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J. Alison Bryant, Ph.D.
We bring together
       the heart of the creator,
     the mind of the researcher,
   and the soul of the consumer,
to bring about groundbreaking play
    and entertainment products
        for kids and families.
The Golden Rules

                   1.  Ma ke my li fe ea sier.

                   2. Ma ke my kids h appy.
What provides “value?”


                Learning/     Together
                Creativity"     Time"

                                         Replay/"
        Intuitive"
                                         Reuse"


                                          Brands/
 Communication"
                                         Characters"


 Multi-child                                   Safe/"
   Use"                                       Ad-Free"
Gaming has value!


                                                                45%	
  	
                                      84%	
  of	
  parents	
  would	
  
 70%	
  of	
  parents	
  think	
  
                                                        of	
  parents	
  play	
                                  be	
  interested	
  in	
  
that	
  playing	
  with	
  their	
  
                                                       computer/video	
                                                    playing	
  
    kids	
  on	
  mobile	
  
                                                       games	
  with	
  their	
                                   asynchronous,	
  
  devices	
  helps	
  their	
  
                                                       kids	
  every	
  week	
  	
                              coopera9ve	
  games	
  
      development	
                                         (é	
  from	
  36%	
  in	
  2007)	
  	
               with	
  their	
  kids	
  	
  




                   Sources:	
  PlayScience	
  “Mobile	
  Playgrounds”	
  (2011)	
  &	
  “Ruckus	
  Reader”	
  survey	
  (2012);	
  ESA	
  “Essen9al	
  Facts”	
  (2011)	
  
Kids want to spend time with family and friends


Spend time with your friends in person                                  30%         17%       47%

 Spend time with your family in person                             20%         19%            39%

                                   Play video games               18%         16%              34%


                                    Watch television             15%          22%              37%


             Play a game on your computer                       8% 13%                         21%


     Spend time with your friends online 6%                        10%                         16%


          Read or look through magazines 2%                         4%                         6%


                                                                First     Second          Top 2 Choices


Source:	
  Nickelodeon	
  &	
  StarCom	
  Project	
  2008	
  
Together Time & Time Alone
Parents and kids want both things to do together AND things to do alone. In either
case, the technology has to work for them.




   If itʼs coplay, give us something
          to actually do together!"
                                                  If itʼs for my child, make sure
                                                         they can do it alone."
Families with kids overindex on every type of media
 They also tend to be earlier on the adoption curve, especially for technologies that can
 be used by multiple family members or are seen as educational.

About ¾ of U.S. families have at least one “smart” mobile device in their home
(and most have more). Of those that have at least one, here is the breakdown: "
Tech & entertainment purchases are impacted by siblings




                                      Products generally have a
                                      longer use life for older
                                      siblings than younger
                                      ones; and households with
                                      siblings generally “age up”
                                      their media use quicker.


                                      Products that can be used
                                      for multiple kids (in age-
                                      appropriate ways) have
                                      considerable value for
                                      multi-child households.
Digital Dads


This generation of Dads
                                                   Dads play a more active
more involved in family
                                                    role in technology and
media, especially when
                                                       media purchase
   it comes to newer
                                                   decisions for the family.
      technologies.




                                                       Dads are also more
Today’s Dads are highly
                                                    likely to spend more on
   engaged in social
                                                       technology-related
 media, and Millennial
                                                       items. They spend
 Dads even have more
                                                      $0.45 more for iPhone
  friends online than
                                                   apps and $0.75 more for
    Millennial Moms.
                                                     iPad apps than Moms.


                          And they like to be spoken to as Dads.
The family (gaming) dollar



                                        The	
  fastest	
  gaming	
                                                          Families	
  spend	
  5x	
  
                                        growth	
  segment	
  is	
                                                           more	
  on	
  physical	
  
                                           preschoolers	
                                                                   games	
  than	
  apps	
  
                                          (é	
  17%	
  since	
  2009)	
  

                                                                             Kids	
  comprise	
  44%	
  
91%	
  of	
  U.S.	
  kids	
                                                    of	
  new	
  physical	
  
2-­‐17	
  are	
  gaming	
                                                      so^ware	
  dollar	
  
(é	
  from	
  82%	
  in	
  2009)	
  
                                                                                       sales	
  




                                  The	
  families	
  &	
  tech	
  space	
  is	
  a	
  
                                      $2.1	
  TRILLION	
  market	
  
                                                                                   Sources:	
  NPD	
  “Kids	
  &	
  Gaming”	
  (2011),	
  500	
  Startups,	
  2012	
  
The economies of access


 It’s getting bigger…                   …and smaller
  •  The price of large-screen   •  2/3 of all phones
     TVs continues to drop          purchased now are smart
     dramatically                   phones

  •  80% of TVs shipped by       •  Tablet ownership expected
     2015 will be connected         to increase by 200%
     (currently about 1/3)          across the U.S. and
                                    Western Europe over the
                                    next two years
Grandparents’ role is increasing in importance
    This is for both the day-to-day functioning
    of the family unit, but also with regard to
                                                                                                                   3 in every 10
    kids’ entertainment.
                                                                                                                    adults is a
                                                                            The median ages                        grandparent."
                                                                              for becoming a
                                                                           grandparent are 50
          3-Generation Households                                            (W) and 54 (M)."
                                                                                                               Grandparents
                               (MMs)"                                                                            control the
                                                                                                              majority of finacial
                        1.4"                                                                                   assets today."
         75-84"                                9.1"                         The grandparent
                                                                           population is larger
         65-74"                                                    16.1"     than either the                     Grandparent
                                                  10.7"                     African American
GP Age
                                                                                                              spending on their
                                                                 15"           or Hispanic"                     grandkids has
         55-64"                                          12.6"                 Population."                   grown 7.6% every
                                                                                                               year since 2000."
         45-54"                        6.7"
                                        7.3"                                 Grandparents
                               2020"     2010"                               make 45% of                         Grandparents
                                                                               nonprofit                         account for 42%
                                                                              donations"                         of all spending
                                                                                                                     on gifts."
         Source: MetLife Mature American Report (2011)
                                                                               Source: Grandparents.com (2009). The Grandparent Economy.
What grandparents want from technology




                            •  Co-play experiences
                            •  Special/unique experiences
                            •  More consistent communication
                            •  Tangible gifts (even for digital items)
                            •  Information/Marketing that speaks to
                               them (as grandparents)
                            •  Educational experiences
Grandparents are fast adopters of new platforms
They are not the first adopters, but they catch up quickly.
Remember…
             Play is
            not only
            for kids!
The FUNdamentals of Family Game Design


   Accessible	
                                      User-­‐friendly	
  
    Pladorm	
                                         Interface	
  
                                                      (If	
  you	
  have	
  to	
  
      (2	
  to	
  92)	
                            explain	
  it,	
  it’s	
  wrong)	
  

                              Conscious	
  
                             inclusion	
  of	
  
                                family	
  
                             experience	
  	
  
   Think	
  about	
                                 Remember	
  that	
  
  family	
  as	
  both	
                           social	
  gaming	
  for	
  
   nuclear	
  and	
                                kids	
  means	
  family	
  
    extended	
                                             gaming	
  
The future of family gaming is…
Remember that for families…
Thank You!

                                            NOTE: The ridiculously
                                            adorable “gamified”
                                            photos of the sisters in
                                            this deck are from Jason
                                            Lee: jwlphotography.com




          Let’s	
  Play!	
  
                       	
  
       J.	
  Alison	
  Bryant	
  
alison@playsciencelab.com	
  
 www.playsciencelab.com	
  
                       	
  
   Sign	
  up	
  for	
  LabNotes	
  @	
  
playsciencelab.com/labnotes/	
  

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PlayScience - Families and Gaming - Casual Connect Seattle 2012

  • 2. We bring together the heart of the creator, the mind of the researcher, and the soul of the consumer, to bring about groundbreaking play and entertainment products for kids and families.
  • 3.
  • 4. The Golden Rules 1.  Ma ke my li fe ea sier. 2. Ma ke my kids h appy.
  • 5. What provides “value?” Learning/ Together Creativity" Time" Replay/" Intuitive" Reuse" Brands/ Communication" Characters" Multi-child Safe/" Use" Ad-Free"
  • 6.
  • 7. Gaming has value! 45%     84%  of  parents  would   70%  of  parents  think   of  parents  play   be  interested  in   that  playing  with  their   computer/video   playing   kids  on  mobile   games  with  their   asynchronous,   devices  helps  their   kids  every  week     coopera9ve  games   development   (é  from  36%  in  2007)     with  their  kids     Sources:  PlayScience  “Mobile  Playgrounds”  (2011)  &  “Ruckus  Reader”  survey  (2012);  ESA  “Essen9al  Facts”  (2011)  
  • 8. Kids want to spend time with family and friends Spend time with your friends in person 30% 17% 47% Spend time with your family in person 20% 19% 39% Play video games 18% 16% 34% Watch television 15% 22% 37% Play a game on your computer 8% 13% 21% Spend time with your friends online 6% 10% 16% Read or look through magazines 2% 4% 6% First Second Top 2 Choices Source:  Nickelodeon  &  StarCom  Project  2008  
  • 9. Together Time & Time Alone Parents and kids want both things to do together AND things to do alone. In either case, the technology has to work for them. If itʼs coplay, give us something to actually do together!" If itʼs for my child, make sure they can do it alone."
  • 10.
  • 11. Families with kids overindex on every type of media They also tend to be earlier on the adoption curve, especially for technologies that can be used by multiple family members or are seen as educational. About ¾ of U.S. families have at least one “smart” mobile device in their home (and most have more). Of those that have at least one, here is the breakdown: "
  • 12. Tech & entertainment purchases are impacted by siblings Products generally have a longer use life for older siblings than younger ones; and households with siblings generally “age up” their media use quicker. Products that can be used for multiple kids (in age- appropriate ways) have considerable value for multi-child households.
  • 13. Digital Dads This generation of Dads Dads play a more active more involved in family role in technology and media, especially when media purchase it comes to newer decisions for the family. technologies. Dads are also more Today’s Dads are highly likely to spend more on engaged in social technology-related media, and Millennial items. They spend Dads even have more $0.45 more for iPhone friends online than apps and $0.75 more for Millennial Moms. iPad apps than Moms. And they like to be spoken to as Dads.
  • 14.
  • 15. The family (gaming) dollar The  fastest  gaming   Families  spend  5x   growth  segment  is   more  on  physical   preschoolers   games  than  apps   (é  17%  since  2009)   Kids  comprise  44%   91%  of  U.S.  kids   of  new  physical   2-­‐17  are  gaming   so^ware  dollar   (é  from  82%  in  2009)   sales   The  families  &  tech  space  is  a   $2.1  TRILLION  market   Sources:  NPD  “Kids  &  Gaming”  (2011),  500  Startups,  2012  
  • 16. The economies of access It’s getting bigger… …and smaller •  The price of large-screen •  2/3 of all phones TVs continues to drop purchased now are smart dramatically phones •  80% of TVs shipped by •  Tablet ownership expected 2015 will be connected to increase by 200% (currently about 1/3) across the U.S. and Western Europe over the next two years
  • 17.
  • 18. Grandparents’ role is increasing in importance This is for both the day-to-day functioning of the family unit, but also with regard to 3 in every 10 kids’ entertainment. adults is a The median ages grandparent." for becoming a grandparent are 50 3-Generation Households (W) and 54 (M)." Grandparents (MMs)" control the majority of finacial 1.4" assets today." 75-84" 9.1" The grandparent population is larger 65-74" 16.1" than either the Grandparent 10.7" African American GP Age spending on their 15" or Hispanic" grandkids has 55-64" 12.6" Population." grown 7.6% every year since 2000." 45-54" 6.7" 7.3" Grandparents 2020" 2010" make 45% of Grandparents nonprofit account for 42% donations" of all spending on gifts." Source: MetLife Mature American Report (2011) Source: Grandparents.com (2009). The Grandparent Economy.
  • 19. What grandparents want from technology •  Co-play experiences •  Special/unique experiences •  More consistent communication •  Tangible gifts (even for digital items) •  Information/Marketing that speaks to them (as grandparents) •  Educational experiences
  • 20. Grandparents are fast adopters of new platforms They are not the first adopters, but they catch up quickly.
  • 21. Remember… Play is not only for kids!
  • 22.
  • 23. The FUNdamentals of Family Game Design Accessible   User-­‐friendly   Pladorm   Interface   (If  you  have  to   (2  to  92)   explain  it,  it’s  wrong)   Conscious   inclusion  of   family   experience     Think  about   Remember  that   family  as  both   social  gaming  for   nuclear  and   kids  means  family   extended   gaming  
  • 24. The future of family gaming is…
  • 25. Remember that for families…
  • 26. Thank You! NOTE: The ridiculously adorable “gamified” photos of the sisters in this deck are from Jason Lee: jwlphotography.com Let’s  Play!     J.  Alison  Bryant   alison@playsciencelab.com   www.playsciencelab.com     Sign  up  for  LabNotes  @   playsciencelab.com/labnotes/