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In
Overhaul, Disney.com Seeks a Path to More Fun
Brooks Barnes
New York Times
June 25, 2008
LOS ANGELES — The Walt Disney Company, concerned that
its main Web site is not entertaining enough, is moving
once again to overhaul Disney.com.
Among the changes on the new Disney.com, visitors can
use a cellphone to create a butterfly pet for an avatar
in Pixie Hollow, a virtual world built around the
character Tinker Bell.
It will be the second recent makeover for the company’s
marquee site, which is still the top Internet
destination for children’s entertainment but faces
increasing competition from players like Nickelodeon,
Cartoon Network and WebKinz.
The changes, scheduled to take place over the next few
months, will introduce more free video to the site
(including full-length movies like “Finding Nemo”) as
well as more games and things for visitors to do with
their cellphones. For instance, little girls (or bigger
ones) who create fairy avatars in a virtual world called
Pixie Hollow will be able to use their cellphones to
create pet butterflies for their fairies.
“I’m going to want to use my phone to feed and love my
butterfly all the time,” said Larry Shapiro, executive
vice president for mobile content. “That kind of
emotional vesting is what we’re after.”
No longer will the site ask youngsters to navigate
through categories like “Movies,” “TV” and “Live
Events.” New options will include “Games,” “Videos” and
“Characters” and will emphasize how to find immediate
entertainment.
It is also no accident that video search pages will look
similar to those of YouTube: Disney designers worked to
incorporate certain YouTube hallmarks, figuring that
kids had grown accustomed to viewing Web video in that
manner.
“It’s a repositioning of our digital front door,” said
Paul Yanover, executive vice president and managing
director of Disney Online.
The effort, code-named “Project Playground,” is the
second retrofitting of Disney.com in as many years,
reflecting both the difficulty the media giant has
encountered online and the whiplash-fast pace at which
the medium is evolving.
The previous changes, a much more complex effort that
first appeared in January 2007, was intended to
capitalize more fully on hot franchises like “Hannah
Montana” while making the site easier to navigate.
Those modifications, which included the addition of
social networking capabilities, have been considered a
success, increasing monthly unique visitors to
Disney.com by about 40 percent, according to the
Internet audience measurement company comScore Media
Metrix. In May, Disney.com attracted about 28.4 million
unique visitors, enough to rank as the No. 1 Web
destination for children and family-oriented Web sites,
albeit by a slim margin.
But the effort was too modest, particularly in the area
of Web video, says Steve Wadsworth, president of the
Walt Disney Internet Group. “Our initial instincts were
right,” he said. “We just need to take it much further.”
Of particular concern for Disney is how long the average
visitor spends on its site. In May, the average user
spent 44.9 minutes on Disney.com, according to comScore.
In comparison, Nickelodeon’s cluster of family and
child-oriented sites kept May visitors busy for 79.8
minutes, mostly because of the game site Neopets.com.
With the changes, Disney is trying to position its Web
site more as a place that entertains and less of one
that exists to promote Disney wares. Video is the
central component of the effort. Two weeks ago,
Disney.com started streaming one free full-length movie
a week and holding special events, like Monday’s
streaming of “Camp Rock,” the latest Disney Channel
musical. (Disney said that “Camp Rock” broke a company
record for unique visitor traffic.)
Until now, the site has mostly offered video clips and
episodes of television shows. But more original video is
on the way. For instance, recent visitors to Disney.com
saw a humorous video of the retired astronaut Buzz
Aldrin clowning around with a Buzz Lightyear doll.
Mr. Wadsworth and his team are also working harder to
link cellphones and Disney.com. So far, the company’s
mobile offerings for youngsters — notably constrained by
the slow adoption of next-generation handsets in the
United States — have centered on casual games or
personalization items like ring tones. But Disney now
sees an opportunity to create an immersive experience
that spans from the Internet to the cellphone.
Consider Pixie Hollow, an expanding virtual world on
Disney.com that is built around Tinker Bell. (Visitors
create a fairy avatar and then mingle with others in a
fantasy world, playing games and decorating make-believe
houses.)
In the coming months, children will be encouraged to log
on to Pixie Hollow with their cellphones, which they can
use to create butterfly pets for their avatars — which
they can’t do online.
Scott A. Ellison, an analyst with IDC, a Virginia market
research firm, said that mobile offerings like those
would help Disney gain a competitive edge. “I think what
they’re doing is really advanced and will be very
compelling to the target demographic,” he said.
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