Kid-Friendly Sites

Among the companies promoting online sites at the Jupiter Digital Kids Conference:

Aprendiendo.com A new site focused on meeting the educational needs of Spanish speaking children online andthrough multimedia CDs. More info: www.aprendiendo.com

Ask Jeeves for Kids Ask Jeeves is a site where 8-12 year olds can find answers to questions online in the classroom or at home. Also featured: games and advice. More info: www.ajkids.com

Barbie.com Barbie's online mission: engage, enchant and empower girls through a variety of online activities, including online art and interactive games. More info: www.barbie.com

Cartoon Network Online An online site, boasting a colorful array of interactive entertainment based on hit shows such as The Powerpuff Girls and Dexter's Laboratory as well as classic cartoon personalities like Scooby-Doo and Bugs Bunny. In the works: a wireless strategy fo the site. More info: www.cartoonnetwork.com

Disney Online Recently redesigned, Disney.com features a wealth of Disney-quality content in a virtual theme-park experience. Disney.com's first wireless venture: entertainment content for Japan's NTT DoCoMo's i-mode mobile phone service. More info: www.disney.com

Seseamestreet.com Software firm Liberate and the Sesame Street collaborated on this interactive site filled with colorful characters and educational content from Sesame Workshop's TV programs. More info: www.sesamestreet.com

MainXchange.com MainXchange, a site for 13-24 year-olds, is an environment where virtual currency (a range of payment solutions) buys real, brand-name products. Also featured: trivia games, chat and message boards. More info: www.mainxchange.com

Nick.com A website for 6-14 year olds, Nick.com contains games, chat, online radio, and the Nickelodeon gang, including the Rugrats and Ren and Stimpy. More info: www.nick.com

The Children's Internet A comprehensive online community with original content, search engine, browser and pre-approved email and themed portals. More info: www.childrensinternet.com

Searchopolis.com Created by N2H2, a provider of Internet network services, this award-winning site provides students and teachers with a filtered search engine and wealth of online resources to help schools make the most of the Internet. More info: www.searchopolis.com

Your Own World YOW offers premium content from leading media companies, including Time for Kids, Mattel Interactive, Sports Illustrated, and Muppets.com. More info: www.yourownworld.com

Zeeks.com Aimed at kids 6-13 years old, Zeeks features original interactive content, including 200 games, monitored chat, and shopping. More info: www.zeeks.com

Tweens Are Tough Online Customers

Teaming Up: Disney.com and Japan's NTT DoCoMo
By Caroline Scarborough

Getting tech savvy kids and teens to buy online is sort of like taking candy from a baby, right?

Wrong, says John Barbour, CEO of ToysRus.com, an online venture successfully targeting "tweens" – young people between the ages of 8 and 18 – the first generation to grow up with the Internet as a part of their lives.

"Kids are tough customers," said Barbour. "The children and teen market represents a wide age span, for example, and there are challenges to marketing and selling to each age group."

Shifting Buying Habits

Speaking at the recent Jupiter Communications "Digitial Kids" conference in San Francisco, Barbour said the Internet is helping create unprecedented shifts in young people's buying habits. These shifts, added Barbour, are sending online outlets scurrying to create Web sites and marketing campaigns that appeal to young audiences.

In the wireless realm, Disney.com is one of the first companies to provide a service for the younger set. In partnership with Japan's NTT DoCoMo, Disney is providing entertainment for DoCoMo's i-mode mobile phone service. Called Disney-i, the service features four selections: a daily Disney character screensaver, a daily Disney song, online games featuring Disney characters, and news and product information in "Disney Fan Magazine-i."

More than 650 Internet and marketing professionals, from a range of companies including Barbour's parent company Toys R Us, the Cartoon Network, Disney, and Mattel, attended the Digital Kids Conference to learn how businesses can connect with young audiences. Among conference topics: privacy issues, e-commerce solutions, gender-based interests, and content strategies.

Teens Don't Dawdle Online

Despite the challenges, the under-18 market is a lucrative sector. According to a recent Jupiter Communications and Media Matrix study, 15 percent of teens buy online and are expected to spend $500 million this year. By 2005, Jupiter predicts teens will spend $4.9 billion online.

Jupiter analyst Stacey Herron said Internet retailers may find it difficult to market to teenagers because teens on an average spend less than half the time online than adults do, in both number and length of sessions.

Teens, for example, spend an average of 303 minutes online per month, compared with the adult average of 728 minutes per month, according to Media Metrix research during June. Researchers attribute the lower rate of time online to teens' active schedules and the need to share computer equipment with other family members.

Teenagers also view the Web as entertainment or a communications device – a TV with 30 million channels, Herron said. Not surprising: teens do not consider the Internet as a productive, time saving tool.

Among other key findings:

  • This year, teens will spend approximately $4.1 billion in "Web-influenced offline spending," with that figure hitting $21.4 billion by 2005.

  • The older people are, the more time they spend online, with teens aged 12 to 17 spending an average of 303 minutes online over eight days per month, young adults, aged 18 to 34, spending an average of 656 minutes over 13 days per month, and adults aged 35 to 49 spending an average of 804 minutes over 15 days per month.

  • According to Media Metrix's June research, boys visited more sites than girls, surfing 301.2 pages versus the girls' 271.

  • 15 percent of teens today actually purchase products online, buying mostly low-priced items such as CDs, albums, books, and clothing.

  • 49 percent of teens said they use the Internet to research goods and products and then purchase them offline. Teens also go online to research higher priced items like computers, gaming consoles, and software.

  • Boys primarily use the Net for technology-related activities such as playing games, creating Web pages, and downloading software.

  • Girls generally are "goal oriented" surfers, spending their online time reading magazines, doing homework and chatting or messaging friends. Girls are more likely than boys to look for familiar offline brands while online. Their favorite overall site: Seventeen.com.

    Businesses targeting teens must evaluate their Internet content and offer elements that appeal to teens in order to capture any part of their limited online time, said Anya Sacharow, Jupiter's analyst for the kids and teen markets. "Strong branding and alliances with online networks sway teen girls; teen boys are technophiles largely and will look for any aspect of gaming."

    One mistake online retailers often make, added Barbour, is to ignore the real power source. "Moms," he said, "still have the final word when it comes to spending, whether online or in stores."


  • Return to 10Meters.com Home Page

    Contact & Information

    Copyright 2000-2001 10Meters.com