Let's Rewrite the Rules for Kids' Media
Anastasia Goodstein
Business Week
March 2, 2008
Four decades ago, Joan Ganz Cooney and her colleagues
created the gold standard for using mass media to
educate children when they founded the long-running
kids' program Sesame Street. Today, the Joan Ganz Cooney
Center, the nonprofit research organization Ganz Cooney
founded, is pushing for an overhaul of children's media
legislation that may prove no less far-reaching.
The center's recent report, D is for Digital, analyzes
the impact of digital media on kids and reaches some
striking conclusions. "Federal regulatory bodies, such
as the Federal Communications Commission, and voluntary
industry, public interest advocacy and philanthropic
organizations, should advance policies that protect
children from commercialism," the center writes. "A
revitalization of the Children's Television Act needs to
be undertaken to modernize the child protections now
called for in a digital age."
I heartily second the recommendation. I do not profess
to be an expert on regulation, but I am a student of the
impact of interactive media on children and young
adults. I have been chronicling the explosion of virtual
worlds for children over the past year and a half at
Ypulse, a Web site that covers marketing to young
people. Last autumn I held a conference on younger
teens, or "tweens," and technology.
Digital Marketing Is Interactive and Immersive
We clearly need to develop standards when it comes to
kids' digital media. One of the major goals of the
Children's Television Act was to increase the quantity
of educational broadcast TV programming for children.
But it was enacted in 1990 and predates much of the
digital era. And other than subsequent FCC rules on
digital TV and the Children's Online Privacy Protection
Act, which prevents personal data collection from
children under 13 without parental consent, there's a
dearth of rules and guidelines for kids' digital media.
What's more, the standards for what constitutes
"educational" content are weak at best.
Digital media -- whether delivered via the Internet,
cell phones, Apple (AAPL) iPods, or mobile gaming
devices -- is saturated with ad-supported content. And
unlike TV ads, much digital marketing is interactive and
immersive. Even broadcast TV is changing how it delivers
commercials in an age where multitasking youth have
become adept at using ad-skipping technology like
digital video recorders. Marketers are increasingly
placing products within shows, or even crafting entire
shows or vignettes around a brand, using so-called
branded entertainment. For instance, various companies
promote brands on youth-targeted networks like the CW
through "content wraps," serialized vignettes that
appear at various intervals throughout a show.
Companies including Disney (DIS) and Viacom's (VIA)
Nickelodeon plan to spend hundreds of millions of
dollars developing virtual worlds and casual games for
kids; we're seeing the proliferation of Web sites
connected to real-life toys, including Webkinz,
Build-a-Bear (BBW), LEGO, and Mattel's (MAT) Barbie.
Dressing Avatars in DKNY
There's little doubt as to the reason behind these
efforts. At this year's Consumer Electronics Show, a
Mattel executive proudly announced that the company
won't run any outside advertising in its Barbie Girls
virtual world. Come on. The entire site is a Barbie ad.
On Web sites like Stardoll, children under 13 can dress
their avatars in virtual DKNY clothes.
There are no requirements or standards for labeling
online advertising or for transparency around this type
of sponsor integration within virtual worlds. There are
also no requirements for any amount of educational
content on commercial Web sites or any criteria for
vetting kids' sites or electronic toys that claim to be
educational.
Why all the fuss over messaging to kids? An American
Psychological Assn. task force has recommended limits,
citing research that shows that kids under the age of 8
can't critically comprehend TV ad messages and that
they're prone to accept advertiser messages as truthful,
accurate, and unbiased.
Advocacy organizations like the Campaign for a
Commercial-Free Childhood [CCFC] argue that exposure to
marketing exploits children's developmental
vulnerabilities. A recent British study found that "the
pressure to consume and conform can lead to excessive
levels of materialism and competition among children
leading to bullying." CCFC also argues that marketing is
a factor in the childhood obesity epidemic. But unlike
some European countries that have banned marketing to
children on TV or in schools, the current U.S.
regulatory climate makes such proscriptions unlikely.
Updating the Children's Television Act
Marketers do try to self-regulate, through such bodies
as the Better Business Bureau's Children's Advertising
Review Unit, which aims to ensure that messages for kids
are "truthful, accurate, and sensitive." But experts say
comparable efforts in Europe are far more effective in
promoting healthy development.
So how do we redefine the Children's Television Act for
the Digital Age?
-- Reach out to industry. Several groups are hard at
work investigating the impact of digital media on
children. Among them are Common Sense Media's Digital
Kids Initiative, the MacArthur Foundation's research
into digital learning, and of course the Joan Ganz
Cooney Center at Sesame Workshop and others. These
organizations need to reach out to the entrepreneurs and
large corporations creating these new kids' spaces and
begin a dialogue.
-- Create research-based universal standards for what
constitutes educational content. This applies to TV,
online, and other electronic content and should be
broken out by ages and development stages. If TV
networks are required to provide educational content,
let's hold their feet to the fire and make sure it's
educational. They can still create fluff, but they
shouldn't be able to pass it off as educational content.
In the digital space, where there is no regulation yet,
companies that comply could be given some sort of
educational seal of approval. Let's reward sites that
encourage kids' creativity and learning. These standards
should be updated and informed by the latest research.
-- Build new, ad-free business models for sites
targeting children. Many people argue that subscription
models make high-quality children's content inaccessible
to low-income families. I agree. So let's come up with
creative alternatives.
-- Increase transparency and labeling of sponsored
digital content. If the only way marketers can
effectively reach youth is through product placement and
branded entertainment, we need more transparency about
who's paying the bills and what content is sponsored.
Young people respect this sort of transparency and
understand sites need advertisers to keep the lights on,
but they don't always recognize branded entertainment,
advergames, or brands in virtual worlds as advertising.
These steps alone won't reinvent how marketers get their
messages before kids. But they could go a long way
toward protecting children who are living long stretches
of their lives immersed in ad-saturated digital media.
