Kiddies' Wired Wish Lists
Nicholas Casey
Wall Street Journal
December 19, 2007
For the toy industry, the recent spate of
recall-related headlines isn't the only thing to fear
this holiday season. A more fundamental concern is the
iPhone on six-year-old Hilary Roberts's wish list.
"She's not after a doll," says her father, Scott
Roberts, an Internet executive from San Francisco.
"There's not one traditional gift she's asking for this
year. She's asking: 'Can I have an iPhone?'"
With one weekend left before Christmas, the toy industry
finds itself on the defensive again -- beset by a host
of consumer electronic products. Besides Apple Inc.'s
offerings to worry about, toy makers are competing with
resurging popularity of entertainment systems from
Nintendo Co., Sony Corp. and Microsoft Corp. along with
recently released videogame titles. Who needs toy trains
when you can take a crack at thundering the Kiss anthem
"Rock and Roll All Nite" in the videogame Guitar Hero
III: Legends of Rock?
That choice reflects the toy industry's ongoing struggle
against "age compression," the phenomenon of young
children reaching for items used by older kids or even
adults. These days, kids are grabbing for more adult
experiences at ever younger ages, making it ever harder
for traditional toys to capture children's imagination.
According to market-research firm NPD Funworld of Port
Washington, N.Y., children begin playing with computers
at age 5½; CDs and DVD players around six; and music
players around eight -- all slightly younger than two
years ago. And these electronics items have an advantage
for consumers: Parents often use and share the same
items, which are often far more expensive than the
average toy and therefore lock up a lot of the holiday
budget.
The toy industry isn't sitting idle. It has fashioned
another generation of electronic gadgetry of its own,
cheaper than their adult alternatives and more pink and
kid-geared, including videogame tie-ups for preschoolers
and branded consumer electronics like digital cameras.
This year, toy makers also have released a host of
social networking sites aimed to snap up potential users
of MySpace and Facebook before age compression overtakes
them, too.
It's unclear whether this year's run at the online and
electronics markets will be enough to reverse the
pattern of single-digit declines in toy sales the
industry experienced for the past half decade. Toy
purchases are expected to come in fourth this year in
overall spending -- after electronics, clothes and gift
cards -- according to a recent study by the National
Retail Federation.
All the same, Evelyn Viohl, the design vice president at
Mattel Inc., says the game plan has been changing to
realign operations with the fickle tastes of children,
particularly the hard-to-get 'tween set of kids age
eight to 12 who flock online.
"We're in a different place than we were in four years
ago," she says of her own design labs, where it's not a
question of combating high-tech gadgets, she says, but
rather making a "fusion of different play patterns with
electronics." That's meant more dependence on engineers
and "designers that are into gaming" to bring in new
product lines that will appeal to tech-savvy kids, she
says. The fruits of the push are already apparent on the
Internet. The company enters the holidays with
Barbiegirls.com, a social networking site for girls tied
into a Barbie-shaped MP3 player ($60). The site -- where
girls are invited to join a virtual world based on the
brand -- is free to users and takes cues from Second
Life, an adult-age virtual world without the branded
theme. More than 8.4 million users have registered.
Competitor MGA Entertainment Inc. released a site of its
own, Be-Bratz.com, for its sassy $20 Bratz doll.
Moshi Monsters, a smaller site launched this fall in
beta phase, would like to one day hold the place of
Facebook for a preteen crowd, says its London-based
parent Mind Candy. The site is accessed with a code that
comes with a $10 "MoPod" key chain, unlocking a world
where users care for a pet that responds with
computer-generated emotions. Michael Smith, the
company's chief executive officer, says "we're modeled
on the Pixar angle" -- in other words, the new tech
landscape can still encourage traditional children's
tastes like cartoons.
The sites seem to have enough appeal to wean youngsters
from game consoles, says Richards Gilbert, a consultant
in San Francisco. His 10-year-old daughter heads
straight to Walt Disney Co.'s Clubpenguin.com networking
site where cartoon avatars waddle around in a snow
world. But the site, he says, isn't a traditional toy.
"You could take all their toys away," he says. "Just
give them a computer, Xbox and gadgets, they'd be
happy."
Toys are getting more high-tech, even for preschoolers
who usually reach for low-tech building blocks. Smart
Cycle Physical Learning Arcade System ($90), from
Mattel's Fisher-Price unit, is a miniature
treadmill-like bicycle toy that's proved a hot seller
this year, marketed to parents concerned with childhood
obesity. But the pitch has also extended to what the
company sees as tech-thirsty toddlers -- the toy ties up
to a videogame that simulates a bicycle ride.
Hong Kong-based VTech Holdings Ltd. is offering a line
called the Tote & Go Laptop Plus ($22), a kiddie
computer with an LCD readout that teaches
three-year-olds math, language and music lessons. And
some companies have pulled the gloves off entirely this
holiday season, creating lines of kid-oriented gadgets
they hope will compete directly with consumer
electronics.
This season, Nickelodeon, a unit of Viacom Inc.'s MTV
Networks that also licenses toys, launched NPower, a
line of digital cameras ($22 to $80), music players ($25
to $50) and DVD players ($50) branded with characters
like SpongeBob SquarePants and Dora the Explorer. "I
like to think of kids as the chief technology officers
of their families," says Leigh Anne Brodsky, president
of Nickelodeon's consumer-products division. The company
is having retailers place them alongside other consumer
electronics -- reversing the traditional turf war with
the gadgets that have bedeviled the toy industry.
