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1
The Seven Kisses
of Death
Of Children’s Interactive Media
Carolyn Handler Miller
Dust or Magic
November 9, 2010
© Carolyn Handler Miller
2
The Death Kisses
 The dust part of
Dust or Magic
 My own term
 Death Kisses:
 Common but dangerous
pitfalls
 Highly seductive
 To adults: logical,
sensible, intelligent
 But to kids: repellant!
3
Death Kisses:
They Are Everywhere!
4
Many Kids’ Projects
Hopelessly
Infested with Them!
5
Learned to Spot Them First Hand
By Writing for Kids Media
6
Confirmation:
Research for My Book
Multiple Interviews with Developers
7
General Characteristics:
 Adult perspective of what projects for
children should be like
 Easy to resort to
 Slip into projects when under pressure
 Seem very attractive
 Based on faulty assumptions
8
So, just what are these
Death Kisses???
9
#1. Kids Love Anything Sweet
 True for food, not
entertainment!
 Sweetness is adult
wishful thinking – want
to present happy, sunny
world that is all good
 But kids know truth:
world not really like this!
 Sweetness = boring,
bland, childish, false
10
#2. Give ‘Em
What’s Good for ‘Em
 The medicinal
approach!
 Often done with true
earnestness, adult zeal
 “Smarten ‘em up fast!
 Problem: too heavy
with pedagogy, too
light on fun
11
#3. You’ve Just Got
To Amuse ‘Em
 The “junk food”
approach
 Cheap on quality,
meaningful content
 Sells kids short
 Fatal assumptions:
Kids can’t tell
Kids just want lots of
empty fun
12
#4. Always Play It Safe!
 Yes, we want to
avoid violence &
inappropriate
content
 But that does not
mean removing
action, conflict,
tension!
 Too safe = totally
boring!
13
#5. All Kids Are Created Equal
 Democracy is fine in
nations, not in kids’
products
 Kids vary hugely at
different ages; boys
& girls not identical
 “One size fits all”
strategy doesn’t
work here
14
#6: Explain Everything
 An adult fear: not being
clear
 Faulty assumption:
kids can’t figure out
things on their own
 Leads to drowning kids
with words, instructions
 Lazy on our part (better
ways take work)
 Annoying for kids –
they enjoy figuring
things out
15
#7. Make Sure All Characters
Are Wholesome!
 Yes, we want
positive role models
 But too positive and
too perfect = dull,
bland & lifeless
 Characters lack
personality,
individuality – just
“white bread”
16
And Now…
10 Strategies to
BANISH
The Death Kisses…
17
#1. Devise a Way to HOOK
Your Players
 In other words, build in
a compelling mission,
goal or challenge
(example: Oregon Trail)
 Should be
Clear-cut
Easily
understandable
Highly desirable
18
#2. Inject Meaningful Tension
 Adds excitement w/o
violence
 Essence of drama
 Some techniques:
 “The ticking clock” (must
succeed at something by
certain time, or disaster)
 Conflict (opposing
characters after same
goal)
 Challenges to overcome
19
#3. Offer Genuine Substance
Kids Hungry for Meaningful Content!
(Example: powerful themes in The Lion King: treachery, murder, courage)
20
#4. Create Characters Who Are
Multifaceted and Dynamic
 Example: Mia (Kutoka
Interactive)
 Not perfect
 Overly curious
 Tiny but plucky
 Gets into trouble
 Has enemy (Romaine)
 Well developed
characters provide
energy, interest,
excitement
 Kids can ID with them
21
#5. Create System of Rewards
 Rewards:
 Powerful motivators;
incentives to keep going
 Positive reinforcement
 Way to measure progress
 Loss of rewards (or
penalties): possibility adds
tension
 Can be: a score; words
of praise; $; powers;
advancement; even
jellybeans (as in Toontown
Online)
22
#6. Make Product Easy
To Understand and Use
 Classic picture
books good model
 Few words
 Ample visuals
 In interactive media,
good interface
design essential
 Makes for enjoyable
product
 Helps avoid lengthy
explanations
23
#7. Make Product Adjustable
To Child’s Abilities
 Provide easy to
difficult levels or
challenges
 Many advantages:
 Avoids frustrating
beginning players
 Keeps more skillful
players challenged,
involved
 Makes product more
repeatable
 Expands age range of
product
24
#8. Supply Liberal Doses
Of Humor
 Humor adds life and
color
 Makes product fun
 Caution: kids’ humor
NOT same as adult
humor
 Love what’s gross, rude &
offensive (non politically
correct!)
 Love what’s ridiculously
silly, unexpected, absurd
 Visual and character humor
rather than puns, word play
25
#9. Build in Meaningful
Interactivity
 Player’s “job” should
make sense
 Players choices
should make a
difference – have
impact
 Interactivity should
be abundant,
keeping player
active
 Should not be overly
repetitive
26
#10. Respect Your Audience!
(Don’t talk down; understand who they are;
give them something worthwhile)
27
Questions?
 Please ask now!
 Or email me:
Carolyn@CarolynMiller.com
 Or check out my book 

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7 kisses of death

  • 1. 1 The Seven Kisses of Death Of Children’s Interactive Media Carolyn Handler Miller Dust or Magic November 9, 2010 © Carolyn Handler Miller
  • 2. 2 The Death Kisses  The dust part of Dust or Magic  My own term  Death Kisses:  Common but dangerous pitfalls  Highly seductive  To adults: logical, sensible, intelligent  But to kids: repellant!
  • 5. 5 Learned to Spot Them First Hand By Writing for Kids Media
  • 6. 6 Confirmation: Research for My Book Multiple Interviews with Developers
  • 7. 7 General Characteristics:  Adult perspective of what projects for children should be like  Easy to resort to  Slip into projects when under pressure  Seem very attractive  Based on faulty assumptions
  • 8. 8 So, just what are these Death Kisses???
  • 9. 9 #1. Kids Love Anything Sweet  True for food, not entertainment!  Sweetness is adult wishful thinking – want to present happy, sunny world that is all good  But kids know truth: world not really like this!  Sweetness = boring, bland, childish, false
  • 10. 10 #2. Give ‘Em What’s Good for ‘Em  The medicinal approach!  Often done with true earnestness, adult zeal  “Smarten ‘em up fast!  Problem: too heavy with pedagogy, too light on fun
  • 11. 11 #3. You’ve Just Got To Amuse ‘Em  The “junk food” approach  Cheap on quality, meaningful content  Sells kids short  Fatal assumptions: Kids can’t tell Kids just want lots of empty fun
  • 12. 12 #4. Always Play It Safe!  Yes, we want to avoid violence & inappropriate content  But that does not mean removing action, conflict, tension!  Too safe = totally boring!
  • 13. 13 #5. All Kids Are Created Equal  Democracy is fine in nations, not in kids’ products  Kids vary hugely at different ages; boys & girls not identical  “One size fits all” strategy doesn’t work here
  • 14. 14 #6: Explain Everything  An adult fear: not being clear  Faulty assumption: kids can’t figure out things on their own  Leads to drowning kids with words, instructions  Lazy on our part (better ways take work)  Annoying for kids – they enjoy figuring things out
  • 15. 15 #7. Make Sure All Characters Are Wholesome!  Yes, we want positive role models  But too positive and too perfect = dull, bland & lifeless  Characters lack personality, individuality – just “white bread”
  • 16. 16 And Now… 10 Strategies to BANISH The Death Kisses…
  • 17. 17 #1. Devise a Way to HOOK Your Players  In other words, build in a compelling mission, goal or challenge (example: Oregon Trail)  Should be Clear-cut Easily understandable Highly desirable
  • 18. 18 #2. Inject Meaningful Tension  Adds excitement w/o violence  Essence of drama  Some techniques:  “The ticking clock” (must succeed at something by certain time, or disaster)  Conflict (opposing characters after same goal)  Challenges to overcome
  • 19. 19 #3. Offer Genuine Substance Kids Hungry for Meaningful Content! (Example: powerful themes in The Lion King: treachery, murder, courage)
  • 20. 20 #4. Create Characters Who Are Multifaceted and Dynamic  Example: Mia (Kutoka Interactive)  Not perfect  Overly curious  Tiny but plucky  Gets into trouble  Has enemy (Romaine)  Well developed characters provide energy, interest, excitement  Kids can ID with them
  • 21. 21 #5. Create System of Rewards  Rewards:  Powerful motivators; incentives to keep going  Positive reinforcement  Way to measure progress  Loss of rewards (or penalties): possibility adds tension  Can be: a score; words of praise; $; powers; advancement; even jellybeans (as in Toontown Online)
  • 22. 22 #6. Make Product Easy To Understand and Use  Classic picture books good model  Few words  Ample visuals  In interactive media, good interface design essential  Makes for enjoyable product  Helps avoid lengthy explanations
  • 23. 23 #7. Make Product Adjustable To Child’s Abilities  Provide easy to difficult levels or challenges  Many advantages:  Avoids frustrating beginning players  Keeps more skillful players challenged, involved  Makes product more repeatable  Expands age range of product
  • 24. 24 #8. Supply Liberal Doses Of Humor  Humor adds life and color  Makes product fun  Caution: kids’ humor NOT same as adult humor  Love what’s gross, rude & offensive (non politically correct!)  Love what’s ridiculously silly, unexpected, absurd  Visual and character humor rather than puns, word play
  • 25. 25 #9. Build in Meaningful Interactivity  Player’s “job” should make sense  Players choices should make a difference – have impact  Interactivity should be abundant, keeping player active  Should not be overly repetitive
  • 26. 26 #10. Respect Your Audience! (Don’t talk down; understand who they are; give them something worthwhile)
  • 27. 27 Questions?  Please ask now!  Or email me: Carolyn@CarolynMiller.com  Or check out my book 

Editor's Notes

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