Friday, July 31, 2009

Undercover Mom in BarbieGirls.com, Part 3: To pay or not to pay?

By Sharon Duke Estroff

The vast majority of children’s virtual worlds (and certainly the materialistic pinkpalooza at BarbieGirls.com) are commercial – not public-interest ¬endeavors. So while these Web sites may have excellent intentions in creating safe, kid-friendly online playspaces, they are, at the end of the day, in it for the money, of course.

Some virtual worlds (like Nickelodeon’s Nicktropolis and Pearson Education’s Poptropica) generate profit through paid advertisements. Kids are allowed to play for free, but their fun is laced with overt and covert commercial messaging (i.e. Apple Jacks banners surrounding the screen and playing hockey using M&M candies as pucks, respectively).

Other virtual worlds, like BarbieGirls, employ a pay-to-play model, meaning that cash flow comes not from outside advertisers but from paid memberships. While anybody can open a free BarbieGirls account with limited play capabilities, only those acquiring paid VIP memberships are allowed (to quote directly from the site) “special access to all the hottest stuff!”

Crown jewels
: Some sites I’ve visited as Undercover Mom reserve the privilege of clothing one's avatar and furnishing his or her online abode for paid members only. Not so in Barbie Girls, where I was allowed to select a stylish, size 0 outfit ¬– and flooring, wallpaper, and a bed for my loft – from the get-go. Yes, I might have signed up for a free account, but I could strut my virtual stuff about town without feeling like I was donning a scarlet “Non-Member” tiara. For kids who cannot afford to pay (or whose parents refuse to pay) for VIP membership but still want to be included in the fun, this is a significant perk, in my book.

Skeletons in the closet: Although my lack of VIP citizenship may not have been glaringly evident to the masses, it certainly was to me; BarbieGirls dishes out constant reminders to non-members of their subprime status. Sure, I could window shop to my heart’s content – even try on glamorous outfits and accessories – but there was a sales attendant on hand at every store reminding me that I couldn’t buy a darn thing unless I coughed up $5.99 a month. In Paw Pawpalooza, a popular region of BarbieGirls.com, I was denied access to both the Tail-Shakin' Treehouse and the Jungle River Boogie ride. The only place I was welcomed was the Posh Pets shop, where I wasn’t allowed to adopt a pet. A similar caste system ensued in Extreme Dream Park where I could not enter the Sparkle Coaster Place, “a magical land filled with treasures and surprises." I was, however, allowed to enter the Purple Parlor where I could get my fortune told. Once a day. Honestly, If I were a tween girl on BarbieGirls, it wouldn’t have taken me 10 minutes to start badgering my parents to let me become a VIP. [Big pressure to be a VIP doesn't only come from Barbie Girls corporate; get the full scoop in my next installment.]

The bottom line: This week’s Undercover Mom adventure drives home an important reality (for both parent and child) that there is no such thing as a free lunch in kids’ virtual worlds. I asked consumer guru Clark Howard, author of Clark Smart Parents, Clark Smart Kids, if he had any suggestions as to how parents might best handle the pay-to-play dilemma presented by BarbieGirls VIP memberships. He suggested: “Sit down with your child and explain that this Web site wants her to pay money to be there, and that if she would like to use her money – or work it off by doing chores around the house – she can; but she needs to understand that, in choosing the membership they will be giving up X,Y, and Z.” It’s Howard’s hope that Congress will eventually pass a law disallowing such direct marketing to children under 14 years of age.

Related links

  • Screenshots illustrating Undercover Mom's points about BarbieGirls this week

  • Paperdolls to avatars: "Girls used to grow up with their dolls; now they are growing up with their avatars," The Guardian reports in an update on virtual worlds in general. It compares kids' and newer grownup virtual worlds with Second Life and explains why VWs, unlike social network sites, actually make money (see also "Virtual economies & kids").

  • Wired's GeekDad on the virtual world Pixie Hollow: "The game allows users to create a Tinker Bell-like character and then use this fairy to explore the land of Pixie Hollow, buy items at stores, make friends with other pixies, buy items at stores, play games and buy items at stores. While my son has really enjoyed playing another of Disney’s MMOGs, Pirates of the Caribbean Online, playing Pixie Hollow with my daughters has left us feeling a little empty."

    For an index of the complete Undercover Mom series to date, please click here.
  • Thursday, July 30, 2009

    iPhone app pinpoints sex offenders

    "Offender Locator" is the 4th most popular paid application in Apple's App Store, according to USATODAY. Users can type in their zip code and get a map pinpointing the addresses of the registered sex offenders within five miles of that location. The app also provides the offenders' names and photos and the crimes for which they were convicted. Users can also request text alerts saying when a registered sex offender moves into their area. The iPhone app costs 99 cents. A BlackBerry version costs $2.99. "Laws in many states limit where convicted sex offenders can live, and ... such laws have been criticized as being so restrictive that they force offenders underground," USATODAY adds. Users might want to note that the app can only provide info on convicted and registered sex offenders and that research shows that the vast majority of child sexual exploiters are people the victims know, so this app shouldn't provide a false sense of security. But it's equally important to note that, according to the latest figures available from the National Data Archives on Child Abuse & Neglect, overall child sexual exploitation decreased 51% from 1990 to 2005.

    Basic iPod mutating away

    Apple anticipated what would replace the iPod practically when it came out with the first model, if we're to believe Arik Hesseldahi at BusinessWeek.com. And I do. I remember Steve Jobs talking about the iPhone as a great music player at a conference of tech execs a few years ago. "Anticipation of the [iPod's] drop-off is 'one of the original reasons' Apple developed the iPhone and the WiFi-enabled iPod touch, Apple Chief Financial Officer Peter Oppenheimer said on a July 21 conference call with analysts," Hesseldahi writes. The iPod needed to become a full-blown connected platform, and it is already – a platform for apps, games, video, and Web info-gathering as much as for music-playing. Also needed now, Hesseldahi says (predictions, probably) are: a mic (for talking via Skype and making recordings without the pesky headset) and a still and video cam. What all this says and what Apple apparently got long ago is that the future is sharing (and producing) as much as consuming media.

    Wednesday, July 29, 2009

    Texting & teen sleep deprivation

    Sleep specialists are concerned about teens keeping cellphones on all night, right by their beds and under their pillows – because of "how important sleep is to their developing brains," the Charlotte Observer reports. It tells of a 17-year-old in California was getting "near-debilitating migraine headaches throughout the day." The first thing her doctor checked was her eyes. No problem. Then a CAT scan. "It came back clear." He was stumped. What finally came to light was that she slept with her phone at bedside "just in case a friend called or text-messaged her in the middle of the night. Sometimes, she said, she would receive calls or messages as late as 3 a.m. – and she would wake right up to call or text right back." The article doesn't say, but I hope the prescription was that the teen turn off her phone at night. Other problems specialists cite as resulting from sleep deprivation: "impaired concentration, weakened immune systems, crankiness, increased use of nicotine or caffeine and hyperactive behavior often misconstrued as attention deficit hyperactivity disorder." And one other added by Dr. Carolyn Hart at the Presbyterian Center for Sleep Disorders: a decline in school performance and risky driving while drowsy. [See also "House rules for teen texting."]

    Texting + driving = bad news: Study

    We all instinctively knew this, but now data has finally been released: People who text while driving are 23 times more likely to crash than "nondistracted drivers," CNET reports, citing new findings from the Virginia Tech Transportation Institute. But the researchers didn't just look at texting. Mounting cameras inside vehicles, "they studied where drivers' eyes were looking as they did various things, such as texting, dialing a cell phone, talking on a phone, and reaching for an object. Not surprisingly, the numbers showed that the tasks that took people's eyes off the road caused the greatest amount of danger." The average eyes-off-the-road time for texting was 4.6 seconds – time enough to "travel the length of a football field at 55 mph." Talking on a cellphone, on the other hand, presumably with eyes on the road, increased the chance of crashing 1.3 times - that's talking, not dialing, of course. See CNET for more interesting findings. Here's the New York Times's coverage.

    Tuesday, July 28, 2009

    Teens' illegal music downloading going down

    It's great to get free music, TV, and film off the Internet, but it's even better when you can get it fast – and that it's legal too maybe be a bonus but isn't a key issue. That's my take-away from a passel of recent stories and blog posts. Which spells a turning point for the music industry: piracy may have peaked. Thirteen-year-old Josh in New York may've said it all. His dad, a VC and a blogger, asked Josh how he's seeing all the episodes of his favorite TV show, "Friday Night Lights," afraid Josh will say "BitTorrent," the file-sharing technology millions of people use for free illegal downloading, but Josh just said "BitTorrent's too slow." He streams the shows with the family's Netflix's $24.95/mo. subscription. His dad wrote: "The good news is that, as the media business wakes up and puts all the media we want out there in streams available on the Internet (paid or free - this is not about free), we see people streaming more and stealing less." [Brad Stone of the New York Times picked up this story.] The Guardian cites a survey showing that Josh is not alone: "The number of teenagers [14-18] illegally sharing music has fallen dramatically in the past year." They're "using services such as YouTube and Spotify [the latter with 6 million users in Europe and now trying to break into the US market]." The Times also mentions MySpace Music and imeem among popular sources of licensed media streaming. In December 2007, 42% of teens were illegally downloading music, down to 26% this past January, The Guardian adds. Another study by NPD Group in the US found that teens 13-17 "illegally downloaded 6% fewer tracks in 2008 than in 2007, while more than half said they were now listening to legal online radio services like Pandora, up from 34% the year before," the Times reports. Here's similar coverage from ZDNET.

    Monday, July 27, 2009

    Virtual economies & kids

    Virtual worlds make their money very differently from social-network sites - mostly from selling virtual objects. Though Disney's Pixie Hollow and Webkinz and Webkinz, Jr. sell real objects such as "friendship bracelets" and plush toys, the economies of most virtual worlds (and multiplayer online games) rely on objects and artifacts such as clothing, furniture, and other property. Social sites, which to date have focused more on display ads, too, are moving into virtual-object retail (see this about Hi5 selling virtual gifts). A figure cited by The Economist indicates everybody may be moving in this direction, though there's much to be learned about this business model. The article mentions that users at a popular VW aimed at teens, Gaia Online, "spend more than $1 million per month on virtual items." Gaia recently hired a full-time economist, The Economist says, "to grapple with problems that are well known in the real world, such as inflation and an unequal distribution of wealth" (maybe child psychologists will need to employed too!). The British news magazine otherwise paints a more measured picture of virtual-world popularity than do other news outlets, but the figure it cites is "regular visitors," not overall registered users. "In America, nearly 10 million children and teenagers visit virtual worlds regularly," it refers to eMarketer as finding. Virtual Worlds News earlier cited data from Strategy Analytics projecting an overall global population of 186 million now, growing to 640m by 2015 (users of all ages - I blogged about that here). My most recent post on VW population is here.

    Friday, July 24, 2009

    The age of diversification

    I just blogged about this briefly (in my Matthew Robson post), but the death of Walter Cronkite this week gives historical context to the diversification trend. As CBS/CNET technology analyst Larry Magid points out, it's not just teens whose tools for socializing, communicating, news-gathering, media-sharing, and entertainment are diversifying. He recalls a time when the nightly news on broadcast TV was how a huge swath of the population stayed informed and all ended up talking about the top stories the next day. Both the media and their distribution platforms and channels have multiplied so much that can't possibly all be seeing and talking about the same stories (except maybe those of celebrities?). We're inundated by information, misinformation, media, and devices, which means that new media literacy - the mental filter for what's being uploaded and produced as much as downloaded and consumed - is needed more now than ever before in history. "Kids - who may never even know who Walter Cronkite was – need to have a miniature version of him inside their head by asking questions such as 'Is this true?' and 'How do I know it's true?” writes Larry, who is also my co-director at ConnectSafely.org, adding: "And when they’re about to post, they need to think carefully before they broadcast their own versions of "the way it is'."

    Mamapedia: New parenting resource

    A cross between Google and Wikipedia for parents, Mamapedia just makes sense. And so did its CEO, Artie Wu, when I asked him how he came to create the two-month-old site.
    "We have two kids [3 and 9], and when my wife, a doctor, and I were new parents, we were the first in our circle of friends who had kids. Like all parents, we'd struggle with the kinds of questions you aren't going to ask a pediatrician - like what kind of stroller to buy, or should we have car seats in both cars so we don't have to constantly move them back and forth?"

    With questions like that, Wu said, you want to ask the experts: "other parents at exactly the same stage as you in parenting." And remembering back to when my kids were little, I heard him when he said you also want a range of views to choose from. "There are no right answers" for everybody, he said.

    So it makes sense to allow users to type a question into the search box, as at Wikipedia or Google, and turn up a whole bunch of answers, with plenty of opinion but no judgment. Wu says moms "don't want to be judged," and I think he's right. Better to have opinions on what to do than on what *you* do as a parent.

    I asked Wu how Mamapedia's different from other parenting sites. He said they generally "fall into two buckets: slick, professionally written sites with a lot of 'official answers' and dos and don'ts from experts and then the other end of the spectrum: social-networking-like sites for moms with chat and discussion boards. They provide a great social experience, but it's more about meeting fellow moms and bonding with them - like C-section moms, July-baby moms." He should know, since his company's other project is Mamasource, local online communities for parents in all 50 states.

    "We wanted to create something in between: a Google for moms, if you will," he said - "the real scoop from real moms with real-world wisdom."

    I obviously appreciate that, because it's the premise on which we built ConnectSafely.org, a forum for parents to share family lessons learned on kids' use of tech and the Net.

    I asked him why not a Papapedia? Are dads welcome too? "We're totally open to dads too, but there's something special about the way moms help each other and communicate with each other that's unique ... they really have a culture of sharing around these topics."

    Thursday, July 23, 2009

    Surfing by phone: Significant growth

    Seems it's only a matter of time before Americans are accessing the Net via phones as much as on computers. And certainly, Web access is coming to the cellphone of a kid near you! A just-released survey by the Pew/Internet Project found that 56% of US adults have accessed the Internet wirelessly - via laptop, mobile device, game console, or MP3 player, and about a third (32%) have used a cellphone to access the Net "for emailing, instant-messaging, or information-seeking." That figure for phone-based access is up one-third since December 2007, "when 24% of Americans had ever used the Internet on a mobile device." On a typical day, Pew adds 19% of Americans use the Net from their phones - 73% growth over 16 months.

    Wednesday, July 22, 2009

    Dave Letterman's view of Twitter

    Whew, glad that's finally settled! Dave has declared Twitter "a waste of time." ;-) Had to tell you. Watch him tell Kevin Spacey in a video clip at Mashable.com. Just plain summer fun. [For readers outside North America, Dave Letterman is a very funny late-night talk show host on CBS TV.] Spacey offers to tweet something to his 800,000 followers for Dave and pulls out his phone. Dave asks how much it costs. Spacey rolls his eyeballs. But Dave then has a hard time getting past the fact that Spacey has to "type" the tweet with his thumbs. Looks like Dave has never texted either. Glad he has an assistant or two! Seriously, I respect Dave's take on Twitter. Whether or not you use it as well as how you use it is highly individual (which is one of the things I like about it). [For a look at how some others think of Twitter, including educators, see "A (digital) return to village life?"]

    Our history of technopanics

    I appreciate the historical context Adam Thierer has just given to the technopanics discussion that needs to continue gaining volume (the discussion not the panic, I mean!). "The children of the 1950s and '60s were told that Elvis’s hip shakes and the rock-and-roll revolution would make them all the tools of the devil. They grew up fine and became parents themselves, but then promptly began demonizing rap music and video games in the '80s and '90s. And now those aging Pac Man-era parents are worried sick about their kids being abducted by predators lurking on MySpace and Facebook," Thierer blogs. He adds that "these techno-panics are almost always disproportionate to the real risk posed by new media and technology, which typically do not have the corrupting influence on youth that older generations fear." His essay, which also appears in Scribd, quotes others in this school of thought, where I place myself too. But Thierer also provides a great tip for parents, who like the idea of actually talking with their kids about these technologies and media that are so compelling to them: "Ask three simple questions to get that conversation started: 'What is this new thing all about?' 'Tell me how you use it.' 'Why is it important to you?'” That gets the ball rolling - then, he suggests, "good ol'-fashioned common sense and timeless parenting principles should kick in. 'Do you understand why too much of this might be bad for you?' [i.e., moderation is always a good thing, right?] 'Will you please come talk to me if you don't understand something you’ve seen or heard?' And so on." Ah, music to my ears (and not a broken record, I hope)! [See also my post last April, "Why technopanics are bad" and "To catch a predator? The MySpace moral panic," by Alice Marwick in FirstMonday.]

    Tuesday, July 21, 2009

    Massive ID theft & new media literacy ed

    The identities of some 4 million Britons and 40 million people worldwide (mostly Americans), are up for sale on the Internet to the highest bidder, the TimesOnline reports. "Highly sensitive financial information, including credit card details, bank account numbers, telephone numbers and even PINs are available to the highest bidder. At least a quarter of a million British bank and credit card accounts have been hacked into by cybercriminals, exposing consumers to huge financial losses." All of it has been put into a single database built by a retired police officer in the UK who wants to offset his 160,000-pound ($263,000+) investment "by charging members of the public for access to his database to check whether their data security has been breached," raising consumer-privacy questions (see the Times for more on this). This is and isn't kid-tech news. It isn't only at the superficial level: it's about the privacy of Net users of all ages. It is because we need to start teaching our kids critical thinking about social and commercial influencing just about the same day they start using the Internet. Critical thinking is protective - of our psyches, identities, pocketbooks, and computers. Increasingly, phishers' and other Internet fraudsters' success is based on their social-engineering skills as much as their technical ones - creating messages that trick people into clicking to sites that download keylogger and other malicious software onto their computers or into typing passwords or account numbers into fake bank sites. Stark stories like this illustrate not only how important it is to fold computer security into new-media literacy ed but also what an opportune subject it is, for examining all forms of manipulation. See also "How social influencing works."

    Monday, July 20, 2009

    Dissing Matthew Robson (or was that Morgan Stanley?)

    Time blogger Dan Fletcher is so dismissive of Morgan Stanley teenage intern Matthew Robson that he sounds a little jealous. "What exactly did Robson reveal? Well, not a lot," Fletcher reports. His conclusion is that Matthew's bosses at Morgan Stanley "need to spend a bit more time with their kids. Do that, and we suspect the revelation that teenagers like cell phones and free music will seem, well, a little less revelatory." I agree that there's much more value in listening to our own children than to Morgan Stanley about how teens use tech, but that's because the way youth use tech is highly individual. Even Matthew Robson can't tell you how your child uses technology and social media, but I can see real value in his views to marketers. The one useful bit in Fletcher's post is his link to some data at social media market researchers Sysomos, who say that 31% of Twitter's users are 15-19. That contrasts with the prevailing view, based on comScore research and anecdotal evidence from young people themselves (e.g., see "Why Gen Y's not into Twitter" and the comment under this blog post of mine).

    Hey, maybe Sysomos is onto something. But what is clear right now is that the assumption that teens will flock en masse to every new social technology (like Twitter) that comes along is just that: an assumption. We make too many assumptions about how youth use tech. Time's Fletcher also made light of Matthew's observation that teens were communicating more in game communities such as Xbox Live; what I drew from that, again, was not "wow, now they're all going to flock to Xbox Live" but rather that here's another little sign of teens' communication diversification. Xbox Live, too, is a "social networking" tool, as are cellphones, World of Warcraft, and virtual worlds. That diversification is the real trend, I'm thinking. [Here's my post about Matthew Robson last Monday. Thanks to my ConnectSafely.org co-director Larry Magid for pointing the Time post out.]

    Friday, July 17, 2009

    More on virtual world growth

    Heard of Spineworld? I hadn't. But a 10-year-old I know told me he's seeing it everywhere in his circles. Now we know from UK-based market researcher K Zero that its population (registered users) has more than doubled since first quarter '09, from 1 million then to 2.8 million now, according to VirtualWorldsNews. Overall, "the total number of registered accounts in the virtual worlds sector totaled 579,000,000 in the April-June quarter, 2009. That's an increase of 38.6% from the prior quarter when the tally was 417,000,000." K Zero adds that 60% of all virtual world users are between the ages of 10 and 15, "followed closely" by 5-to-10-year-olds, reports in its 2nd-quarter '09 update The problem is, its eye-grabbing chart is pretty imprecise, making it appear that more than 75% of the total VW population are 10-15 years old and that 5-to-9-year-olds represent about a quarter, with nothing left over at all for users 16+. As for individual kid worlds, besides Spineworld's, some of the biggest gains were seen by Stardoll, which added 8 million users; Club Penguin (6 million); Nicktropolis (3.1 million); and UK-based Moshi Monsters (3 million). The reports says Poptropica gained 36 million users, but that must be a typo, right? [See also "Undercover Mom in Poptropica" and in Stardoll, and our complete Undercover Mom series.]

    Thursday, July 16, 2009

    Play, Part 2: Violence in videogames

    Last week I looked at what psychiatrist Stuart Brown says about the power of play and how it can mitigate aggression. This week a look at the videogame part of the picture....

    Asked by a middle school teacher about violence in videogames at a recent media-literacy conference, Prof. Henry Jenkins said, "Every storytelling medium throughout the history of the world involves violence – the paintings in art museums, Shakespeare's plays, the Bible – have images of violence.... The question isn't 'Can we get rid of violence'" in art, civilization, or life? "We can't," said Jenkins, who has traveled around the US speaking at schools and talking with students, parents, and educators about the place of violence in the entertainment part of their lives, led research, held workshops for the videogame industry, and testified on Capitol Hill about videogame violence.

    "What we need is for this storytelling medium to make sense of our aggression, trauma, loss, and violence in the way that art does this. We have to create a climate where the images of violence are not trivialized, where violence has an impact." Because the teacher was asking specifically about violence in World of Warcraft, which is set in medieval times, Jenkins mentioned a friend who's a medievalist, who told him that people "hacked and slashed all the way through medieval culture, but periodically medieval tribes would gather their dead and mourn them. That sense of mourning and loss gives awareness of the consequence of violence. We need to be asking, 'How do we build mourning into the games we play, how do we put ethics into them?... The deepest research suggests that media are least powerful when they seek to change our beliefs and behavior and most powerful when they reinforce them - those are the criteria we need to look at."

    So I've been looking for signs of videogames becoming more compelling and sophisticated in that way - moving beyond random violence and shooting sprees for their own sake to story lines, character development, scenarios and conditions that powerfully convey the impact of violence. I saw one sign last year while reading a thoughtful review in Slate of Grand Theft Auto IV. He wrote, "I get the sense that freewheeling killing sprees will no longer be the main draw. This is partly because the central missions and story are so well-conceived and well-written compared with previous iterations of the game and partly because the violence is far more disturbing.... What makes Grand Theft Auto IV so compelling is that, unlike so many video games, it made me reflect on all of the disturbing things I had done" (see this for more).

    The key consideration, Jenkins said, is whether the violence in a game, film, or any art is meaningful (again, does not trivialize the violence but rather gets the player or viewer thinking about its meaning and impact) or just a "media effect" (which has no educational value). "A focus on meaning rather than effects has helped us to identify some pedagogical interventions which can help our students develop the skills and vocabulary needed to think more deeply about the violence they encounter in the culture around them," Jenkins wrote in his essay, "The War Between Effects and Meaning."

    Related links

  • Psychiatrist Stuart Brown, who I blogged about last week, recently told public radio host Krista Tippett that the research on videogame violence is "not very solid" and there is evidence that "a limited amount of videogames probably increases imaginativeness and skills."
  • Videogame numbers. US online gaming, which is growing at 10 times the rate of US Internet population, "attracted 87 million visitors [in May], representing a very healthy 22% increase over last year," comScore reported.
  • "Good game?: The behavioural effects of video games" in The Economist
  • Professor Jenkins's full talk, given at the New Media Literacies conference at MIT in May, is here.
  • Study on videogames and aggression released last year
  • New Media Literacies Project at MIT
  • Wednesday, July 15, 2009

    Filtering critics, issues in 3 countries

    Teachers, not students, are the people most affected by school filters, according to a commentary in the Washington Post - even though the US federal law requiring filtering by schools receiving federal connectivity funding (the Children's Internet Protection Act, or CIPA) is aimed at protecting students from inappropriate content. "Walk the halls of a public school, and students will readily share tips for evading filters, some of which would be good work-arounds for the Great Firewall of China," writes Justin Reich, a former high school teacher working on his PhD in education at Harvard. He tells of a high school student who recent showed him a Facebook group called "How to access Facebook from school" that has 187,000 members and offers simple methods for filter-free surfing and profile updating. A teacher told me once that, when she needs to get to a site that her school filter blocks, she just asks one of her students to help her.

    So one question is, if this view of filtering as blunt-instrument solution is or becomes widespread, what replaces it? One idea might be school-network monitoring. More than 1,000 UK schools have monitoring software running on their networks (probably mostly alongside filtering software). Are US schools using this technology as much? Should monitoring become more of a focus in schools - to allow administrators to identify problem spots, have the "evidence" they need to work through cases of cyberbullying and harassment? What do you think? Is the choice blanket filtering (that's less than effective as a student-protection measure) or dealing with situations as they come up? See my slightly related post, "Zero tolerance = zero intelligence: Juvenile judge." (Post comments here or in the ConnectSafely.org forum, or you can always email me at anne (at) netfamilynews.org.)

    And questions about filtering aren't being aired in the US only, of course. The BBC reports that, over in the UK, school regulatory body Becta just released a report which found that Net technology and devices is getting more sophisticated than the filters UK schools use, which often filter what's being downloaded only to computers (rather than mobile phones, iPod Touches, and other portable devices) and based solely on keyword, not image, detection. The report also pointed out that filters just block - they don't alert anybody to efforts to bypass the filtering. And in Australia, children's advocacy groups are criticizing the government for spending $33 million on mandatory nationwide household filtering, Australian IT reports. "Both Save the Children Australia and the National Children's & Youth Law Centre believe the resources could be better spent on law enforcement agencies battling to eradicate child pornography on the Internet."

    Tuesday, July 14, 2009

    Kids' expanding time online

    The time children aged 2-11 spend online has grown 63% in the past five years, MEDIAWEEK reports, citing Nielsen Online figures. They spent seven hours a month online in 2004, compared to 11 hours online now, "with boys spending slightly more time on average than girls (7% more this past May)." Of course, everybody's online time has grown since 2004; the average Web user is spending 36% more time online now. The number of kids using the Web has grown too - by 18%, compared to the 10% growth in the number of all Web users, all ages. This past May, the 2-to-11-year-old age category reached 16 million, or 9.5% of the active online universe, Nielsen added. "That growth spurt is particularly noteworthy, since it happened during a period where the number of kids under 14 in the US declined by 1% ... per the U.S. Census Bureau." I think a good part of the explanation is the growth in virtual worlds, with kids 5-9 being the fastest-growing age group in a recent study about that (see this).

    FL school district's plans for sexting ed

    The Miami-Dade school district aims to be a leader in teaching students the risks of cellphone sexting, the Miami Herald reports. Superintendent Alberto Carvalho wants to work with government and law enforcement to develop a curriculum for the coming school year, and he plans to put forth "a cutting-edge School Board policy" on the subject, the Herald adds. It looks like the superintendent is taking a solid multi-disciplinary approach; if the policy's approved, the district "will also begin conversations with local law enforcement and government agencies to review the existing laws." In the Miami-Dade district, students can have cellphones in school, but they have to be turned off during class. Here's UPI's coverage. Here's a little insight into one mother's tough experience with a school sexting incident. EdWeek.org reports that school officials are being urged to develop such policies and programs, and School Library Journal recently zoomed in on some intelligent thinking on the subject in Pennsylvania. Here are ConnectSafely.org's tips for dealing with sexting (see also "Meaty perspective on sexting").

    Monday, July 13, 2009

    Morgan Stanley teen intern on peers' media use

    Though Morgan Stanley says its report by 15-year-old intern Matthew Robson on his friends' media habits got "five or six times more feedback" than its European media team's usual reports, the investment banking firm "made no claims for [the report's] statistical rigour," the Financial Times reports. It did offer clear, "thought-provoking insights" to all the hedge fund managers and CEOs who the FT said called and emailed Morgan Stanley the day of the report's release, but I'm not sure any of the young Londoner's observations would surprise my readers. Robson "confirmed" that teens don't use Twitter (though we've seen one created a Twitter worm to test its security - see this); don't watch much TV or listen to much radio, preferring music-focused social sites such as Last.fm; "find advertising 'extremely annoying and pointless'; and, as in newspapers, "'cannot be bothered to read pages and pages of text'" instead of "summaries online or on television." What is interesting in the report is that - at least in the London area - teens' "time and money is spent on cinema, concerts and video game consoles which, [Robson] said, now double as a more attractive vehicle for chatting with friends than the phone." Sounds like he's talking about Xbox Live and other gaming communities (e.g., those within and associated with virtual worlds and massively multiplayer online games such as World of Warcraft, maybe). Is that an early warning for mobile phone operators and an indicator for parents that the texting wave may crest at some point? [Meanwhile, here's a US 16-year-old's POV on why teens aren't taken with Twitter. Basically, he suggests they're less in control of who sees their updates in Twitter (I don't think he knows that you can make your Twitter profile private). For Twitter privacy, go into "Account" under "Settings" in the upper right-hand corner of your home page and click "protect my updates" at the bottom of the page so that only people you approve can see them; then click "Save" at the very bottom.]

    Friday, July 10, 2009

    States' anti-sexting legislation

    Right now in Illinois, a teen who takes and sends a nude self-portrait on a cellphone can "be charged with production and/or manufacturing of child pornography," resulting in "mandatory sex offender registration," Suburban Chicago News reports. So State Rep. Darlene Senger has filed legislation that would keep a sexting case involving a minor out of court. Representative Senger told the News that the aim is accountability appropriate to the age and intent of the sexter (assuming it was neither malicious nor criminal) - e.g., "community service, writing term papers, apology letters, curfew regulations and allowing parents to install software on their cell phones to closely monitor their child." Here's the view from Illinois teens in the Naperville Sun. In Colorado, the CBS4 News headline is "'Sexting' Now The Same As Internet Luring In Colo.", because Colorado is adding cellphones to its child-sexual-exploitation law, but I think CBS4 didn't understand the legislation authors' intent simply to add phone-based photo-sharing to the Web-based variety. Meanwhile, anti-sexting ed is in the works for Colorado youth. Jefferson County District Attorney Scott Storey's office (in the Denver area) is working to develop a "6-to-9-month program that children will have to go through that educates them about boundaries if they're caught sexting." Brochures for school distribution are also in the works. [Vermont recently passed a law that decriminalizes sexting by minors (see "Sexting legislative update" for more).]

    Thursday, July 9, 2009

    The power of play: Cyberbullying solution?

    Stuart Brown, founder and director of the National Institute for Play in Carmel, Calif., tells the story of what happened between a hungry, 1,200-pound polar bear and a husky tied up at a camp near Hudson Bay, late one October day. The bear approached the group of dogs with his eyes fixed in a predatory stare. Amazingly, one of the huskies greets him in a "play bow," wagging her tail. Dr. Brown, a psychiatrist and neurologist, describes how the two animals begin a "play ballet" – beautifully illustrated by German photographer Norbert Rosing here – that literally disarms the hungry bear in a situation that otherwise would've been a "short fight to the death." Brown says "you see them in an altered state, a state of play," where time drops away."And it's that state that allows these two creatures ... [to begin] to do something neither would've done without the play signals," he later tells public radio host Krista Tippett – "a marvelous example of how a differential in power can be overridden by a process of nature that's within all of us."

    That stopped me in my tracks, hearing Brown say that a power differential, a basic component of bullying and cyberbullying, can be overridden by the playfulness or desire to play, which his research has found to be biologically inherent in each of us. Could play – in virtual worlds, in the backyard, and on the school playground (where Brown says kids learns as much as if not more than in classrooms) – itself be protective, be a solution to online harassment and cyberbullying?

    Brown's earliest work was back in the late '60s, when he was asked to be the psychiatrist working on the case of Charles Whitman, the "Texas Tower murderer," who Brown found to have grown up with "severe play deprivation." "The progressive suppression of developmentally normal play," he says, made Whitman and other homicide convicts whose lives he studied "more vulnerable to the tragedies they perpetrated."

    On the other hand, playfulness and play signals, like those of the husky in the story above, provide a sense of safety, invite communication, and "humanize" or lower inhibition in a good way by exposing more of who the other person is. [BTW, the bear came back to play with the husky every evening that week, Brown says, and nobody got hurt.] "Nothing lights up the brain like play," he said: "three-dimensional play fires up the cerebellum, puts a lot of impulses into the frontal lobe, the executive portion of the brain, and helps contextual memory to be developed," good health, and many other benefits Brown lists in a TEDTalk he gave last year. And there are so many kinds of play – solo play, social play, body play, object play, imaginative play, spectator play, exploratory play, ritual play, rough-and-tumble play (the Institute has organized them into seven patterns of play. In his talk, he shows a photo of a 15th-century painting of people in a courtyard engaged in more than 100 kinds of play. "We may have lost something in our [contemporary] culture," Brown said. "Play is hugely important to the learning and the crafting of the brain; it's not just something you do in your spare time," and he adds that, by definition, it's purposeless. "If the purpose of play is more important than the act of doing it, it's probably not play," he said. The opposite of play is not work, but depression, he added, and play is vital all through life, not just for children.

    All forms of play have value, Brown seems to say, and he doesn't exclude videogame or virtual-world play in his interview with Tippett this past week, "Play, Spirit and Character." The more 3-D they are and the more body movement they involve the better, he indicates. Of course these elements are being added to tech-based games. And we're seeing that the richer and more unpredictable the virtual environment, the more imaginative, experimental, and exploratory play are involved. So I would love to get some great virtual worlds I've encountered – e.g., Dizzywood, WeeWorld, and Teen Second Life – talking and participating in research with the National Institute for Play. We need to know more about the role of virtual worlds in the beneficial effects of play for people of all ages - as well as about how play can mitigate antisocial behavior.

    If you can catch the Brown interview, listen for what he says about parenting throughout too, especially the part, about halfway through, where he says that taking risks (though certainly not excessive risk) is an important part of play, "necessary to the well-being and future of the species. I think it's safer for the person who is a player to maybe take a few hard knocks ... in childhood than it is to insulate them from the possibility of that. I think [insulating them] constricts their psyches and their futures much more," Brown said. He also talks about the problem with helicopter parenting, sounding a bit like Lenore Skenazy, author of Free-Range Kids, and the New York Times's Lisa Belkin in "Let the Kid Be."

    I've long felt that empathy training and other efforts to reduce the impact of online disinhibition (helping kids understand those are human beings with feelings behind those profiles, screennames, avatars, and text messages) are important keys to beating cyberbullying. But now I'm thinking there's probably a role for play!

    Next week: Play, Part 2: Violence in videogames

    Related links

  • "The Serious Need for Play" in Scientific American
  • Play deficit: In a just-released Harris Interactive survey for KaBOOM, "96% of parents said that playing outside was critical to keep kids physically fit, but only 17% thought children played enough outside." Parents say their children spend less than an hour a day engaged in unstructured play outdoors, on average, and "92% of parents say that children today spend less time playing outside than they did when they were growing up."
  • The opportunities lifelong play presents, according to the National Institute for Play: transforming Education, Personal Health, Relationships, and Corporate Innovation
  • "You Play World of Warcraft? You're Hired!" in Wired and "Home-schooling with World of Warcraft" earlier here in NFN
  • WeeWorld.com, Dizzywood.com, and Teen Second Life
  • Snapshot of parental-control use

    Parents seem to have a love-hate relationship with parental-control software. "Four out of five parents that use parental control software don't turn it on, despite being concerned about their children's online safety," NetworkWorld.com reports, citing a survey by McAfee computer security company. In other highlights, 52% of parents "admitted they never changed the security settings on their parental controls software"; nearly two-thirds haven't talked about "online security" with their kids; just under half say they monitor kids' online activities but 30% said they leave the kids alone in their rooms when using the Net, and 26% of all 5-to-7-year-olds have a computer in their rooms.

    Wednesday, July 8, 2009

    Drive-by downloads & kids' media literacy

    Current events and computer security increasingly have a lot in common. Put top news stories like the death of Michael Jackson and Web surfing habits into family discussions or dinner-table chat, and it's win-win for everybody. Kids gain a little in media literacy, and family computers avoid infection. "How can that be?" you might ask. More and more Web sites – including those of the best media companies and nonprofit organizations – are getting hacked and "booby-trapped," the San Jose Mercury News reports. "A human isn't required to click on an email link or to agree to install any software. Instead, the sites automatically download software onto visitors' computers" - called "drive-by downloads." Where do big news stories or Michael Jackson come in? Cybercriminals target the sites that get the most traffic. Computer security firm TrendMicro tells us that "this past week, we did see a lot of cybercriminal activity designed to take advantage of the rush to the Web, and search for information and posting of tributes to Michael Jackson. We tend to see this a lot for celebrities and big events (elections, Olympics, you name it). Where the people go, so do the pickpockets." A particularly egregious recent example - specifically targeting kids - happened on the discussion boards for Neopets; FoxNews reports. It's called social engineering: "The ploy is simply using normal human behavior (curiosity + rushing to the Web to popular places for info) against people," TrendMicro adds. Users click around unthinkingly. "It's like driving by an accident - our urge to satisfy our curiosity actually could put us in danger ourselves on the road." Drive-by downloads = valuable new-media-literacy lessons. Mindful surfing, downloading, and uploading can be taught again and again in different ways, with the top news stories as talking points and teachable moments.

    Tuesday, July 7, 2009

    Online 'walled garden' aimed at tween girls

    Here's an innovative idea for parents (of girls 8-12) who are concerned about predators: My Secret Circle. It gives new meaning to the safe playground or walled garden idea, because - with this hardware product, the My Secret Circle Access Key (pictured here), which plugs into a computer USB port - groups of real-life friends can socialize online while being completely closed off from the Internet and vice versa. As the site explains it, "My Secret Circle Friend Code Generator generates a unique 12 digit number" that can only be exchanged through an "invitation system," which allows the user to trade her code with a friend in person. "In order to become 'friends,' each girl must own an Access Key" and go through the code-exchange process herself. John Biggs at the CrunchGear blog seems to like it. The only problem is, the whole concept is based on the premise that the most common risk to online kids is adult predators. Research shows, however, that the most salient risk is cyberbullying and harassment - mean things peers say to each other; friends becoming ex-friends and violating trust; sharing passwords and impersonating peers; etc. Keeping adults out of girls' "secret circles" could actually have the opposite effect to what its creators intended: completely safe socializing. Here's the report of the Internet Safety Technical Task Force, which contains the cyberbullying finding among others in a full review of online-safety research thru 2008.

    Teacher's Facebook 'teachable moment'

    I loved The Ethicist's answer to the question of how an 8th grade teacher, who has been "friended" by a lot of her students, should deal with issues like underage drinking when they come up in students' Facebook profiles: "She should carpe that diem," Randy Cohen writes in his New York Times column. "Were she simply to bust these online doofuses, she would squander a chance to convey something of lasting importance and leave them feeling that she had betrayed their trust. In short, her essential role is educator, not cop." I, too, wonder what suspension or other discussion-free discipline accomplishes, when there's an opportunity for students to add some life literacy to their tech literacy. [See also "Zero tolerance = zero intelligence: Juvenile judge," "Schools: How to handle group cyberbullying?," "Facebook: No. 1 tool for parenting? Maybe. Use wisely.", and "Anti-cyberbullying teachable moment."]

    Monday, July 6, 2009

    Russia's avid social networkers

    Russians are the most engaged social networkers in the world, spending an average of 6.6 hours in social sites a month, based on comScore's survey of online social networking in 40 countries. "Of the 1.1 billion people age 15 and older worldwide who accessed the Internet from a home or work location in May 2009, 734.2 million visited at least one social networking site during the month, representing a penetration of 65% of the worldwide Internet audience," comScore's press release says. The rest of the Top 10 countries in May were Brazil (6.3 hrs), Canada (5.6), Puerto Rico (5.3), Spain (5.3), Finland (4.7), UK (4.6), Germany (4.5), US (4.2), and Colombia (4.1). Russia's Top 3 social network sites were Vkontakte.ru (18.9 million people or 45% of Russia's Net users), Odnoklassniki.ru (24%), and Mail.Ru-My World (20%). Facebook (2%) and MySpace Sites (1%) were 7th and 9th place, respectively.

    Friday, July 3, 2009

    Lori Drew acquitted in cyberbullying case

    In a second ruling in the Megan Meier cyberbullying case, a federal judge yesterday threw out Lori Drew's three misdemeanor convictions of late last year, the Wired "Threat Level" blog reports. "The case against Drew hinged on the government’s novel argument that violating MySpace’s terms of service was the legal equivalent of computer hacking." US District Judge George Wu, who is expected to issue his written opinion early next week, told Wired that the prosecutors were basing their arguments on the premise that it's up to a Web site operator "to determine what is a crime.... And therefore it criminalizes what would be a breach of contract," the judge said, referring to a site's Terms of Service. What Judge Wu's ruling did not concern was testimony in the case last year which "showed that nobody involved in the hoax [against Megan Meier] actually read the terms of service." In that testimony, Ashley Grills, who was also involved in the hoax against Megan Meier and was testifying under a grant of immunity, "also said that the hoax was her idea, not Drew’s, and that it was Grills who created the Josh Evans profile, and later sent the cruel message that tipped the emotionally vulnerable 13-year-old girl into her final, tragic act." This latest ruling was about the prosecution's application of the law to cyberbullying, and a commentary from the Progress & Freedom Foundation in Washington zooms in on that, saying that one problem with the discussion of this case (leading to confused lawmaking) has been conflation of cyberbullying (which the PFF calls "kid-on-kid" online abuse), general online harassment (involving people of all ages), and adult-on-kid online harassment (as in the Meier case). Here's the Los Angeles Times's coverage of this week's news and my coverage last December.

    Thursday, July 2, 2009

    Who's in charge in virtual worlds?

    The global population of virtual worlds is growing fast, as is the business of creating and running them (venture capitalists reportedly invested more than $590 million in VWs last year). The question is, when bad stuff happens in VWs - theft, fraud, harassment, etc. - how should it be dealt with? Who's in charge, and how should "the management" set and enforce policy? "Another Perfect World" – a documentary from the Netherlands on what users and eventually humanity will learn from virtual worlds about governance, self-government, and community building – is about "grownup" spaces online, but the way these issues get worked out will certainly affect kids' online worlds as well (kids 5-9 are the fastest-growing demographic in a global VW user base expected to grow more than three-fold to 640 million by 2015 - see my coverage).

    We're only at the beginning of this question, so maybe our educational institutions worldwide will have the wisdom to enable children to be part of what society works out – not as guinea pigs but as participants, members and hopefully stakeholders in the health of their own online communities, appropriately supervised but supportive of students' own agency as community members. For example, Quest Atlantis, an educational virtual world and game involving quests (the curriculum) that was designed at Indiana University, has 7 guiding principles (called "social commitments"): social responsibility, personal agency, healthy communities, diversity affirmation, environmental awareness, creative expression, and compassionate wisdom, which frame all activity and behavior in-world. One of the issues I hope QA and other educational VWs will address is social stratification and how power is attained and wielded – which, social-media scholar danah boyd pointed out in a talk she gave this week, is happening no less on the social Web than always has happened offline.

    "Another Perfect World" gives examples of several adult virtual worlds that are engaged in fascinating governance experiments. The management of US-based Second Life takes as hands-off an approach as it can, leaving it largely to users to work out disputes, which they sometimes do with real-world detectives and lawyers. South Korea-based Lineage's management takes a similarly hands-off approach, but its users, who are largely Korean and have different cultural expectations of authority and hierarchy (than, e.g., the much more multi-national user population of Second Life) have staged an in-world revolution against the mainly feudal system in Lineage (I'm not sure if its outcomes have totally been worked out). Iceland-based Eve Online's management has undertaken a fascinating experiment, gathering a kind of parliament of players whose "power" (or influence over management) will grow only in proportion to their ability to grow its influence with fellow users in-world. These are, in some ways, advanced "civilizations" that are starting from scratch, where government is concerned.

    The questions they are all being forced to consider are: Should users largely govern themselves in these worlds, as is the current modus operandi in most? When should management step in - when property gets stolen or people get harassed? What is management like - a capricious and arbitrary bunch of "Greek gods," enforcers of corporate policy, judge and jury? Will in-world user courts or arbitration boards need to be set up, as Philip Rosedale, founder of Second Life parent Linden Lab, predicts? Already, the documentary suggests, it seems clear that a utopian society is no more possible in alternate worlds than it is in this one.

    [Readers, pls note that shortly after I posted this, the producers of "Another Perfect World" took their doc off YouTube, so it doesn't seem to be available in full online (I checked a lot of sites). I could only find their own site with a trailer. Tx to Dennis Richards for the heads-up in Twitter.]

    Wednesday, July 1, 2009

    Friends and 'friends': Advice for tweens

    I'm a long-time fan of author Annie Fox, who teaches life literacy to tweens and teens through her writing and "Hey Terra!" advice site. So it was great to see she has a new book out: Real Friends vs. the Other Kind, the second in her new "Middle School Confidential" series. The book offers "insider information on making friends, resolving disputes, and dealing with common hazards of the middle school social scene – like gossip, exclusion, and cyberbullying, its press release says. There's also expert advice on crushes, peer pressure, and being there for friends who need help." Here's Fox's site.