There’s no question that virtual reality will be enormously attractive to young people. What should we consider now, so that future franchises will win parents’ respect and kids’ love? Dubit’s David Kleeman takes a research-driven approach to chartering unknown VR territory.
New data tracking from independent UK-based market research agency Childwise has revealed that older children, particularly teenage boys, are not as enamored by open-ended building game Minecraft as they once were.
By now, to say that tablets and mobile apps are popular among young kids is superfluous, akin to saying they like sweets. Yet new research out of UK-based Dubit sheds some light on the surprising digital competencies of under-fives and how app makers can best target this demo.
The first findings from UK regulator Ofcom’s three-year qualitative study noted an increased blurring of boundaries between social media and gaming, and a continued thirst for on-demand viewing in its control group of 18 kids, ages eight to 15.
As Father’s Day approaches in the US, a new study from Netflix shows just how much nostalgia plays into fathers’ TV choices when watching animated series with their kids. It turns out 1980s smash Inspector Gadget (pictured) is tops with American dads.
According to The NPD Group’s new Interactive Gaming Toys report, 40% of parents in the US own at least one toys-to-life franchise and have spent an average of US$131 on this gaming segment in the past six months.
While television continues to rank as the most popular media for kids in Southeast Asia, a new study from Turner Asia Pacific shows that digital platforms are gaining ground quickly.
A new study from research, consulting and innovation firm PlayScience sheds light on parents’ perceptions about their kids technology and media use and finds a child’s gender plays a significant role.