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Offline Toys Meet Online Worlds

The good news is that kids are not just sitting in front of their PC screens in isolation anymore. They’re involved with networks of friends as the Internet has become a social meeting place. This season many Internet sites will require the purchase an offline toy–a stuffed animal or doll—to gain access to the web world.
The way most of these sites work is that you buy a “thing” that has a code that unlocks content on the web. The notion of mixing the tangible world of toys with the virtual world of the Internet is a powerful one. Kids will buy a tangible thing–a plush toy, plastic doll, or trading card–rather than having to pay for content on the web. Things have a perceived value that web content does not.

Here’s a list of some of the more interesting offline/online games I’ve seen in the past few weeks:

Bella SaraBella Sara: A trading card game for girls with an online component. Made to engage girls 5-12, the message of the Bella Sara game is “believe in yourself.” It’s the virtual world teaches self esteem. A $1.99 pack of cards includes the rules, five horses (that unlock the various virtual worlds), and special energy cards to help care for the horses. The game was brought to the U.S. from Denmark by Peter Adkinson, the force behind Magic and Pokemon.

Kookeys: A plush toy animal (for $15, the quality of these animals are quite remarkable) unlocks a very different sort of virtual world. You can meet other pets and play games, but you can decide what kind of world you want to go visit and explore. The worlds carefully cater to both genders. In Kookey College kids can also gain points by answering educational questions based on the national standards. Still plenty of games, but this stretch to the world of education makes it a very interesting toy. Available Oct. 15th.

Myepets.com is ‘Lil Tykes vision of the offline online connection and it’s all about dogs. You get a real life pet that you then take online to nurture and care for. You win points playing games and spend those points on vets, spas, and arcades.

Karito KidsKarito Kids: Think American Girls meets the international world. Karito Kids are collector’s item-quality dolls that represent girls from around the world. Each has their own passions and personality. A storybook accompanies each girl. On the web site girls can learn to have fun while they help others. Joining the web site immediately activates a donation to a charitable effort. Kids can then play games to earn World Change points that convert to contributions as well.

Comments

Pingback from Raising Digital Kids » Trends in the World of Kids’ Gaming
Time: October 7, 2007, 8:36 am

[…] in kids’ digital toys. This year I’m betting on four hot areas in the high tech gaming world. . Offline toys with online worlds: Webkinz started it and now every furball and doll in creation has its own virtual world. . […]

Comment from mvitelli
Time: November 30, 2007, 2:48 pm

Hello,

We, a few ex Columbia University, Microsoft, and Google Employee’s (and others) are developing a software and hardware solution for children, educators and parents. Our goal is to increase education to children/students, while decreasing video games / PC games / online games and website visits / cell phone activity usage. A behavior modification approach to the learning experience, for children between the ages of five and eighteen. Parents and educators will now have a tool that encourages learning and creative problem solving by motivating their children to earn game / play time / phone time. Parents and educators will also have a way to control their child’s/students obsession.

We will be able to now limit the amount of time played with video games / PC games / online activities, installing a propriety education portal (similar to linking to Wiki portal) and/or linking to the school systems curriculum, which advances game play / online time / phone time with successful completion of correctly answered questions, and learning modules, changing content each day and time allotted for continued game play.

The game or online use will be blocked, using the some form of a software/hardware solution in current development, until successful completion of tasks. We are not only providing a service, but have created several win-win scenarios. The child/student attention is now divided between leisure activity and learning transferable marketable skills through knowledge building by answering questions requiring creative problem solving while blocking online use/pc and game consoles. Children or students now have double the benefit since the education portals will shape behavior to help them reach both their short term goals through earning game time and long terms goals of employment or being productive members of society.

If you’re interested in working with us, please email us. We will be testing our modules soon, and might consider using your ideas and thoughts. If not, if you have time please comment on our endeavor. Thank you for your time.

Regards,
Michael Vitelli
Gamingkrib.com

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