Disney makes Virtual Play for kids and Tinker Bell
By Dawn C. Chmielewski And Alex Pham, Los Angeles
Times-Washington Post News Service
Published: February 04, 2008, found at gulfnews.com
Walt
Disney is no stranger to fantasy worlds, transporting audiences - whether to a
cottage in the woods with a young princess in Snow White and the Seven Dwarfs or
to the Great Barrier Reef aboard the Finding Nemo Submarine Voyage ride at
Disneyland.
Now, Disney is spinning its tales in the newest mass medium - online virtual
worlds, where children adopt cartoonish avatars and play games.
Disney and other entertainment companies are rushing to capitalise on the
latest internet phenomenon: the rise of virtual worlds for kids. Online haunts
for grown-ups, such as Second Life, grab the attention of corporate marketers.
But digital playgrounds for the juice-box set - such as Disney's Club Penguin
and Ganz's Webkinz - are drawing bigger crowds.
As many as 20 million children and teenagers will visit virtual worlds by
2011, up from 8.2 million in 2007, according to research firm EMarketer.
"You're seeing a more than doubling in projected growth, between 2007 and
2011, in the number of kids and teens visiting these worlds," said
EMarketer analyst Debra Aho Williamson. "That's why you're seeing Disney
making so many investments... All the major media companies are making virtual
worlds a big focus of their activities going forward."
Some parents and advocates worry about the commercial aspects of these sites,
which either charge a monthly subscription fee, serve up advertising or both.
Several websites, including Pirates of the Caribbean Online, offer a basic game
for free but require payment for more advanced play.
"It's sweet-tasting candy that kids are going to want to have,"
said Warren Buckleitner, editor of the Children's Technology Review. "Give
a free sample. Once you get started, it's hard to stop."
Online games that invite multiple players into virtual worlds have been
around for more than a decade. What's new is the increasingly younger audience.
Disney's Toontown Online was among the first to target tots, but since then,
Mattel's BarbieGirls.com, Nickelodeon's Nicktropolis and others have popped up,
attracting children as young as three.
Disney plans to spend $5 million to $10 million apiece to develop as many as
10 virtual worlds built around familiar Disney characters and franchises.
"We're creating virtual theme parks, but much more accessible," said
Steve Wadsworth, president of Walt Disney Internet Group. "You don't have
to get in a car or a plane."
Disney's acquisition of Club Penguin in August 2007 for as much as $700
million accelerated the online strategy. Club Penguin attracted nearly 7.9
million visitors in December, according to ComScore Media Metrix, ranking it
second in popularity among children's virtual world sites only to Webkinz.
And unlike social networks for grown-ups, such as Facebook.com, Club Penguin
has no trouble finding a business model.
For a monthly fee of $5.95, kids can waddle to their hearts delight in the
snowy world, play games and earn coins that enable them to buy clothes or
furnishings for their igloo. At the time of the acquisition, Disney said Club
Penguin had about 700,000 subscribers. That would represent about $50 million in
annual revenue.
It is just this kind of lucrative subscription-based revenue stream that is
luring investors and developers, said analyst Billy Pidgeon of technology
research firm IDC. But what they often underestimate are the costs of keeping
these virtual worlds running smoothly. World of Warcraft, for example, requires
more than 1,700 full-time customer service employees to maintain the site.
High expectations
"People just have unrealistically high expectations for these models and
don't consider the expenses of maintaining these games," Pidgeon said.
Paul Yanover, executive vice-president of Walt Disney Internet Group,
acknowledged that "virtual worlds are more elaborate than running a
traditional website."
But Disney, he said, because of five years of experience from Disney Toontown
Online, also understands "the costs of operation and maintenance" and
is assured there are "really healthy businesses in online entertainment for
kids and families."
Kids appear to have a healthy appetite to play online. Eight-year-old Madison
Magursky of Irvine, California, said she plays Club Penguin for 10 minutes every
day after school, once she's done her homework. She even asked her mother to
subscribe for her.
"I told her I wanted to be a member, because you get to buy fantastic
gifts and decorations for your house and stuff," Madison said. "And
you can do certain things... that other people who aren't a member can't."
"But she said, 'No.'"
Disney is counting on parents being more pliant than Madison's mom.
In October, it launched Pirates of the Caribbean Online, a game that lets
players live out their swashbuckling fantasies. Players take on the identity of
a pirate and interact with characters from the film, including Jack Sparrow and
Davy Jones.
Pint-size pirates are enticed to pay a $9.95 subscription fee to get access
to more weapons, better ships or special islands.
Buckleitner of Children's Technology Review extols 'Pirates' as an engaging,
mainstream game. His daughters "can't wait to get their homework done and
start playing." However, he was concerned when his 12-year-old daughter
ambushed him for his credit card to subscribe.
"Either I pay and keep my child happy or I deal with a meltdown,"
Buckleitner said. "I'm stuck in the same loop that millions of other
parents have been in."
Disney says it opted for subscriptions to defray the costs of monitoring and
providing a safe environment for kids to play online.
It chose not to permit advertising. Webkinz drew criticism from a parent
group recently for displaying ads for the Alvin and the Chipmunks film and
encouraging young users to buy chipmunk costumes and food for their virtual
pets.
For Disney, a virtual world such as 'Pirates' pays dividends beyond the
potential subscription revenue. It keeps fans of the movie franchise interacting
with the characters and primed for the next chapter in the 'Pirates' epic, be it
a film, a game or merchandise.
Drafting in the game's wake is the Disney Fairies, set in Tinker Bell's
virtual world of Disney
Fairies – Pixie Hollow. For now, players can go online to create
their own fairy. Later this year, their fairy will be able to take wing in the
virtual neighbourhood of Neverland, which builds anticipation for the
direct-to-DVD film, Tinker Bell, due out this fall. Also in development is a
virtual world inspired by Pixar's Cars, in which players create and customise
cars and follow in the tyre tracks of Lightning McQueen, who races in pursuit of
the fictional Piston Cup.
Other companies are also rushing to stake their claims online. Time Warner
has invested in the teen website Gaia Online. And Viacom, which owns Neopets,
plans to spend $100 million over the next two years developing games and online
platforms for kids ages eight to 14.
"The media companies are starting to realise that virtual worlds
represent a very easy, very controllable, very compelling and very sticky media
channel," said Stephen Prentice, analyst for technology research firm
Gartner.
The challenge, of course, is getting players to renew their subscriptions.
Prentice said virtual worlds such as Second Life have a high initial rate of
downloads but suffer sharp declines, either because of a steep learning curve,
loss of interest or boredom. As many as 12 million people registered as
residents - but fewer than 900,000 logged on in the last month. Even Philip
Rosedale, the chief executive of Linden Lab, which developed Second Life, has
acknowledged a churn rate as high as 90 per cent.
The high cost of replacing customers is not deterring deep-pocketed new
entrants, however.
Sony, one of the earliest companies in the virtual worlds market and
publisher of the classic online game EverQuest, is developing a game for
teenagers and their families called Free Realms. Instead of quests that can take
hours to complete, Free Realms offers quick activities and mini-games - raising
a pet, tending a garden, playing a quick soccer game.
"Instead of kill creature, repeat, we wanted to give kids a virtual
amusement park," said John Smedley, president of Sony Online Entertainment,
which is developing the game.
Games that are free are often supported by advertising, raising other
concerns among parent advocates. "None of the environments we looked at
gave you something for nothing," said Beau Brendler, director of Consumer
Reports WebWatch, which is set to release a survey of 10 virtual world and game
sites for children. "They either want information for marketing purposes or
money to subscribe."
Although the Child Online Protection Act prevents sites from collecting
information from children under 13 years old without their parents' consent,
sites can collect aggregated data on where its visitors roam and what they click
on to determine what ads to display. With Disney, the idea is to impress its
brands and products on young consumers, Brendler said.
"Disney tends to see its products as marketing channels for its other
products," he said. "Parents just need to be aware that Disney is a
very smart marketer."