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Are ads
on children's social networking sites harmless child's
play or virtual insanity?
Meg Carter
The Independent
June 02, 2008
As social networking
spreads to users as young as five, makers of toys and TV
shows are making the most of new opportunities to reach
children online. But with more than 100 youth-focused
virtual worlds now either up and running or about to
launch – over half of which are aimed at under-sevens,
according to one estimate – regulators and parents are
struggling to keep up.
It was the £350m sale of children's social networking
site Club Penguin to Disney last August that confirmed
to many the commercial potential of targeting children
online. "Before then, many still questioned how much
time kids would be willing to spend online, what they
would most like to do when they were there, and what
they would be prepared to pay," says Michael Smith, CEO
of the London-based online social games creator Mind
Candy. "Club Penguin's sale, however, opened eyes – and
doors."
Club Penguin is a virtual online world for six- to
14-year-olds in which children use cartoon penguins to
waddle around a snow-covered virtual world, play games
and interact with one another. It is advertising-free
and free to use, although for £4 a month users can buy
additional premium content – a model that Mind Candy now
hopes to emulate with its new offering, Moshi Monsters.
"Moshi Monsters gives children the chance to look after
their own virtual pet," Smith explains. "Sophisticated
animation allows for emotional engagement in quite a
deep way. It also includes a safe social network for
children to use to show off their pets, and an
educational element – the Monsters love puzzles, and
users are encouraged to play at least one a day."
Moshi Monsters, which launched in April, is currently
free although a monthly subscription for premium content
will soon be introduced along with a range of plush toys
and puzzles due out for Christmas.
"Children's online safety has been a major
consideration," Smith adds. "But so too has our
commercial model. You have to tread a fine line between
developing a business and safeguarding children's
interests given concern about advertising to children
online, but with growing interest in developing online
immersive experiences for children there is also a risk
some will be lured by the commercial potential."
A number of different commercial models are emerging
amongst child-focused virtual worlds, the most
controversial of which involves paid-for advertising.
One of the biggest players is Neopets, bought by media
giant Viacom for $160m in 2005, which features
"immersive advertising" – ads integrated into content
rather than placed alongside it – by third party brands
including McDonald's.
Another children's site to carry advertising is Webkinz,
a virtual world that children enter by using secret
codes embedded in cuddly toys – costing around £9.99.
The codes are then keyed in online. Once inside, they
can chat with friends and play games to earn points that
translate into a virtual currency called KinzCash for
virtual shopping.
Concerns were voiced both by parents and consumer groups
when both these sites – run from the US and Canada,
respectively – introduced third party advertising. The
hybrid reality-virtual model now being adopted by a
growing number of toy companies – Bratz dolls, for
example, now come with a USB "key" allowing a child to
access a Bratz virtual world online – raises another
issue. While sites like Hasbro's Littlest Pet Shop carry
no advertising and do not require a subscription, the
purchase of additional cuddly toys is required if
children are to assemble a virtual collection of toys
and accessories online.
All of which throws up concerns for parents. For it's
not just a question of brand targeting advertising at
their children online. Another issue is the creeping
commercialisation of children's online experience. Then
there's the tactic used by some sites of actively
rewarding children with virtual cash the longer they
stay online to play.
"It's an area we are monitoring closely," says Will
Gardner, deputy chief executive of Childnet
International, which campaigns for children's safety on
the internet. "Interacting online can be an incredibly
creative and rewarding experience for a child, but the
underlying commercial tone of many sites is an
inescapable concern."
The Advertising Standards Authority is tasked with
dealing with complaints from the public about online
advertising. The organisation's current remit, however,
only covers paid-for advertising such as banner or
pop-up ads – despite the fact that most of the
complaints it receives concern what companies say and do
on their own websites.
"While a paid-for advertising message in a virtual world
would fall under our remit, the commercial content of a
site owned and paid for by that company does not," ASA
spokesman Matt Wilson explains. "Given public concerns
about online advertising generally and advertising to
children specifically, it's a regulatory gap we are now
working hard to address."
Those involved in developing children's virtual worlds
are quick to emphasise their efforts to make their sites
a totally safe environment. The appropriate extent to
which they should be commercialised is less clear-cut.
At LEGO, for example, its yet-to-launch virtual world
LEGO Universe is simply "another way to play LEGO rather
than a marketing vehicle for the brand", insists Mark
Hansen, director of LEGO Digital Play Studio. The
question for many parents, however, is: just how do you
distinguish between the two?
For BBC Children's controller Richard Deverell – who has
recently overseen the launch of two non-commercial,
virtual spaces for six- to 12-year-olds: Adventure Rock
and MyCCBC – the question is erroneous.
"Any organisation seeking to engage people with a brand
today needs a credible, intelligent web presence," he
says. "It's become an essential, non-negotiable part of
the mix – and for children, too. Is that commercially
exploitative? Well I'm not sure how it's any different
to what Disney has been doing for 80 years."
It's not in commercial organisations' interest to
alienate children or their parents by being commercially
exploitative online, Deverell believes. Besides,
children can benefit considerably from the control,
creativity and social interaction online virtual worlds
provide.
"The key challenge is to provide legitimate reassurance
to parents that the sites their children use adhere to
strict codes and standards," he claims. "The simplistic
argument is that children should be outside playing
cricket or climbing trees. The reality is they do just
that as well as other things like watching TV and
playing online, so long as the content that they consume
is safe, good quality and age appropriate."
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