Moving aggressively to expand its hold on children’s entertainment, the Walt
Disney Company will close its SoapNet cable channel and replace it
with a service aimed at preschoolers.
In 2012, Disney Junior will take the place of SoapNet, a 10-year-old
channel devoted to soap opera reruns that is available in about 75
million homes, according to Anne Sweeney, co-chairwoman of Disney Media
The new Disney Junior brand will also provide
affiliate partners with a robust Video-On-Demand offering, a
High-definition network and a Spanish language SAP feed.
Junior's animated and live action programming will blend Disney's
unparalleled storytelling and characters kids love deeply with learning,
including early math, language skills, healthy eating and lifestyles,
and social skills.
Disney’s current preschool operation — a block of programming
on Disney Channel and about two dozen Playhouse Disney international
channels — will be re-branded Disney Junior starting next year.
This Berkman Center for Internet & Society at Harvard University panel looks at the challenges, both legal and journalistic, facing media organizations that seek to build and maintain online communities, from article comments to community forums and blogs.
Issues include the role of Section 230 of the Communications Decency Act, content strategy, dealing with and protecting anonymous commenters, and concerns regarding defamation and privacy.
Research released last week by Edelman, the world’s largest independent public relations firm, shows that consumers believe social networks provide a higher value experience compared with other forms of entertainment.
The 2010 national Ypulse Youth Marketing Mashup is where today's top brand, corporate and social marketers, media professionals, educators and non-profit organizations gather to share best practices, research and latest strategies on marketing to youth with technology.
This is the event where you'll find out what leading-edge technologies youth are using today – and will be using tomorrow. You'll also get an insider's view into youth-focused tech and media startups and learn how to leverage social media, gaming, virtual worlds, mobile and more to authentically reach youth.
The Ypulse Youth Marketing Mashup will be held on May 24-25 in San Francisco! You still have time to register, so come join us!
They weren’t particularly tech savvy.
They didn’t hover over me at all moments. The family computer wasn’t locked down and it
didn’t have any monitoring software. But, they taught me how to be safe
as a kid. [ManagingCommunities.com]
According to recent data, 15% of online teens have had private material
forwarded without permission, 13% have received threatening messages and
6% have had embarrassing photos posted without permission. [NYT]
Facebook Privacy Research: There is significant concern about the exposure of personal data to
facebook’s advertising partners and to external sites, often governed by
of friends rather than the personal subject of the data. [Frances Bell]
Hello Kitty Death Watch: Hello Kitty fatigue is hitting Japan first, and hard,
the company indicated. Analysts say part of the problem is that Sanrio has oversold Hello
Kitty, which appears on products as various as T-shirts, toilet paper
and toasters. [NYT]
How Facebook’s ‘Community
Pages’ and Privacy Changes Impact Brands: While there’s been plenty of coverage about user privacy concerns,
attention on Facebook’s changes on brands hasn’t been
adequately covered, this analysis is intended to unravel what’s at stake
–and what brands should do. I’ve spoken to a handful of brands and
their representatives to learn what’s eating at them. [Web Strategy]
Tweets From Disneyland: Our weekly roundup of some of the best--and the worst--tweets from
park that's only sometimes the happiest place on earth. [OC Weekly]
Business School Ditches Kindle DX:The Kindle isn't doing as well in academic environments as Amazon—and
educators—had originally hoped. The Darden Business School at the
University of Virginia is near the end of its Kindle "experiment,"
already concluding that students are not into the Kindle when it comes
to classroom learning. They are, however, fans of the Kindle when it
comes to using it as a personal reading device. [Ars Technia]
The Real ROI of Social Media: If you're asking the ROI question about social media and expecting to be able to show it all on a spreadsheet, you're still
looking at social media as a channel, most likely for just one or two
business functions, such as marketing or recruiting.
While it's true
that social media can be used in that way, it has become something else
entirely: an essential communication utility. What's the ROI of the telephone? Or email? It's a ridiculous question, right? [American Express OPEN]
Ensequence, a provider of interactive TV services, announced the results of their March 2010 poll of more than
2,000 U.S. adults.
Their research, conducted by Harris Interactive, found that 45% of TV
viewers said they would "likely consider" changing from their cable,
satellite or telco service if another provider offered interactive TV
with their favorite shows.
Here are some of the key highlights from the report:
55% of drama viewers want to interact (up 5pp from 2007), and
30% of drama viewers would like to set recordings and reminders for
74% of reality viewers want to interact and 55% of reality show
viewers would vote for contestants.
70% of sports viewers would like to interact while watching a
sporting event (up 5pp from 2007), and 40% of sports viewers would
like to get scores, news and information from other live games and
17% of television
subscribers would definitely or probably switch service providers to get
73% of viewers would like to interact with TV commercials for a
product they are interested in using their remote control.
58% of viewers would request free samples (up 9pp from 2007).
43% of viewers would locate a local retailer who carries the
product (up 2pp from 2007).
45% of viewers who subscribe to a paid television service are at
least somewhat likely to purchase a product from a 30 or 60-second
37% of viewers who subscribe to a paid television service are at
least somewhat likely to purchase a product they are interested in
during a show that they are watching.
A curious bit of data emerged from
yesterday's study of Q1 2010 video metrics from Brightcove and
Twitter referrals to videos on every major category of
destination resulted in longer viewing times than any other traffic
source. A Twitter referral to a music video averaged a 2:33 viewing time
compared to 2:01 of time spent by people coming from Google.
drove viewing sessions of 1:52 on broadcast locations, but traffic
coming from Facebook, Bing and Google were all in the 1:37 to 1:38
range. The exception to this rule was Tweets landing
on newspaper sites, where Yahoo! customers viewed one second longer than
Still, it is an interesting exercise to ponder
why a Twitter referral would tend to stay more engaged. Clearly the
social affinity aspect is at play, because Facebook refers, while not
quite as high, are also stronger in engagement than most other sources.
After all, a refer from a friend compels a viewer to watch longer, if
only to "get" what the friend wanted you to see in the video or just
because your social graph can target your tastes even more effectively
than a straight search.
Twitter Usage In America 2010is a new report derived from the
Edison Research/Arbitron Internet and Multimedia Series. This study
presents three years of tracking data from a nationally representative
telephone survey (via landline and mobile phone) of 1,753 Americans, and
was conducted in February 2010.
The report details new data on
the awareness and usage of Twitter, along with user demographics, status
updating behaviors, brand following activity and even an early look at
location-based social networking.
51% of active Twitter users follow companies, brands or
products on social networks;
Twitter usage among African-American's hovers around 25%, more than double the percentage of African-Americans in the current US population. This could also be attributed to the fact that minority youth tend to use mobile devices to access the web and therefore are more inclined to participate in mobile social networking activities like Twitter.
This presentation looks at Africa not as a place, but as a brand and calls on African youth to make a change. With 60% of the population under 25, the role of young people in the
developing a new Africa is immense.
Thanks to Three Billion for the heads up on this excellent presentation!
This augmented reality kiosk called "DIGITAL BOX" has been
developed by LEGO Digital Systems and metaio. After an evaluatiion phase
it is now rolled out to LEGO brand stores worldwide and is widely considered to be one of the best examples of augmented reality in marketing.
Ideally, customers want to hold the product in their hands and look at
it closely from all angles. But for products like LEGO sets, it can
take hours of construction before you know what the toy really looks
Children of all ages can now hold LEGO boxes up to the DIGITAL BOX and watch a 3D animation of the product - from all angles, in every detail - in their hands. This is made possible by metaio, which fuses virtual 3D animations into a live video of the completed LEGO set.
While this is a pretty slick implementation of augmented reality in a youth marketing context, I think it actually is a powerful example of how a brand can leverage augmented reality as a digital storytelling tool.
It's one thing to look at the picture on the box, but to see the LEGO set come to life in 3D that provides youth marketers with exciting new opportunities to create a virtual storyline that draws the customer deeper into the world of LEGO and allows them to connect on a deeper, emotional level with the brand.
Seacrest Speaks: So what’s going on with TV’s leading multitasker? Is he overwhelmed?
More like overjoyed. After nine years of hosting America’s most popular
singing competition, he still love his job -- correction: jobs – though
he is contemplating letting one of them go. [LA TIMES]
The Myth of the Digital Native: One of the monsters is the "digital native" – the term, not the child.
Coined by author Marc
Prensky in 2001, the phrase has its usefulness in helping us adults
grasp the major media shift we're experiencing and embrace young
people's openness to it.
But two leading new-media thinkers – Sonia
Livingstone of the London School of Economics and Henry Jenkins at the
University of Southern California – both have concerns about the phrase
becoming too definitive. [NetFamilyNews]
Poking and Tweeting Are Not A Media Plan: Social networking is more than setting up an online presence, and social
media is more than just blasting out press releases. Until brands
understand how to authentically join, rather than crash, the
conversation, they will continue to throw their money away. [AdAge]
Producers Guild of America
Adds Transmedia Producer Credit: This is a modest but important step toward officially recognizing where
the entertainment business has been heading for some time. The major
blockbusters across all media — film, television, gaming, music, and the
rest — have been transmedia affairs, though the term transmediahas
not necessarily been used. [Chris Rettstatt]
Gen Y Celebrates Diversity: Embrace our acceptance of diversity by showing Gen Y that your brand is
diverse. Brands and products that once only fit into a certain group or
niche have now spread into many groups and niches. We will take your brand and
make it our own. Take advantage of this and engage a larger group of the
20 somethings and teens. [Premise]
Why You Have to Understand Video Games to Understand Gen Y: Gen Yers love to keep score. They’ve been keeping score their whole
lives. They keep score in their personal relationships, in the
workplace, and even with the companies that advertise to them.
It all started with video games. If there were no scores, nobody would have
ever kept playing them. [GY Joe]
Growing Up Gaga: The self-invented, manufactured, accidental, totally on-purpose New York creation of the world’s biggest pop star. [New York Magazine]
The Chronicle of Higher Education had an interesting piece about a new trend on campus where students are using mobile geosocial networking platforms like Foursquare to "tag" professors, students and campus facilities with "virtual graffiti."
Some universities, like Harvard, are using Foursquare's location-based service as a way to create a "virtual tour" by leaving tips and advice at various locations around campus. This is a brilliant way to use technology to deliver an useful information to the student community.
At North Carolina State University, mobile users are able to view historical pictures of campus buildings based on where users are standing, "including a snapshot of the first freshman class, from 1890, when the agricultural college's hot mobile technology was horses."
The article cites how one student "recently used it to leave some virtual graffiti on the spot of Mr. Kratz's office: Watch out for lame jokes!" Pretty harmless stuff.
But students at other universities are using (or have the potential to use) Foursquare in some, uhm, creative ways:
Since Foursquare's debut last year, students have diligently labeled, praised, and, in some cases, profaned college campuses. Take this note, easily Googled, that somebody calling himself Mock Redneck Jr. left at the University of North Carolina at Charlotte: "The library has Free Wi-Fi, Barely Legal girls and a warm place to drop a deuce."
Now imagine this nightmare scenario: A prospective student's mother goes on a college tour. She pulls out a phone. Her expression screams oh-my-gosh as she reads Mr. Redneck's note. Maybe she goes on to a dorm, and perhaps its residents have left other goodies online. The teacher they loathed. The room they smoked pot in. The couch they had sex on.
Now none of these activities are really out of the ordinary for most college students. What is different is that they are much more public. I'm certain that at some point, some college administrator will overreact and ban Foursquare from campus. Not smart.
Foursquare tagging should be bundled in that digital media mantra from the late 90s: think before you post. Just like Facebook, Twitter and other social networking services, most likely your Foursquare check-ins and tips will follow you for life. And students should just reminded that they are leaving digital crumbs that they may not be able to clean up later in life. And privacy? That's an illusion. Or is it?
But beyond the campus tagging, this article left me wondering what the implications for brands? There's nothing stopping a group of angry environmentalists from standing outside Nestle headquarters and tagging them on Foursquare with negative tips.
For me, this raises a lot of questions. Who owns Foursquare content? Me? Or Foursquare? Will a brand have to sue Foursquare to get negative content removed? If Foursquare removes negative content, how will their community respond?
Imagine another nightmare scenario where high school kids use Foursquare to bully a classmate by tagging their victims physical location with slurs (i.e. slut, fat, stupid, whore, gay). As many of us know, teenage cruelty has no boundaries.
While it seems like social networking has been around for eons, the reality is that for the most part this is still uncharted territory and we are still trying to navigate the pitfalls of this new world.
I'm the first to admit that at this point I don't have all the answers. The one thing I do know is that when these things do happen, and they will, we shouldn't overreact.
This podcast is a must listen for anyone working in the education, youth
media, marketing or strategy space. These are the trends that will
impact your ability to effectively connect with youth on various levels.
Plus it's a great opportunity to hear from some of the leading voices
in the youth media space.
The user-generated content phenomenon prevalent on social networks
and web sites like MySpace, Second Life, and YouTube hasn't yet
trickled down to kids, but that isn’t because they aren't craving
From designing clothes and objects, capturing gameplay on video,
to designing games inside of virtual worlds, kids and tweens yearn
for self-expression and creation the web makes possible – and in
many cases are being handed the tools to create.
Primarily, it is concerns of security, safety and COPPA
compliance that toy creators going online and virtual world creators
must address. This session will look at how virtual world companies
and brands can harness the power of user-generated content --
giving kids as much freedom as possible without putting them at