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While Alice Cahn cites evidence that traditional TV viewing is alive and well, her panelists line up to describe a TV industry under siege by digital competitors, and in the throes of major change. In the course of this session, which focuses on how television engages a young(er) audience, a generational divide springs up that highlights the dramatic shift in cultural and consumer expectations as we move from traditional broadcast to digital media. WGBH has long produced television shows for children, says Brigid Sullivan but is less known as “an interactive media pioneer for 25 years.” What began as ‘talk back’ opportunities for young Zoom viewers has now grown into a full-bore exploration of interactive audience engagement, especially involving education. Technology “allows us to reach and interact with kids wherever they are,” says Sullivan. Clips from kids programs show up on interactive games formatted for PCs, Wiis, whiteboards and handheld devices. WGBH is producing multimedia resources for teachers as well. The goal is to “exploit opportunities of rapidly changing technology while continuing to deliver content and educational experience of enduring value.” Another stalwart in children’s TV production, Sesame Workshop, is also attempting to exploit digital media, but finds the financial equation “challenging,” according to Terry Fitzpatrick. The Workshop recognizes that much of its demographic — preschoolers’ parents -- is going online to find TV content. Yet it is not a simple matter “to monetize and deliver” its programs across the new platforms, says Fitzpatrick. The Workshop envisions delivering content designed for a typical toddler’s day: from morning TV viewing to preschool educational activities; mobile devices for the car, and interactive online games and books at home. Through a combination of subscriptions, license fees, micro transactions, e-commerce and philanthropy, the Workshop hopes to find a successful business model for its program...
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Video Length: 0
Date Found: October 13, 2010
Date Produced: October 13, 2010
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MIT World |
July 07, 2011
In three presentations that look back to digital-age milestones, and glimpse ahead to what may come next, speakers share some previously undisclosed stories, great enthusiasms, and a few concerns. Nicholas Negroponte tells a few “dirty secrets” about the start of the MIT Media Lab, including ...
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MIT World |
June 29, 2011
Winners of the A.M.Turing Award, the Nobel Prize of computing, describe their singular contributions to the field, and their works’ impact. They also find time to discuss the current and future state of computer science. Moderator Stephen Ward starts with 1990 prize winner Fernando Corbato, who ...
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MIT World |
June 13, 2011
Drew Davidson likes to play with blocks in his sandbox, as he demonstrates in a show-and-tell to interactive media colleagues. In this case, the playground is an online game called Minecraft, a two-year-young internet sensation with millions of followers, developed single-handedly by a ...
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MIT World |
June 06, 2011
Amy Bruckman finds the accomplishments of such online collaborations as Wikipedia, Apache and Firefox “nothing less than astounding,” and is both eagerly seeking and hoping to foster the next creative group Internet sensation. In her lab’s empirical studies, Bruckman has dissected different ...
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MIT World |
June 06, 2011
The ultimate questions for this Sandbox 2011 panel, posed by moderator Alan Gershenfeld, are “Where is technology not working? When is technology not the answer?” That’s a bold agenda for a panel of children’s media creators and a roomful of other producers in the industry, from Sesame ...
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