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The Parent Trap: A Cautionary Tale
Don’t Believe Everything
They Say
Parents Want Good Content
But…
• Cheap or free
• Big bother: Involves credit card, privacy
decisions and big data
• So… most parents haven’t seen jaw-
dropping content
The Pass Back
Effect
Learning: Is there an app for that?
Cynthia Chiong & Carly Shuler
The Joan Ganz Cooney Center at Sesame Workshop
12 Apps per Phone,
Mostly Free
There are an average of 12 apps on
mobile devices used by kids:
• 88% of those apps are free
• Gaming: 6.5 of the 12 apps
• The rest are mostly for
downloading music and photos
• Only ½ of those who download
have ever paid.
Data from NPD 2012
App-etite
$4.40
Cinnamon Dolce
Latte
Parents Want Safe Kids,
But Few Use Protection
• More than half of parents say they use
parental controls but only 40 % of
online teens say that their parents use
them
• Facebook parents voting with their feet
• Phones haven’t matured like PCs for
parental controls ; false security or safer
apps?
Parents Say they Want
to Limit Screen Time
• The electronic babysitter
• Lack of self control in their own screen
time
• “I’m doing my homework” excuse
Parents Say They Want Learning
• Buy tablets for learning, games and
videos but kids use only 2 of 3
• Every study shows games in the lead for
downloaded apps
• The YouTube youth
phenomena
• Should parents
control the ratio?
Parents Want to Know
What their Kids Are Learning
• Don't seek the educational reports.
• Leapfrog’s most robust; little used
parental reports
• But will look at “creations”
“Kids have enough
computer time in school”
• Play time at a premium
• You are creating apps for the busiest
generation
Babble.com
What parents say about apps
with “Social Good”
• They like the “idea”
• They don’t want to pay a
premium
• Parents do give, but
favor their schools and
other local charities
Zynga's “Oh, What Fun!”
drive turns in-app purchases
into Toys for Tots.
Where’s
Dr. Spock?
– Don’t limit the screen time because expert
advice doesn’t fit in with their model of
parenting
– Half of the parenting advice written on the
Internet is about managing screen time
– Ages and Stages Have Not Been Prescribed
Parents defy advice
of experts like the AAP
Distribution Systems
• Today’s toy store is a tough experience
• Today’s app store isn’t much better
• Specs, licenses and permissions are a
necessary detriment
• Choice is the disease of modernity
Unexpected Consequences:
Regulatory Climate
• Hard to get data
• Can’t geo-locate
• Can’t personalize
• COPPA on trial
MaximumDetection.com
The Renaissance has just begun
• Photo of renaissance
Circa 1992
• Small installed base of multimedia PCs
• Hefty price for CDs in store
• Can’t preview content
• Sold terribly
• Cost $500,000 to create a disk.
1990s Encarta
• Assumption:
• A consumer would purchase 10-20 CDs a
year
• Pay retailers to stock CDs (Egghead and
CompUSA) that didn’t sell
• Suggested retail price 1993
$395
• Achieved market share
sold 120,000 copies
End of Chapter/Start of Chapter
• The market opted
for a free and freely
expanding
knowledge of the
universe.
• Wikipedia started
in 2001
• MS Encarta closed
in 2009.
Jumping the Dinosaur
• 1996: Microsoft
wanted to publish
a title a week
• By 1995 there were 12
dinosaur CDs
• 2013: 700 iPad; 900
iPhone apps
The Microsoft Way
Tatem Games
Next Renaissance
• Lower Margins but sell more
• Crowd Sourced Play
• Touch, Gesture, Voice
• Better Distribution
– Even Mike next door can be Micro-Soft
• Better Tools
• Internet of “things”
• Curation /Aggregation
$ Pain Points
• In-app payments
– One million US children made in app
purchases in 2012
• Subscription
– Keeping your audience from free-flitting
• Books vs. Apps
• Discoverability
PlaySquare: Tactile TV
• Porn for kids
(you know it
when…)
• Free trial
• Dream Team of
Producers
• Episodic
• Next Gen
Interactive TV
http://playsquare.tv/
Where Apps end and eBooks Begin
• Oscar Award
• App first
• Layered on AR
– Personalization
• Cross-generational
• A great story
• Oscar pedigree
The Channel Approach: Playrific
• Personalized
• Constantly
Changing
• YouTube Lite
• Playpaks
• Trailers
• Easy reporting
• Order in a Crazy world
• PBS model
Parents and Kids Shared
Environments
• Connecting through
screens
• Shared Wishlist and
Thank Yous
• Charity Component
• It’s a start
Every Product Tells a Story
Math Doodles
• Your iTunes page is your
product
• Don’t try to hide the
fact that it’s math
• Failure happens
• Passion, empathy for
children on every page
Families as Game Creators: Tiny Tap
Crowdsourced Play with Real World
Behavior: The Blu/Fugu
• http://theblu.com/welcome
Toy Meets App: Disney Infinity
Engagement and Experiences
• MakerBot Store
• MakerFaire
Minimum Bar for Parents
• Pedigree helps
• Parent facing experience
• Single differentiator/mom megaphone
• Personal investment surrounding story
• The store page is not an afterthought
• Cross generational
• Share Output
• Trusted, open, respectful
Best Practices
• Kid-Centric Development
• Discovery
• Respect limited free time –learn game
through play
• Maturation of development community.
For legal responsibilities and protection:
http://momswithapps.com/2012/01/08
/legal-considerations-for-mobile-app-
developers/

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  • 1. The Parent Trap: A Cautionary Tale
  • 3. Parents Want Good Content But… • Cheap or free • Big bother: Involves credit card, privacy decisions and big data • So… most parents haven’t seen jaw- dropping content
  • 4. The Pass Back Effect Learning: Is there an app for that? Cynthia Chiong & Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop
  • 5. 12 Apps per Phone, Mostly Free There are an average of 12 apps on mobile devices used by kids: • 88% of those apps are free • Gaming: 6.5 of the 12 apps • The rest are mostly for downloading music and photos • Only ½ of those who download have ever paid. Data from NPD 2012
  • 7. Parents Want Safe Kids, But Few Use Protection • More than half of parents say they use parental controls but only 40 % of online teens say that their parents use them • Facebook parents voting with their feet • Phones haven’t matured like PCs for parental controls ; false security or safer apps?
  • 8. Parents Say they Want to Limit Screen Time • The electronic babysitter • Lack of self control in their own screen time • “I’m doing my homework” excuse
  • 9. Parents Say They Want Learning • Buy tablets for learning, games and videos but kids use only 2 of 3 • Every study shows games in the lead for downloaded apps • The YouTube youth phenomena • Should parents control the ratio?
  • 10. Parents Want to Know What their Kids Are Learning • Don't seek the educational reports. • Leapfrog’s most robust; little used parental reports • But will look at “creations”
  • 11. “Kids have enough computer time in school” • Play time at a premium • You are creating apps for the busiest generation Babble.com
  • 12. What parents say about apps with “Social Good” • They like the “idea” • They don’t want to pay a premium • Parents do give, but favor their schools and other local charities Zynga's “Oh, What Fun!” drive turns in-app purchases into Toys for Tots.
  • 13. Where’s Dr. Spock? – Don’t limit the screen time because expert advice doesn’t fit in with their model of parenting – Half of the parenting advice written on the Internet is about managing screen time – Ages and Stages Have Not Been Prescribed Parents defy advice of experts like the AAP
  • 14. Distribution Systems • Today’s toy store is a tough experience • Today’s app store isn’t much better • Specs, licenses and permissions are a necessary detriment • Choice is the disease of modernity
  • 15. Unexpected Consequences: Regulatory Climate • Hard to get data • Can’t geo-locate • Can’t personalize • COPPA on trial MaximumDetection.com
  • 16. The Renaissance has just begun • Photo of renaissance
  • 17. Circa 1992 • Small installed base of multimedia PCs • Hefty price for CDs in store • Can’t preview content • Sold terribly • Cost $500,000 to create a disk.
  • 18. 1990s Encarta • Assumption: • A consumer would purchase 10-20 CDs a year • Pay retailers to stock CDs (Egghead and CompUSA) that didn’t sell • Suggested retail price 1993 $395 • Achieved market share sold 120,000 copies
  • 19. End of Chapter/Start of Chapter • The market opted for a free and freely expanding knowledge of the universe. • Wikipedia started in 2001 • MS Encarta closed in 2009.
  • 20. Jumping the Dinosaur • 1996: Microsoft wanted to publish a title a week • By 1995 there were 12 dinosaur CDs • 2013: 700 iPad; 900 iPhone apps The Microsoft Way Tatem Games
  • 21. Next Renaissance • Lower Margins but sell more • Crowd Sourced Play • Touch, Gesture, Voice • Better Distribution – Even Mike next door can be Micro-Soft • Better Tools • Internet of “things” • Curation /Aggregation
  • 22. $ Pain Points • In-app payments – One million US children made in app purchases in 2012 • Subscription – Keeping your audience from free-flitting • Books vs. Apps • Discoverability
  • 23. PlaySquare: Tactile TV • Porn for kids (you know it when…) • Free trial • Dream Team of Producers • Episodic • Next Gen Interactive TV http://playsquare.tv/
  • 24. Where Apps end and eBooks Begin • Oscar Award • App first • Layered on AR – Personalization • Cross-generational • A great story • Oscar pedigree
  • 25. The Channel Approach: Playrific • Personalized • Constantly Changing • YouTube Lite • Playpaks • Trailers • Easy reporting • Order in a Crazy world • PBS model
  • 26. Parents and Kids Shared Environments • Connecting through screens • Shared Wishlist and Thank Yous • Charity Component • It’s a start
  • 27. Every Product Tells a Story Math Doodles • Your iTunes page is your product • Don’t try to hide the fact that it’s math • Failure happens • Passion, empathy for children on every page
  • 28. Families as Game Creators: Tiny Tap
  • 29. Crowdsourced Play with Real World Behavior: The Blu/Fugu • http://theblu.com/welcome
  • 30.
  • 31. Toy Meets App: Disney Infinity
  • 32. Engagement and Experiences • MakerBot Store • MakerFaire
  • 33. Minimum Bar for Parents • Pedigree helps • Parent facing experience • Single differentiator/mom megaphone • Personal investment surrounding story • The store page is not an afterthought • Cross generational • Share Output • Trusted, open, respectful
  • 34. Best Practices • Kid-Centric Development • Discovery • Respect limited free time –learn game through play • Maturation of development community. For legal responsibilities and protection: http://momswithapps.com/2012/01/08 /legal-considerations-for-mobile-app- developers/