Toy companies are playing Internet game for all it's
worth
By ANNE D'INNOCENZIO Associated Press
February 18, 2007
NEW YORK — As kids keep getting plugged into the Internet, toy makers
are following them online.
At the recent annual American International Toy Fair, toy
makers showed playthings like Power Rangers helmets which
store secret missions found online, plenty of online games
and even devices that take kids to secure Web sites where
they can play activities without wandering into the darker
corners of the Internet.
“Toy companies are looking at where kids are playing and
targeting product against it. Younger and younger kids are
becoming more comfortable with the Internet,” said New
York-based toy consultant Chris Byrne.
Children as young as 3 years old are using the computer,
said Julia Fitzgerald, vice president of marketing at
VTech Holdings Ltd.
The company showcased the Whiz Kid Learning System, a
learning pad that comes with a USB drive to connect to the
computer, enabling books and activities to come to life.
The system also has an icon button on the computer screen
which children can click onto, connecting them to an
online site for more games and activities.
VTech launched the popular V.Smile learning system in 2004
and followed with a portable handheld version to
capitalize on video games, so it was time to come out with
a learning system that would connect to the computer, she
said.
“We have become a download nation,” said Fitzgerald,
noting that children are constantly downloading music to
their digital music players.
According to Nielsen/Net Ratings Inc., an Internet
research company, the number of online users in the
2-to-11 age group rose 19 percent to 15.1 million in
December 2006, from 12.6 million in December 2002.
The latest strategy comes as the nation's toy industry has
been under pressure to bring back children bombarded with
other entertainment options from iPods, cell phones and
online community sites.
Toy companies are looking online to make even traditional
stuffed animals look modern. For example, MGA
Entertainment Inc., the maker of Bratz dolls, unveiled
Web-Pups under its Rescue Pets brand. The plush dogs come
with registration codes that children input onto the site
Web-pups.com to access games and activities.
Neil Friedman, president of Mattel's Mattel brands
division, said new security technology is helping to fuel
interest in these toys. Mattel's Fisher-Price brand is
showcasing Easy-Link Internet Launchpad, where parents can
plug a character figure like Elmo and be taken directly to
the game section of the character's Web site like
sesamestreet.com.
Hasbro Inc.'s Tiger Games division is also marketing Net
Jet, a game system that offers preteens 40 online games
with titles such as “Super Soaker” and “Mission
Paintball.” It features a controller that children plug
into the computer's USB port and unlock by inserting game
keys that instantly launch them into the online game
experience of their choice. Gail Carvelli, a spokeswoman
at Hasbro, said that one of the big benefits in offering
these online games is that Hasbro can enhance and update
the games without asking parents to buy new ones.
The games and activities have to be compelling enough for
parents to pay for them, or they'll resort to a slew of
free online sites available, stressed Stephanie Oppenheim,
publisher of Oppenheim Toy Portfolio, an independent guide
to toys and other media.
Security will also be a key issue, Oppenheim noted;
parents will need to feel safe that children can't get
around the game system and venture elsewhere. Hasbro's
Carvelli noted that with Net Jet, when a child unplugs the
controller from the USB drive, the user automatically gets
kicked offline.
These Internet-based toys are cost-effective, Byrne noted.
“It makes it possible to refresh the product without
coming up with a new toy,” he said. That helps keep
children interested without having to keep investing in
creating a new product, Byrne noted.
Whiz Kid's learning books from VTech, for example, have
about 40 different pages of content, featuring 120
learning activities, but users can access far more
material online.
Industry executives say they are not just adding
technology to their toys; they are using the Web to
enhance children's favorite play patterns, from acting out
their favorite hero's roles to personalizing information.
Bandai America, maker of the virtual pet Tamagotchi, has
been aggressive in this area, reaching out to both boys
and girls. At the trade show, it introduced Girlz
Connect's Destiny, a personal game player that downloads
material from www.girlzconnect.com, to tap into preteen
girls' penchant for sharing quizzes and personalizing
information online with friends. With Bandai's Power
Rangers Mega Mission Helmet, kids download three-minute
secret missions directly from the company's Web site
www.bandai.com and act out the action.
As for Tamagotchi, Bandai is making the virtual pet more
interactive on the TamagotchiTown.com site, enabling the
user to control the future of their favorite character by
using special passwords. Consumers can also buy a PC pack
that allows children to interact with the characters on
screen through games and other activities.
“We just wanted to spice it up,” said Colleen W. Sherfey,
director of marketing at Bandai America.
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