For the week of 4.17.06
Previously, Culture Watch detailed the tremendous
efforts which American retailers, many of them toy companies, are making
to market cellular telephones to children as young as six years old,
exploiting the youngsters' naïveté and desire to be "grown-up" in order
to sell them new technology. But cell phones are only one of the myriad
of technological devices now being sold to pre-teen children by
corporations voracious for new markets. Indeed, such marketing has
already seen tremendous success in submerging children beneath a wave of
technology.
A survey of children between the ages of 6 and 14 reveals
that nearly 70 percent have televisions in their bedrooms today. Nearly
half (49 percent) have videogame systems in their bedrooms, 46 percent
have VCRs and 37 percent have DVD players, while 35 percent have cable
or satellite TV service. 24 percent have personal computers, 18 percent
with Internet access in their bedrooms. The study found that the high
percentage of TVs in kids' bedrooms probably accounts for the
skyrocketing levels of TV viewing among children. In 2005, children ages
6-11 watched 23 hours of TV a week according to Nielsen, up from to 21
and a half hours 13 years ago. (New York Post, November 6, 2005)
"Kids rooms are becoming kind of like mini-media
centers." -- Ron Geraci, Nickelodeon head of
research (New York Post, November 6, 2005)
In addition to the Barbie Phone, Mattel is marketing
other technology aimed at children. At this year's American
International Toy Fair in New York City, Mattel unveiled multiple new
items for the child market, including a handheld digital video camera
entertainment system for children 8 to 12. Called the Vidster, the
camera can capture up to 10 minutes of video that can be played on a
television and edited with simple software that allows children to
create their own movies out of video clips. (New York Times,
October 13, 2005; BusinessWeek.com, February 18, 2005)
Mattel is not alone in pursuing young buyers. Disney is
selling its own line of digital audio players, called Mix Sticks, for
six-year olds. The device allows the child to download music from the
Internet or copy it from a CD. Hasbro, which gave the world G.I. Joe
action figures and Tonka trucks, is marketing the Vcam Now, a digital
video camera aimed at children 8 and older that can snap still photos or
make short movies; the Zoombox, a portable video projector which
broadcasts DVDs onto a wide range of surfaces; and the I-Dog, an MP3
accessory which wiggles in response to music and doubles as a speaker
for a digital audio player. (New York Times, October 13, 2005)
Retail toy sales dropped 3 percent in 2003 and again in
2004 and declined 5 percent in 2005, while sales of children's
electronics rose 40 percent in 2004 to $694 million. As a result, retail
firms have moved to capitalize on the trend toward children's
electronics.
Best Buy
is experimenting with a children's technology section in several of its
stores. Toys "R" Us, which used to operate a department called
Teentronics, has dropped the word "teen" and adopted "electronics and
music" to better appeal to younger consumers. And Target has devoted a
section of its toy department to what it calls "Tech Toys." (New York
Times, October 13, 2005)
Toymakers have always designed products that allowed
children to mimic adult activities, but until recently such toys were
only imitations which allowed the child to "make-believe." Today the
adult product and the child's are virtually identical, a fact which may
break down one of the last barriers between children's play and
adulthood.
"There is a whole muddling of what is means to be a
child." -- Gary Cross, Pennsylvania State
University professor and author of Kids' Stuff: Toys and the Changing
World of American Childhood. (New York Times, October 13,
2005)
Critics of this trend say that such technology, because
it is designed for specific uses, offers only a narrow range of
activities and limits children's imagination and creativity. Also, the
fact that most such devices are designed for a single individual rather
than a group reduces their value as a tool for teaching children how to
share and solve problems. There is also the possibility that children
will pass up the kid-friendly version of such technology and move
directly to desiring the adult version, a trend that analysts have
already seen with laptop and home computers – thereby further
undermining the distinction between childhood and adulthood.
"Too much technology in a toy reduces time spent
developing the social, personality and character skills needed for
life." -- Marianne Szymanski, author of Toy
Tips: A Parent's Essential Guide to Smart Toy Choices (New York
Times, October 13, 2005)
From sex education for first-graders to ever more
graphically violent movies, television programs and videogames aimed at
teens, across contemporary culture a trend has emerged which urges
children to think and to behave in ever more adult ways. While obviously
a cell phone or camera is not as great a threat to a child's innocence
as a pornographic movie or first-person-shooter videogame, still parents
might wish to consider the desirability of their children listening to
the siren song of gigantic corporations, which urge these innocents to
leap from Sesame Street straight into a digital lifestyle,
bypassing toy stores on the way.
"If
[technology] carriers want to grow their base, ultimately, it will come
from kids and teens." -- Julie Ask, research
director at technology company Jupiter Networks (AdvertisingAge.com,
July 27, 2005)
Culture Watch - Entertainment Industry News
The Parents
Television Council -
www.parentstv.org