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DUBIT RESEARCH


Talk of the Playground: How long do kids play with toys?


Toys have more competition today than ever before, with mobiles, TV, video games and music eating into children’s leisure time. But when do they tend to lose interest in toys and why? Peter Robinson from youth research agency Dubit surveys 500 children aged between six and 12 to find out


TOY BRANDS don’t have to exist as toys alone: just look at LEGO’s foray into console games, Build-A- Bear’s move into virtual worlds and Moshi Monster’s assault on the music and magazine industry. But when is the right time to move from toy to console? If your brand is only popular with six and seven year olds, is there any point of licensing it as a video game? To answer these sorts of questions, it’s all about understanding the landscape of kids media consumption, and finding out what your audience is into. We surveyed 500 kids between six and 12 years of age (weighted equally) and asked them how many hours each week they spend playing with toys, watching TV, reading books and magazines, and playing games on consoles, mobile devices and PCs online. At first glance the


results (illustrated in the graph) look like bad news for the toy industry, as children’s weekly toy time plummets from 14.41 hours a week at the age of six to under ten hours by the time they’re nine. But – as can be witnessed by the clash of lines – at ten years old these kids expand their entertainment choices. There’s potential for toys to cross to other mediums. In comparison, there’s little competition for children’s time in their early years, with TV and toys dominating their playtime. It’s at this age that books are at their most prominent, too. Although books perform well with six year olds, it is


games devices, especially mobiles, which are the first to break through toy time, first occurring with ten year olds. When children reach the age of 11, mobile gaming is joined by books, music, and console and browser-based gaming. Between the ages of 11 and 12, mobile gaming time increases from 8.4 hours a


week to 12.5, marginally overtaking console gaming. From our experience, we see this as the age children become more independent and get access to their own phones. If you’re looking to keep children engaged with your brand when they hit double figures, gaming and TV are the best places to look to.


If the three gaming


categories are combined, the impact of gaming on other forms of entertainment is even stronger. It would eclipse every category across all ages, except for toys at six years old, where it’s neck and neck. At the age of 12, children spend a total of 33.3 hours per week


playing video games, compared to 17 hours of watching TV and 12 hours spent listening to music. However, this does also reflect dual-screening, where kids are gaming while watching TV, and probably also listening to music at the same time. Children’s time spent on entertainment increases rapidly as they grow up, leaping from 56 hours a week when they’re ten to 74 hours by the time they’re 12. It’s a great opportunity for toys to expand their horizons into new formats.


Age


Dubit is a youth research agency and digital development studio. By utilising a deep understanding of young people’s motivations and behaviours, Dubit works with brand owners to create digital experiences that children love. Phone:0113 394 7920Email: research@dubitlimited.com


www.toynews–online.biz May 23


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