A Podcast: Apps, Ads and Kids

(Note: I wrote this for our local newspaper, hoping they might run it as a column around the holidays, but I never heard back from them. Oh well. I still have other publishing spaces, right? — Kevin)

My seven year old is looking at my classroom book order form from Scholastic.
“Ohhh, dad, can you get the Angry Birds book? Pleasssssse?”
I noticed that there is indeed an Angry Birds Poster Book. It says I can decorate my classroom with Angry Birds.
“No. Definitely not.”
“Why not?”
This podcast and column is why not, but I explained it in a different way to him before we both sat down to read a book together.

Listen to the Podcast


Is it just me or am I the only one getting more and more tired with those Angry Birds?

This frustration began simmering this summer when the fun little game app moved off of our mobile devices and into Hollywood (Angry Birds Rio, anyone?), then into plush toys ($18 for a stuffed animal, are you kidding me?). Now, I notice, the video game has morphed into a no-tech board game that came out just in time for the holidays and there’s even a webcomic that tells the backstory of … something.

Forget the birds. Rovio Entertainment has itself a real cash cow.

What worries me most is that gaming apps like Angry Birds are fast becoming prominent places for blatant advertising and options to buy with in-app purchases popping up everywhere, coupled with tie-ins for all sorts of other products.

It’s not just those birds, either.

The whole resurgence of the blue-skinned Smurfs this past year has spawned not only a movie but also a series of online game sites, networking spaces for children like Smurf Village, and mobile device apps that are completely loaded with ways for kids to buy, buy, buy …. with their parents’ credit card accounts, of course.  You may have missed the lawsuits that finally led to some changes with how in-app purchases take place after bills of hundreds of dollars started showing up, but I didn’t.

As an educator who fervently believes in the possibilities of technology to transform the ways we write and interact with the world, this commercialization of technology is incredibly frustrating, particularly when you consider the audience.

I can’t say I am surprised by the corporate world’s push to make new games a touchstone of commercialism.  If nothing else, they know the compulsive tendency of their young audience. Every innovation that eventually attracts a mass of consumers (radio, television, the Internet, etc.) is also bound to attract companies seeking ways to leverage that audience for profit.

But can we please collectively agree to leave the kids alone? Target me all you want. I can take it. I can turn it off. I can buy your product and regret it later.

Our youngest citizens, however, are bombarded enough with the commercialism of our culture. They don’t need their world of play tainted with advertising, too.

Recent news items that have alarmed me included some schools now offering up the doors of lockers (Minnesota), the sides of school buses (Utah), and even the front pages of their report cards (Colorado) for businesses willing to pay up to hawk their goods to an unsuspecting audience. These schools do it because they are strapped for cash. I understand that. I just can’t stomach the idea of the captive audience.

I recently came across some push-back recently that gave me some hope.

It’s a petition for folks and organizations and families who want to send a clear message to gaming companies and the vast entertainment complex to consider the audience for their products, and to please tread lightly on their childhood.

As far as I can tell, the petition has no advertising. I take that as a good sign. And there is not a bird or Smurf in sight. Even better.

Peace (in the ad-free play),

Leave a Reply

Your email address will not be published. Required fields are marked *