Netflix and Amazon Aim to Shape Children’s Viewing Habits

Anyone who has ever read a story to a child knows the drill: children want to hear their favorite stories over and over again. That’s the major ingredient in Netflix, Amazon Instant Video and Hulu’s success in courting young audiences (and their parents). On-demand video makes it easy for a child to replay, over and over again, his or her favorite TV episodes or movies. Acutely aware of the phenomenon, these companies are actively working to provide video content for the young set, turning toddlers into life-long viewers. Continue reading Netflix and Amazon Aim to Shape Children’s Viewing Habits

Findaway Launches Tablet Specifically Designed for Libraries

Findaway launched its Playaway audio player in 2006, a device that came pre-loaded with one audiobook. Despite distribution deals with Borders and Barnes & Noble, the product failed to gain traction, likely due to the lack of customization options. However, since libraries are in the business of passing one item from person to person, the device had some appeal. Now the company is introducing its Playaway Launchpad, designed specifically for the children’s sections of libraries. The device comes pre-loaded with educational apps developed by app maker Fingerprint. Continue reading Findaway Launches Tablet Specifically Designed for Libraries

LeapFrog Struggles in Tech Driven Market for Children’s Toys

Once a top seeded player in the educational toys and games industry, LeapFrog is having trouble competing with app developers in today’s highly tech driven market for children’s toys. In 2011, it became one of the first companies to launch a successful tablet for kids, only to be pushed out of the market a few years later by the ubiquitous presence of the iPad and other tablets. Since then LeapFrog has had no choice but to drop prices on a device that once made up half its annual revenue. Continue reading LeapFrog Struggles in Tech Driven Market for Children’s Toys

Talking Smart Toys to Run on Watson Supercomputing System

Toy-making company Elemental Path unveiled the first connected smart toy to be powered by IBM’s Watson cognitive supercomputing system. A talking dinosaur is the first in the line of smart toys known as CogniToys. The dinosaur has speech recognition capabilities and it can have conversations with children, answering a wide range of their questions. Elemental Path’s Kickstarter campaign has already more than doubled its goal of raising $50,000 to start producing the smart toys. Continue reading Talking Smart Toys to Run on Watson Supercomputing System

Mattel Teams with Google to Resurrect the Iconic View-Master

Mattel has announced a partnership with Google to revive the toymaker’s iconic View-Master device. In place of cardboard discs with stereoscopic images, the updated toy will incorporate the View-Master app on a user’s mobile phone and deliver a true virtual reality experience. The technology used for the View-Master is identical to that which powers Google Cardboard, and like Cardboard, the View-Master was designed to make VR affordable. The View-Master will retail for $30 and be available later this year. Continue reading Mattel Teams with Google to Resurrect the Iconic View-Master

Nickelodeon Shifts Direction to Draw Today’s Younger Viewers

To attract a new generation of young viewers, children’s television channel Nickelodeon is retooling its strategy to produce shows with the more media-savvy viewer in mind. This latest generation of kids has typically consumed more media on TV and YouTube by the age of 12 than their older brothers and sisters did, so re-runs of older content no longer keep them hooked. Nickelodeon is now filming outdoors, adding multi-episode plotlines, and adding fresh writing and acting talent. Continue reading Nickelodeon Shifts Direction to Draw Today’s Younger Viewers

Disney Imagicademy Develops New Learning Apps for Children

Disney Publishing Worldwide is developing a series of learning apps for children. The apps belong to a greater learning initiative called Disney Imagicademy aimed at children between the ages of 3 and 8. Under Imagicademy, Disney plans to launch as many as 30 apps to cover a wide range of academic subjects. The company also plans to release books and interactive toys to complement the apps. Disney expects these toys to encourage active participation in completing game lessons. Continue reading Disney Imagicademy Develops New Learning Apps for Children

Google Plans Initiative to Build Products for Ages 12 and Under

Google has confirmed that it plans to develop kid-friendly versions of some of its more popular products next year. While Google has yet to release specific details about the initiative, many predict that Chrome and YouTube will be among those products redesigned for children 12 and younger. Google understands that kids are among those most active on the Internet, so it hopes to create Web-related products and services that are deemed appropriate for their use. Continue reading Google Plans Initiative to Build Products for Ages 12 and Under

Micro-Content: Cartoon Network Unveils Mobile App for Kids

Turner’s Cartoon Network launched an app last week that features 10- to 15-second clips of the cable channel’s animated shows. “Cartoon Network Anything” is targeting boys 6- to 11-years old, many of whom are shifting towards mobile media consumption. Cartoon Network designed the app to drive young viewers back to the TV with promotions for on-air properties in between the 15-second clips, games, polls, quizzes, trivia, and puzzles. The free app is available for iOS and Android. Continue reading Micro-Content: Cartoon Network Unveils Mobile App for Kids

Game Consoles Most Popular Video Streaming Device in U.S.

Game consoles now beat out smart TVs and streaming media boxes as the device most frequently used for video streaming, according to a Parks Associates report on Americans’ streaming habits. In the survey of 10,000 households, 44 percent of respondents use a game console as their “primary connected” device for video streaming. Only 20 percent of respondents use smart TVs for streaming and only 12 percent watch video through a streaming media box. Continue reading Game Consoles Most Popular Video Streaming Device in U.S.

Speech Recognition Tech: Kids Speak with Animated Characters

Pixar vets Oren Jacob and Martin Reddy launched San Francisco-based ToyTalk, a startup that develops mobile games that enable children to have extended conversations with animated characters. The concept was inspired by a Skype call when Jacob’s then 7-year-old daughter asked if she could speak with one of her dolls. While kids can hear characters speak through movies, games and toys, Jacob began thinking about how to help children better engage with the characters. Continue reading Speech Recognition Tech: Kids Speak with Animated Characters

Yelp and TinyCo Face Fines After Violating Children’s Privacy

The Federal Trade Commission announced yesterday that game maker TinyCo agreed to pay $300,000 to settle charges that it violated children’s privacy rules by improperly collecting information. The company was accused of violating the Children’s Online Privacy Protection Act (COPPA). In a separate case, Yelp agreed to pay a $450,000 penalty for doing the same through its consumer review app. Both companies were charged with collecting personal info from children under 13 without parental consent. Continue reading Yelp and TinyCo Face Fines After Violating Children’s Privacy

Google Planning to Offer Accounts to a Younger Demographic

In what could potentially become a controversial move, Google has plans to offer accounts to children under the age of 13 for the first time. Google services such as Gmail and YouTube do not currently offer accounts to kids (although kids can log on anonymously or pose as adults). Now Google is planning a new approach that encourages parents to open accounts for their children, and in the process control how they use Google services and the information that is collected about their kids. Continue reading Google Planning to Offer Accounts to a Younger Demographic

The Purchasing Policies That Regulate Kids’ In-App Purchases

Last week, the FTC sued Amazon for allowing kids to make unauthorized in-app purchases from their parents’ smartphones. Like other tech giants, Amazon has settings to prevent kids’ accidental charges. When confirming the first in-app purchase, users can select a setting to require a password for future purchases from the Amazon App store. Apple has a similar policy, while Google offers an option to let users enter a password once to make purchases for the next 30 minutes. Continue reading The Purchasing Policies That Regulate Kids’ In-App Purchases

Amazon Faces FTC Lawsuit Over Children’s In-App Purchases

The Federal Trade Commission filed a lawsuit against Amazon, accusing the online retailer of allowing children to make unauthorized purchases in its app store. The lawsuit comes after the company refused a proposed settlement that would have refunded customers and made changes to the app store. The FTC believes Amazon needs to require passwords for consumers to buy products, make purchase notices more prominent, and make refunds easier and simpler. Continue reading Amazon Faces FTC Lawsuit Over Children’s In-App Purchases