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Kid App-titudes: Trends in Digital Play
Dr. J. Alison Bryant Co-CEO & Chief Play Officer
PlayScience
We are an innovation and development company
that partners with brands to create & launch
new consumer experiences in play, learning & entertainment.
LabNotes™ Publishing
Design & Development
Sandbox™ Events
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PlayLab™ & Research
About us
2016 PlayScience-CGA Report
• What the report covers: • Top apps for 6-14s • Key & preferred app features • Educational factors/features • Decision making & purchase • International trends/differentiators
• Methodology: • Online survey with kids (and their parents):
• France: 1126 • Germany: 822 • U.K.: 883 • U.S. (Last Year): 1355
• Fielded January 2016 (U.S. survey fielded June 2015) • Focus on “playful” apps across category and store
What a girl (and boy) wants..
• Excitement * • Accomplishment • Competition *
• Familiar characters • Humor * • Simplicity • Creativity/Self-Expression
* Especially strong for German kids
Age influences
• Familiar characters • Excitement • Humor
6-8s 9-11s 12-14s
• Accomplishment • Excitement • Imagination
• Accomplishment • Challenge • Socialization
Education & engagement are key for parent choice
US 21%
US 11%
US 17%
US 12%
US 8%
The Bottom 5 (all under 10%)
J. Alison Bryant, PhD Co-CEO & Chief Play Officer [email protected]
Please email me for a
copy of the full report! www.SandboxSummit.org
LET’S PLAY