Mobile games can bring families together for shared play experiences. The document discusses designing mobile games that appeal to both children and their parents. It suggests graphics should be child-friendly but also allow older kids to feel grown-up. Key insights include making the games fun for all ages, allowing real and anonymous play between known and unknown players, and providing parents insights into their children's game play and progress. The goal is engaging mobile games families can enjoy together.
The document provides a formal proposal for a match-three puzzle game called Sweet Swipe with a candy theme. The game aims to entertain children and teenagers through challenging levels and a social media leaderboard. It takes place in a land called Sweetsville ruled by Queen Mutton-Fudge and features sweets like jawbreakers, boiled sweets, and caramels. The target audience is children and teenagers ages 5-15 of both genders who enjoy games. The proposal outlines plans to use bright colors, animation, and complex challenges to engage this audience. It also promises the game will avoid offensive or inappropriate content and not infringe on any copyrights.
This document discusses the author's motivation for making a game for an obsolete console. The author wants to entertain people with small, simple games and be inspired by lone programmers who became giants in the industry and helped shape video games into a legitimate part of cultural identity. However, the author still seeks an answer to the question of who they are through video games.
This document discusses how kids today experience the world in new ways due to technology. It identifies seven types of "new" that kids face: technological due to advances like smartphones; classical as digital tools change how they interact with traditional media; social through new ways of connecting with peers; familiar through constant technology use making it comfortable; echoic from technology that anticipates their needs; developmental as tools influence how they learn and grow; and invisible regarding how technology fades into the background of their lives. The document aims to understand how technology shapes kids' experiences in the digital age.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Digital Kids Edu 2013: Stuart Drexler, Chief Product Officer, Tykoonengagedigitalkids
Tykoon is a financial services platform that aims to empower kids to make smart money decisions through real-world experiences. It works by setting up family accounts where kids can earn money from chores, save towards goals, and be encouraged by parents. Key features include a mobile app, social sharing abilities, a kid-safe online store, and educational games/quizzes to teach financial literacy in a fun way. The company hopes to partner with banks and retailers to help kids learn skills like spending, saving, giving, and delayed gratification through a virtual currency system combined with parental praise and oversight.
Digital Kids Summit 2013: Dylan Collins, CEO, SuperAwesomeengagedigitalkids
SuperAwesome is a digital discovery platform for kids and teens that reaches over 8 million children per month across its network. It includes the largest online kids ad network and mobile ad network in the UK and Europe. SuperAwesome also operates subscription and loyalty programs that have hundreds of thousands of members. The company provides marketing solutions for brands spending over $1 billion annually to reach kids and teens safely and effectively online.
Digital Kids Summit 2013: Joby Otero, Former VP Art and Technology, Activisio...engagedigitalkids
The document discusses how to design products that people love by making them more human-centered. It argues that people are wired to respond to human qualities and interactions that trigger emotional responses in the brain. The document suggests focusing on a few key aspects to humanize products, like setting clear expectations and anthropomorphizing. It provides examples like the Roomba vacuum, Peggle video game, and Apple products to illustrate how focusing on humanity can make products people become attached to and enjoy using. The overall message is that products designed with humanity in mind are easier for people to love.
The document provides a formal proposal for a match-three puzzle game called Sweet Swipe with a candy theme. The game aims to entertain children and teenagers through challenging levels and a social media leaderboard. It takes place in a land called Sweetsville ruled by Queen Mutton-Fudge and features sweets like jawbreakers, boiled sweets, and caramels. The target audience is children and teenagers ages 5-15 of both genders who enjoy games. The proposal outlines plans to use bright colors, animation, and complex challenges to engage this audience. It also promises the game will avoid offensive or inappropriate content and not infringe on any copyrights.
This document discusses the author's motivation for making a game for an obsolete console. The author wants to entertain people with small, simple games and be inspired by lone programmers who became giants in the industry and helped shape video games into a legitimate part of cultural identity. However, the author still seeks an answer to the question of who they are through video games.
This document discusses how kids today experience the world in new ways due to technology. It identifies seven types of "new" that kids face: technological due to advances like smartphones; classical as digital tools change how they interact with traditional media; social through new ways of connecting with peers; familiar through constant technology use making it comfortable; echoic from technology that anticipates their needs; developmental as tools influence how they learn and grow; and invisible regarding how technology fades into the background of their lives. The document aims to understand how technology shapes kids' experiences in the digital age.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Digital Kids Edu 2013: Stuart Drexler, Chief Product Officer, Tykoonengagedigitalkids
Tykoon is a financial services platform that aims to empower kids to make smart money decisions through real-world experiences. It works by setting up family accounts where kids can earn money from chores, save towards goals, and be encouraged by parents. Key features include a mobile app, social sharing abilities, a kid-safe online store, and educational games/quizzes to teach financial literacy in a fun way. The company hopes to partner with banks and retailers to help kids learn skills like spending, saving, giving, and delayed gratification through a virtual currency system combined with parental praise and oversight.
Digital Kids Summit 2013: Dylan Collins, CEO, SuperAwesomeengagedigitalkids
SuperAwesome is a digital discovery platform for kids and teens that reaches over 8 million children per month across its network. It includes the largest online kids ad network and mobile ad network in the UK and Europe. SuperAwesome also operates subscription and loyalty programs that have hundreds of thousands of members. The company provides marketing solutions for brands spending over $1 billion annually to reach kids and teens safely and effectively online.
Digital Kids Summit 2013: Joby Otero, Former VP Art and Technology, Activisio...engagedigitalkids
The document discusses how to design products that people love by making them more human-centered. It argues that people are wired to respond to human qualities and interactions that trigger emotional responses in the brain. The document suggests focusing on a few key aspects to humanize products, like setting clear expectations and anthropomorphizing. It provides examples like the Roomba vacuum, Peggle video game, and Apple products to illustrate how focusing on humanity can make products people become attached to and enjoy using. The overall message is that products designed with humanity in mind are easier for people to love.
The document discusses redesigning the ESRB video game rating system to make it more effective for parents purchasing games for children. It outlines the current debate around video game violence and parental responsibility. The author hypothesizes that a redesigned rating system using color coding and pictograms could better inform consumers. Research questions are posed and early design ideas and prototypes are shown using different colors and images to represent each rating level from early childhood to adults only. Surveys were conducted on the preliminary designs and responses supported the intended meanings of the visual ratings. The final redesign includes a color-coded label and packaging sleeve system, as well as an in-store display to further educate consumers.
An overview of the Gaming in Families project given at Futurelab's research insights day, April 29th 2010 in London.
Mary Ulicsack & Sue Cranmer, Futurelab
This document discusses Safer Internet Day and provides information about age ratings for games, films, videos and DVDs. It notes that 49% of games are suitable for all ages, while others are rated for older children, teenagers or adults. It explains that PEGI ratings use a color-coded system similar to traffic lights and are recognized in 30 European countries. The document advises thinking about personal information shared online, only accepting files from known sources to avoid viruses, being wary of unreliable or untruthful people online, and telling a trusted adult if anything worrying occurs. It provides examples of situations children may face online and asks what they should do, emphasizing not meeting strangers from the internet.
This document provides information about internet safety and age ratings for online games and media. It discusses:
- Why age ratings are used for games, videos, films and DVDs based on content, not difficulty.
- PEGI ratings are used in 30 European countries to indicate what age a game is suitable for, and are supported by Microsoft, Nintendo and Sony.
- The document provides "SMART" rules for staying safe online - Staying safe, meeting strangers, accepting files, being reliable, and telling someone if anything worries you.
- It gives examples of situations children may face online and questions on what they should do, like if someone is unkind during a game or wants to meet up
The document discusses why kids love Spiderman games. It suggests that kids deeply care about the heroes in games matching those in movies and shows they watch. Games keep improving to bring new exciting elements that kids enjoy fully. For kids to have maximum satisfaction, games should depict Spiderman accurately as the hero and allow kids to enjoy what they are playing and relate to the characters.
The document provides an evaluation of an animation game production project. It summarizes the student's strengths and weaknesses in research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. Key strengths included choosing color schemes and layouts, managing time well to complete tasks ahead of deadlines, and drawing backgrounds and characters in pixels. Suggested areas for improvement included spending more time on research, contingency planning, animation, and responding to feedback about fonts, colors and adding more interactivity.
The document discusses how video games provide various cognitive and social benefits. It notes that video games can help develop skills like hand-eye coordination, multitasking, risk-taking, and strategic thinking. Additionally, playing video games can foster social bonds by allowing people to work together online to solve problems. The document argues that concerns over video games promoting violence or addiction are unfounded, and that video games can actually help people learn.
Safer internet day 2018 assembly presentation Melanie Fisher
The document discusses Safer Internet Day 2018 and teaches students how to connect and share respectfully online. It tells the story of three monsters whose art competition picture gets ruined, but a helpful person fixes it and teaches them lessons about being kind, sharing talents, and including others. The document provides examples of positive online activities like video chatting with family, but also negative experiences like unkind messages. It advises students on how to be good online friends by supporting others, being respectful, checking before sharing, sharing positivity, and asking for help. The goal is for students to celebrate Safer Internet Day by teaching others, like parents and carers, about connecting safely and respectfully online.
Digital Kids Summit 2013: Jason Morrell, Director of Sales, Games, Virtual Piggyengagedigitalkids
The document discusses how Virtual Piggy provides a solution for online shopping and payments for youth that is compliant with COPPA regulations. It allows parents to set up accounts and controls for their children, and enables children to safely shop at approved merchants using funds on their Virtual Piggy account. The document also outlines how Virtual Piggy partners with merchants to help drive user acquisition, transactions, and engagement with the under-18 demographic through integrated marketing campaigns.
Digital Kids Edu 2013: Thijs Bosma, Founder, TribePlayengagedigitalkids
TribePlay is a developer of educational games for kids ages 3 to 6 based in Chengdu, China with offices in Shanghai and Chengdu. They have developed 11 Dr. Panda games focused on life skills available on Apple and Android devices, which have been downloaded over 10 million times total since 2012, with 7 million in the last 6 months and recent titles reaching the top 50 rankings in the US.
This document discusses using imagination and conversation to create characters and story arcs that build relationships and connections through conversation, taking advantage of current technology like the iPad to create suspension of disbelief and testing through something called The Winston Show.
The document discusses an organization called The Whistle that aims to entertain, inspire, and equip kids with life skills through sports. It does this by reaching kids on screens where they spend 8 hours a day, leveraging sports as the top entertainment category and using pro athletes in a positive context. The Whistle challenges and rewards kids for healthy behaviors and involvement through TV shows, videos on demand, gaming consoles, mobile apps, and its website.
This document outlines a brand's mission to be the number one global kids brand for entertainment with substance by exciting and inspiring a new generation of explorers. It discusses using a "Weird But True" franchise across multiple platforms like apps and YouTube to engage kids throughout their learning life cycle in all things related to animals and the natural world. The goal is to reimagine traditional brands for today's digital natives.
Digital Kids Summit 2013: Renee Weber, VP, Consumer Strategy and Research, Th...engagedigitalkids
This document summarizes a live kids panel discussion about digital technology at the Digital Kids Conference in San Francisco. The panel discusses popular apps like Subway Surfer, what makes compelling games, favorite websites and social media platforms. Kids share videos about their favorite digital activities. The panel aims to provide insight into how children engage with different digital devices, apps, websites and social media. Contact information is provided for those interested in learning more.
Roblox is an online gaming platform where kids can build and play in a virtual world. It allows children to use their imagination and creativity to design their own games using a simple block-based system. With over 120,000 games created by users, it offers a huge variety of content for kids to explore. Roblox has become the largest platform for online gaming among kids, surpassing websites like Disney Channel and Nickelodeon.
The document discusses how millennial mothers differ from previous generations in their use of technology and social media. Some key points:
- Millennial moms are highly educated, experienced the down economy, and strive for work-life balance without sacrificing their interests.
- They are heavy users of social media, online videos, and mobile apps for topics like parenting, health, and lifestyle. Many download 6-10 apps for regular use.
- Apps have become a family activity, with 40% of moms downloading apps at their children's request. Around half of moms say their kids can use 1-6 apps on their phone.
- Moms are influential online and actively write reviews of the
Kent Johnson Highlights Digital Kids Conference 2013engagedigitalkids
The document discusses Highlights, a media brand founded in 1946 that creates educational content for children. It summarizes the history and growth of Highlights, including its mission statement of helping children become creative, curious, caring and confident. A key product is Hidden Pictures puzzles, which appear in magazines, books, games and apps and are popular worldwide. The document explores how Highlights is reimagining the child's experience with magazines on digital platforms through an app called Highlights Hopscotch that brings rule-based play to children ages 6 and up.
The document shows ownership rates of various digital devices like iPads, e-Readers, and smartphones among different age groups of kids, tweens, and teens from 2012. It also examines these groups' social media usage, online viewing behaviors, brand relationships, and how "digital natives" experience different devices and platforms in different ways. Overall, it provides data on how the adoption and usage of digital technologies is evolving among various youth age groups.
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9. Some Insights
Look & Feel
Feature Set
Family Safe
Finding Game Playmates
Parent Insights
10. Just for Me Real Games Grown-up Graphics +
Graphics should be Kids wanted to feel Whimsy
child-like grown-up Aged up the look for
kids 6-10
11. Functionality FFFFFFFUN! Gamify Everything
Simple game list and Fun in all features Add engagement for
messages would get was key—give kids parents and kids like
kids to the platform reason to Avatars, Coin-o-
play, parents a way Copia, and
to see it Shareability
12. Real Names With Anonymity Safe and Just for Me
Permission Kids preferred funny Created a nickname
Real names with names and parents engine that got lots of
parent registration wanted safety support from kids and
parents
13. Games With Family More Games Faster Parents Off the
Kids and Parents Kids will play Hook, Always a Game
wanted to play with anyone! Parents like Ready
personal friends and anonymous player ―Random match‖ starts
relatives matching play immediately
14. Play Data and What to Buy Next Play Me! Show Me!
Learning Progress Few parent Create engagement
Show parents expectations around opportunities for
progress about reports – want parents and kids
learning insights
17. Thanks!
To partner with Fingerprint:
nancy@ fingerprintplay.com
@fingerprintplay
facebook.com/fingerprintplay
Editor's Notes
Hi all, today I’m going to talk about the Fingerprint approach to designing mobile experiences that bring kids and grown-ups together.
Just a little about me. I’m Nancy MacIntyre, CEO and Founder of Fingerprint.. I’ve spent my entire career working at the intersection of gaming for kids and parents. At Broderbund, I experienced the magic of Carmen Sandiego, Hasbro Interactive – saw millions of families playing Monopoly, Candyland, and Scrabble, at LucasFilm saw the merging of two perfect play experiences – Lego and Starwars to launch LegoStarwars and then LeapFrog with the first connecting play experience – actually showing parents what kids were learning. This is all leads up to FP. We’re the first mobile learning and play network for kids AND their grown-ups. Let’s talk about how we approach building experiences that parents and kids can share.
When I think family gaming, I think Monopoly. Perfectly simple interface, few simple rules, easily understandable by the youngest kids, but enjoyable for parents, too.The same philosophy should apply for mobile experiences for families.
Unfortunately, the rules are different for mobile. Here are two great examples of fantastic family mobile games. The first is Words with Friends. The second is Draw Something. The biggest issue is safety. As you see on the right, this child has shared personal information – in fact his address. Not safe for the child audience.The second issue is finding someone to play with. Most of these games use facebook connect to match players or email. Most kids don’t have either. The third is communication. Messaging between players be unsafe and very difficult for kids.
We’ve spent the last year challenging thinking around making the first kid-safe social gaming platform that would support multi-player apps.As gamers, we had a lot of pre-conceived notions about what would work, but there were a lot of learnings along the way that informed what we ultimately did.
In fact,, it’s been quite a journey.By the numbers – the core team consisted of a designer, teacher, and artist. They worked hand in hand with a UI designer and 3 engineers and 50 Moms, and 200 kids, and ultimately 1500 Canadians playing the first game and platform.
Here’s just a small sample of the number of screen changes!
So let’s take a quick look at what we did. - THIS IS THE FULL PRODUCT DEMO INCLUDING ALPHABETINIS
Here’s a little bit about our process, what we learned, and what might be helpful to you.
Let’s start with look and feel. We thought that graphics should be child-like and clearly designed for kids.What kids really wanted was to feel grown – up – play real games., for big kids.We developed grown-up graphics with whimsy – that appealed to both kids and parents.
We were challenged by getting the right balance of features for the platform – enough to make it useful, yet not complicated.We thought that having a list of games and messaging would be enough for this audience – after all we’d seen it work with Words with Friends!We discovered that kids wanted fun everywhere - and parents really wanted to see kids engaged.So we created a series of features that really got parents and kids engaged around the play – new avatar maker, a rewards system, and ways to share with friends and families.But kids were super clear – everything needed to be fun – we needed to Gamify every feature. So over time, we added customizable avatars, a shared reward system called coin-o-copia that crossed a pinball and slot machine, and sharing functions.
The next big area was making it safe. Our initial process was to use real names after parent permissionIn testing most kids elected for a crazy name – like Feather Skywalker, for example. Parents were clear about desiring anonymity – not wanting any real names in use. We created a nickname engine, that’s super fun in itself. – so that names are Safe and Just for the child
We also new that finding people to play with would be tough for this audience.We assumed that kids and parents wanted to play with family – infact we were so sure of that we code named the project “games with family” in the beginning.Surprisingly kids will play with anoyone – they just want more games faster. And parents were fine with anonymous player matching.We developed a random match feature that starts play immediately – this served twofold – parents were off the hook for having to play and there was always a game ready. Everyone wins!
Lastly, I want to talk about parent features. Our plan was to develop a parent analytics dashboard that would show what detailed play data and learning progress. What we discovered was that few parents wanted reports – or thought they would have time to review them. They mostly wanted to know what to buy next.We focused on developing a USA Today style parent feature, that creates engagement opportunities – a parent can see how many sessions kids have played, what ames they are playing, and then start a new game with them, or be recommended a new game based on play insights.
Developing a dual targeted learning product is unique – kids have different motivations than parents – around play and the intrinsic benefits of games. Our platform has been a labor of love.
Our platform has been a labor of love. You can try it today by downloading The Flying Alphabetinis …. Or in the near future, new apps based on some great new properties like Franklin & Friends, VeggieTales, Caillou, and Kids Learn Mandarin.
THANK YOU!IF YOU’RE INTERESTED IN PARTNERING WITH FINGERPRINT- SEE ME AFTERWARDS OR EMAIL ME HERE.