Feb 9, 2010
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Keeping Real Tabs on Virtual Teens

OCTOBER 26, 2007

If parents paid for the PC, they set the rules.

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Over two-thirds of parents (68%) have rules about the kinds of Websites their teenaged children can visit, as well as rules about what kinds of information their children can share with people they talk to online, according to the Pew Internet and American Life Project.

Nearly seven in 10 parents of online teens said they regulated how much time their children spent on the Internet. eMarketer senior analyst Debra Aho Williamson said that some of this time online involves visits to virtual worlds.

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"As they mature into their teen years, [children] add social networking to their online activities," Ms. Williamson said. "But they will also seek out the real-time social interactions offered by virtual worlds."

Ways that US Parents Regulate the Media Usage of Their Teens, October-November 2006 (% of respondents)

Nearly two-thirds of parents check to see where their children are going on the Internet.

Pew found that parental monitoring and regulation of teen Internet usage extended into these social online activities. Almost three-quarters of parents could correctly identify whether or not their online teen had ever created his or her own social networking profile.

For marketers, parental consent is not just an abstract concern. When appealing to teens, getting permission and targeting appropriately is not just sensible, but is sometimes legally required.

“It’s something we are extremely conscientious about,” said Glenn Ginsburg, senior vice president of ad sales at Stardoll, in an interview with eMarketer. “It’s about tying in ad serving to age groups; it’s clearly labeling what is advertising and what is not. It’s also working within industry standards linking off of the site.”

Parks Associates has predicted that virtual world advertising in the United States will increase tenfold to $150 million by 2012 from the 2006 level.

US Virtual World Advertising Spending, 2006 & 2012 (millions)

That spending could be cut, however, if parents deny permission for teens to visit virtual worlds. And parental approval is not a given, since some aspects of virtual worlds are still discomfiting for parents.

Signing on for an account at BarbieGirls.com, for example, requires that registrants select only a user name, password, age range (the choices are 5 or under, 6-7, 8-9, 10-12, 13-15 and 16+) and a password hint. Registrants must provide a parent’s e-mail address, which is used to send an automated permission request. Once the parent approves, a child can access the site.

However, there is no verification that the e-mail address truly belongs to a parent (the e-mail simply asks the recipient to affirm “that you are the parent of the child”). Nor is there any proof of age required (eMarketer was able to register both as someone 16 and older and ages 6 to 7).

Learn what else could hold back virtual world marketing. Please read eMarketer's Kids and Teens: Virtual Worlds Open New Universe report.

 

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