I fondly remember the things my parents used to say whenever we complained about things, like walking a quarter of a mile down the street to the bus stop for school. “When I was a kid, I walked three miles to school, through a snowstorm,” was one of my all-time favorites. And, of course, as most of us have, I vowed never to say these types of things to my own kids. And like most of us, I have failed miserably at keeping this promise.
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Like many of you, I spent a good portion of my Thanksgiving weekend cooking. In addition to the traditional turkey, stuffing and pumpkin pie, my weekend menu included hundreds of portions of Triple Berry Cheesecake, French Onion Soup, chips and guacamole, home-style pot roast and Tikka Masala Kabobs. Now, mind you, not all of this was real food. Much was conjured up in Cafe’ Frazier compliments of Cafe’ World, one of the most popular social networking games on Facebook. As my kids observed me running to the computer to serve up my fruit salad before it rotted on the stove (who makes fruit salad on the stove anyway?), they soon became curious and interested themselves, and before I knew it, I had created a Facebook account for my 7 year-old twins so they could run a cafe’ of their very own. And my kids have a lot of company when it comes to gaming.
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As I sat down at my desk one morning last week and scanned industry news along with items posted on Facebook and Twitter, I ran across something really interesting that one of my Twitter followers posted. “Barbie Premieres Her First Music and Dance Video” read the headline and of course there was a handy link to the video. The video itself is a lot of fun, but its bigger purpose is to promote a new line of fashion dolls being introduced for this holiday season by Mattel. The following morning I came across a posting on KidScreen that highlighted how Disney is also using YouTube as part of its launch campaign for the new line of Toy Story toys tied to the re-release of the first two movies in 3-D.
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Kids. I spend a lot of time thinking about them. Not only do I have four of my own under the age of 12, but the two industries I cover count kids as a primary target audience: 33% of video game industry dollar sales since May ‘08 have been spent against kids ages 14 and under while this same group comprised 82% of 2008 toy industry dollar sales. With both of these industries representing approximately $22 billion in annual sales; that’s a lot of spending influenced by kids across those two industries alone.
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