MultiMediator -- Canada's Multimedia Guide   Canada's Multimedia Guide
Updated January 7, 2003 
What's New The Essentials Company Directory Publications BitStream Newsletter
Betaville Classifieds Store
 
 
   home
   what's new
   site map
   about us
   contact us
 
   jobs
   recruiting
   consulting
 
   advertising
   credits
   awards
   testimonials
   privacy policy
   legal info


Take control of your InBox! Click to end SPAM!
Why not advertise on MultiMediator?


Subscribe now!
BitStream Newsletter

Take control of your InBox! Click to end SPAM!

Publications

Multimedia's Relevance to Children's Television Producers

Today's kids have "multimedia" minds.

by Bill Sweetman, November 1995


A seminar entitled "Interactive Media for Children" was held at The Alliance for Children and Television's annual Awards of Excellence and Festival, held in Toronto October 27th and 28th. The following is an expanded version of Bill Sweetman'spresentation.

Should producers of children's television care about multimedia? The answer is most definitely "Yes!". Today's children are the multimedia generation. Interactive multimedia mirrors the non-linear way that kids think. They want to be the ones in control. They want to work at their own pace. They want to explore. It's not that today's kids have shorter attention spans; they have "multimedia" minds.

Here are some statistics to consider:

In a recent survey, it was revealed that 3 out of 10 Canadian households have personal computers. On average, kids in those households watched an hour less of television per week. Their most popular activity on the computer? Playing games.

Kids are also going on-line, logging on to America Online, CompuServe, Prodigy, and the Internet. 16% of US children, ages 8 to 12, use on-line services at home and 47% of US children, age 12 to 15, think that it is "in" to use on-line services.

It's time to take multimedia seriously. It's time to exploit the opportunities.

Any discussion of multimedia business opportunities for children's television producers must focus on content, and the most valuable type of content is content that is unique to you, content that builds upon its own identity, and content to which you have the rights. (If you really want to make money in this new medium, consider becoming a lawyer!) It may be cliched, but it's also true: content is king.

No one knows exactly what form the so-called "information highway" will ultimately take, nor when this will happen. The only thing certain is that the companies that will survive this media revolution will be the ones that imagine, develop, and own the radically new types of content that will be delivered via the new technology. There is little profit to be made in the "distribution" of this content.

In fact, distribution is due for a major upheaval as new interactivetechnologies, such as the Internet, allow content providers to bypass traditional layers of "distributors" and deliver their content directly to their customers.

Your first step should be to explore new business opportunities that can be built from your existing content, and then create new content for traditional (linear) and interactive media.

Let's talk specifics.

It may not be popular with teachers and parents, but the video game industry is gigantic. Sales will top 10 billion US dollars this year, 1 billion dollars more than all the revenue from Hollywood movies put together. You don't have to be a rocket scientist to figure out that kids are crazy about video games. Approximately 70% of US homes with teenagers have a video game system, and Canada is not far behind. Why? Because video games are interactive and interactivity is the key to making successful entertainment for today's kids.

Video games are becoming more and more sophisticated, integrating high quality graphics and animation with feature-film quality production values. Take a look at some of the recent titles for state-of-the-art game systems like the Sega Saturn or the Sony PlayStation and you'll quickly see that video games have come a long way since PacMan.

Regardless of the technology involved, the most successful video game titles combine entertainment with interactivity. The same is even true for "educational" software; if it's not entertaining and interactive, it doesn't sell and it doesn't educate. Whether it's a video game or a television show, kids still want to see distinctly drawn characters in compelling, original scenarios. That's where children's television producers come in; they are experts at entertaining and educating kids, and those skills will always be in demand.

The video game industry is highly competitive. Production requires specialized craftspeople, high-tech equipment, and average budgets of $500,000 and higher. Because of this, there's more of a hit-driven Hollywood mentality when it comes to choosing content. The most "bankable" content is thought to come from film and television, where (the thinking goes) it has already proven itself in the commercial marketplace. If only it were this easy. While the video game version of Jurassic Park for the Sega Genesis system has proven quite successful, the version for the 3D0 system was a flop. More recently, the trend has been to use film and television talent (writers, directors, and producers) to create video game content, rather than to adapt existing film and television content.

There are a number of opportunities for television producers in the video game industry. The primary one is licensing successful branded content to video game developers. This content could be a show, a character, or an environment. This licensing would best be done on a project-by-project basis, and only for content that has proven itself successful in the North American market; unfortunately, there is no such thing as a Canadian multimedia market.

This type of licensing could also apply to future content that you develop and/or produce. Keep in mind, however, that the idea is not to take existing video footage and try to make it interactive. The market has shown, time and time again, that it is seldom possible to create something compelling from so-called "re-purposed" material, especially if it's intended for a younger audience. The trick is to capture the spirit, the attitude, the look and feel of the original property, yet all the while focus on making an entertaining and interactive product that features unique characters and a compelling experience.

Another avenue for children's television producers to explore is the Internet.

The Internet is not some passing fad. It is an entirely new medium -- the fastest growing medium of all time -- and its popularity and capabilities will continue to rapidly develop over the next few years. In just two years, the Internet has gone from a text-only medium to one that features video, audio, and animation.

No, television is not going to be replaced by the Internet, but the youth audience for television will continue to diminish. The reason? The Internet will be fully interactive long before television will be, and kids gravitate towards whatever medium allows them to interact.

One of the most successful uses of the Internet by a children's television producer is by Halifax's Andrew Cochran Associates. Their Theodore Tugboat Web site based on the television series (http://www.cochran.com/theodore/) is one of the most popular destinations for kids on the Internet. Tens of thousands of kids around the world are fans of the Theodore Tugboat character even though they have never seen the television show. This is just one of many examples of how a "small player" used the Internet to beat out the likes of Disney, Nickelodeon, and YTV to become a significant player in this new medium.

Finally, I would be remiss if I didn't mention interactive television, although I've always thought the term was an oxymoron. Interactive television is not just around the corner as some would have you believe. The hardware people are still battling one another to see who will provide the "boxes" that will allow consumers to interact with their television. There are a number of large interactive television trials under way (including a significant one just north of Toronto) but it has yet to be proven just what exactly the market for interactive television is and who will pay for its implementation.

For interactive television to be accepted on a wide basis, the technology needs to be "transparent" to the user. In other words, it'll need to work as easily as the phone service. Most people have trouble figuring out how to get their VCR displays to stop flashing "12:00"; how are they going to cope with something that could be infinitely more complicated? More importantly, why would they want to?

Whatever direction the fabled "Info Highway" ends up taking, content -- movies, television, video games, and music -- will be what drives it. The focus of children's television producers should be on further developing their own unique and compelling content, brand identity, and understanding of interactivity for the day when the highway is finished.

Bill Sweetman is MultiMediator's Founder.

(An abridged version of this article originally appeared in Playback.)


 







 designed by
pomegranate

Take control of your InBox! Click to end SPAM!
Home | The Essentials | Company Directory | Publications
Betaville Classifieds | BitStream Newsletter | Store

Your questions and comments about MultiMediator are welcome.
E-mail the webmaster@multimediator.com


Copyright ©1995-2005 MultiMediator. All rights reserved.
 "MultiMediator" and "Canada's Multimedia Guide" are trademarks of MultiMediator.
Read our exciting Copyright and Trademark Notice!