. "There's really no substitute for a child creating
something out of sand or mud or water."
