A Virtual Popularity Contest
Annys Shin
Washington Post
February 19, 2008
Barbie's got problems. And the lead paint on her cat is
the least of her worries.
Last year, Mattel's iconic doll -- and some of her pets
-- were swept up in the company's recall of millions of
Chinese-made toys. Hundreds of thousands of Barbie
accessories were pulled from shelves for having lead
paint or dangerous magnets.
Just recently, Mattel reported that U.S. sales of Barbie
products dropped 15 percent in 2007 -- a blemish on an
otherwise rosy year for the company, which posted a $600
million profit.
The recalls, it turns out, had little to do with
Barbie's slide, toy industry analysts said.
What kept Barbie on the shelf was competition from the
likes of a Hannah Montana doll and, more importantly,
toys such as Webkinz that incorporate online games,
social networking and other elements of virtual play.
"When you're spending a lot of time [on Webkinz], you're
not spending four hours on Barbie dolls," said Gerrick
Johnson, a toy industry analyst with BMO Capital
Markets.
With girls trading in dollhouses for keyboards at
ever-younger ages, Mattel and other major toy companies
including Hasbro and MGA Entertainment, the maker of
Bratz dolls, are responding by building their own
virtual playgrounds.
Studies indicate that young girls spend an estimated
seven hours a week playing on computers, twice as much
as they spent four years ago. Children begin playing on
the computer around age 5 1/2 -- the same time at which
girls typically take up Barbie, according to a 2007
study by market research firm NPD Group.
While it's hard to imagine that the blonde bombshell who
has outlasted the Cold War and eight-track tapes could
have serious rivals, Barbie has been duking it out in
toy aisles since the 2001 arrival of Bratz, the
hip-hop-style dolls with big eyes and racy wardrobes
that make many moms shudder. At times, the competition
got ugly, with Mattel and MGA Entertainment trading
lawsuits and accusing each other of stealing ideas. In
2006, Barbie looked as if she had survived the tussle,
at least in terms of sales. Then a new onslaught of
competitors arrived.
Hannah Montana, for one. Toys bearing the likeness of
the Disney Channel character played by Miley Cyrus,
daughter of country singer Billy Ray Cyrus, had some of
the greatest growth last year, NPD Group reported.
However, the long-term threat to Barbie comes from the
surging popularity of toys such as Webkinz.
Webkinz, introduced by Ganz in 2005, is a plush toy that
comes with a code allowing children to go online and
learn about their toy's virtual persona and visit with
friends in virtual rooms they decorate.
"The fact is more and more children at a younger and
younger age are on the computer and using the computer
for its play value," said Isaac Larian, chief executive
of MGA Entertainment.
The need to close the gap between the physical and
online playroom has not been lost on Mattel executives,
who have taken to referring to Barbie and her various
accoutrements -- the car, the clothes and Ken -- as "the
reality side of the Barbie business."
The giant toymaker has reached out to girls online with
the free Web site BarbieGirls.com, which launched in
April. Bratz followed in her high-heeled footsteps. In
August, MGA came out with social networking site Be-Bratz.com.
Not to be outdone by Webkinz either, MGA Entertainment
also sells Rescue Pets, plush toys that come with access
to an online world. Hasbro has Littlest Pet Shop VIPs, a
virtual world it launched in October, to accompany --
what else? -- a line of stuffed animals.
And there's more to come, said NPD Group analyst Anita
Frazier.
"I think we're going to see an explosion of toys that
marry the physical with the digital when we go to Toy
Fair," Frazier said, referring to the industry gathering
that hit New York on Sunday.
Mattel executives are more pleased with the performance
of BarbieGirls.com than analysts have been.
The site has more than 10 million registered users
worldwide. To access more content, parents can plunk
down $60 for a doll-shaped MP3 player. The player comes
with a code that lets users go online to adopt a pet
puppy, bunny or monkey, enter exclusive hangout spots,
drop virtual "B bucks" on a tiara or cowboy hat, and
decorate their rooms in the style of a tiki hut.
Despite being free, several analysts said the site
hasn't generated Webkinz-grade frenzy. "BarbieGirls.com
hasn't established itself," said independent toy analyst
Chris Byrne.
Mattel chief executive Robert A. Eckert told analysts
last month that the MP3 player may have been too pricey
and that this year would see products that let girls get
deeper into the virtual Barbie world while going softer
on parents' wallets.
One example that has already hit store shelves and
doesn't require a high-speed connection is Barbie
iDesign Ultimate Stylist, a CD-ROM-based computer game
that lets users play virtual fashion stylist. It comes
with cards, similar to baseball trading cards, that
allow girls to upload looks that can be displayed in
their own virtual fashion show set to a soundtrack of
their choice.
"We're taking the experience of the fashion doll and
putting it into a game," said Mattel spokeswoman Sara
Rosales, adding that sales of the game have been strong.
Positioning Barbie in the world of digital play carries
potential pitfalls. Just as Barbie's unrealistic
measurements have attracted criticism for being a bad
influence on young girls, the proliferation of products
emphasizing screen time has its detractors.
Sites such as BarbieGirls and Webkinz are what Susan
Linn, director of the Campaign for a Commercial-Free
Childhood, describes as part of "a commercial push to
get very young children online . . . that takes kids
away from hands-on creative play that is the foundation
of critical thinking and creativity."
"It's about training children to shop online," said
Linn, a child-development expert.
Rosales said nothing about BarbieGirls.com has to do
with online shopping. "It's a massively multiplayer
online game for girls," she said.
Industry watchers say virtual dolls aren't likely to
replace toys you touch. NPD's Frazier notes that playing
with toys still takes up the second-biggest chunk of
time of any children's leisure activity, just behind
that other kid pastime: watching television.
