MARKETING IDENTITY
DIGITAL GAMES AS AN INTEGRAL PART OF THE ONLINE PRESENTATION OF TV CHANNELS FOR CHILDREN AND ADOLESCENTS
Norbert Vrabec – Marija Hekelj
Abstract The report deals with the speci ics of digital games that are part of the online presentation of TV channels for children’s and adolescent audience. The aim of the study is to ind out the current offer of games and to categorize the acquired data from the point of view of thematic focus of games, their age suitability, language version, and the interconnection of digital games to TV shows and ilms that are offered by the particular TV channel. The method used in this study is a quantitative research focused on the digital games available on domestic and foreign TV channels which are available at Slovak operators of retransmission in cable distributive networks. The purpose of the report is also to present selected analytical data dealing with the conversion rate of web sites of these TV channels.
Key words: Digital games. Kids‘TV channels. Programmes for children and adolescents. Thematic focus of games.
Introduction
„Several sociological researches show that the generation born after 2000 can be described as a generation DYP, i.e. digital young people or digital children.”1 Play is a main activity of children enabling them to learn and get to know the world around them. Through play a child learns about social relationships and principles of behaviour. Playing digital games is rapidly becoming a part of an everyday life. They are not just games in a classical meaning of the word but are also a medium of promoting different kinds of information and a place for self-expression of generations of consumers and developers – they constitute of worlds that can at irst sight appear to lack a clear connection to what we perceive as real. In the true sense of the word, they are worlds as all the others, they do not exist independently of the society which has created and continues creating them due to its progress. The worlds rise and fall but the common denominator – a human being, remains. Computer games teach us about different situations that we would never experience, are ictional and interesting mainly to age categories of children and adolescents.2 The main purpose of computer games is entertainment for the players as well as earnings for the developers. According to Žbirková, by a game we understand a physical or mental activity with main objective of relaxation and fun for an individual. People encounter games in every age and developmental period while their content, form and role are constantly changing. The person conducting this activity is a player.3
1 LUKÁČ, M.: Museum Visitors in the Whirlpool of Social and Demographic Changes. In Selected Problems of Demographic Trends. Beroun : Nakladatelství Eva Rozkotová Publishing, 2016. p. 118-141. 2 NEMEC, M.: Players, Digital Games and Culture. [online]. [2017-12-10]. Available at:
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1 Digital games as a part of the environment
Digital technologies and Internet have provided people with a space that they gradually started to shape – to be able to survive in it, they have brought their personal habits and experience, partially also their culture and started to create their own cultures. They are „realised on social sites.“4 Virtual worlds and digital games have thereby become a part of this growing environment. An American game designer Chris Crawford in his study The Art of Computer Game Design de ines four categories of characteristic features of all digital games: • Representation – games create a notion of a real-life situation but, in reality, are not parts of it. Games represent various levels of abstraction of a real model, therefore their representation is subjective. • Interaction – according to Crawford, it is the key aspect of digital games. The player must be able to in luence the world of the game and receive meaningful responses to feel as connected to the game and its story as possible. • Con lict – every game has its objective which the player tries to achieve by overcoming various kinds of obstacles. The con lict can either be direct or indirect, violent or non-violent, but is always a part of every game. • Safety – it assumes that the con lict in a game does not have the same consequences as a con lict in real world (death in a game does not mean real death). Crawford considers digital games to be a safe way of experiencing real situations. This is practically often used in training of activities that could have fatal and tragic consequences if not being handled adequately, e.g. training of a take-off or landing of a plane.
„Commercial games can serve as effective tools for learning, greatly reducing the cost of introducing educational gaming into a classroom environment. However, care needs to be taken in doing so—the potential of commercial games varies greatly according to the outcome desired, and naïve game-playing will not yield good results.“5
2 Interconnection of television and digital games
“Cyberspace determinates contemporary education in two ways: by new understanding of information and by its new organising.“6 A game itself (not only a digital game) is essentially a leisure-time activity and entertainment, similarly to other free-time activities, like for example watching television or ilms and listening to the music. Digital games are being designed with a purpose of an effective spending of free time, relaxation and fun. Players play them voluntarily; they are consciously deciding to participate on a playing activity. Digital games often become an interest of a particular group of people and are a part of their free-time activity based on consuming of
4 IMROVIČ, M.: Participation at the Municipal Level and Social Networks. In Slovak Journal of Public Policy and Public Administration – Slovenská revue pre verejnú politiku a verejnú správu, 2016, Vol. 3, No. 2, p. 120. 5 PUENTEDURA, R.: I Taught It, Bought It at the Game Store: Repurposing Commercial Games for Education. In 2007 NMC Summer Conference Proceedings. Indianapolis : Indiana University, 2007, p. 33. 6 GÁLIK, S.: In luence of Cyberspace on Changes in Contemporary Education. In Communication Today, 2017, Vol. 8, No. 1, p. 37.
427 MARKETING IDENTITY commercial products created by the entertainment industry. “Educational games are argued to, for example, enhance learning, engage learners and provide such learning methods that correspond better with students’ requirements and habits.“7 Digital games are among the means of spending free time, consuming products of the entertainment industry and fun.8 “There are clearly many elements that games share with other representational or signifying systems. On one level, this is a well-known symptom of the ‘convergence’ that increasingly characterises contemporary media: games draw upon books and movies, and vice-versa, to the point where the identity of the ‘original’ text is often obscure.“9
Nowadays, the activities of watching television and playing digital games are often being combined. “There are emerging the completely new genre types – the online content and multi-platform genres. They re lect extraordinary abilities of the technical and technological realities and possibilities of the internet environment.”10 Specialized TV channels aimed at children and adults offer digital games that are connected to the content and are available on the channel in a form of an online version. Television market of children’s television networks is growing faster with a rapid growth of designated digital platforms. A recipient today is not reliant on passive reception of a limited amount of television channels. We are living at the age when TV stations are required to adapt to the demand of a spectator and he increasingly becomes an active participant of television content consumption. It is this factor that provides children with a greater possibility to choose what they want to watch. While, in the Western Europe, children’s television channels of a local leading network have a tendency to exceed the domestic ones, the most watched channels are those established in the USA. These are TV networks like Disney, Nickelodeon and Cartoon Network.11
In Slovakia, popularity of foreign television production is increasing due to its availability through retransmission. Retransmission means: “reception and a simultaneous transmission of complete and unaltered original programme services or other audio, video or audio-video information from broadcasters, designed to be received by the public, carried out through telecommunication networks or devices, or through other technological system designed for reception and simultaneous transmission of programme services.“12 In a child’s concept of a story (from age two to seventeen), two types of response to storytelling exist. These can be found in early childhood and are being developed through subsequent cognitive phases. This combination evokes a position of a double player – a child watches a cartoon in the television on a Saturday
7 KIILI, K., KETAMO, H.: Exploring the Learning Mechanism in Educational Games. In Journal of Computing and Information Technology, 2007, Vol. 15, No. 4, p. 319. 8 FINE, G. A.: Shared Fantasy: Role-playing Games as Social Worlds. Chicago : University of Chicago, 1983, p. 25. 9 BUCKINGHAM, D., BURN, A.: Game Literacy in Theory and Practice. In Journal of Educational Multimedia and Hypermedia, 2007, Vol. 16, No. 1, p. 3. 10 PRAVDOVÁ, H.: The Convergence of Traditional and Internet Media – Challenges and Pitfalls. In Marketing Identity: Brandswe love I. Conference Proceedings. Trnava : FMK UCM in Trnava, 2016, p. 347. 11 CASSI, A., KARSENTY, J.: Eurodata TV Worldwide: International Kids’ TTrends. [online]. [2017- 04-12]. Available at:
428 #EDUCATIONandGAMES morning and subsequently has an opportunity to play videogames with the same topic.13
3 Specialized children’s television channels available in Slovakia
These specialized children’s television channels are currently available in Slovakia: • Rik TV started broadcasting on 1st of January 2015. It is a channel from the group of television JOJ, intended for a spectator of the age group from 4 to 12 years. This television broadcasts foreign content dubbed into Slovak 24 hours a day. Its programme is structured into ive blocks. The project of a children’s television Rik TV comes from a concept of a German company Your Family Entertainment AG. The German version also offers programmes for children (often of an educational character). Its guarantee of no violence in the programmes promises the parents that children are spending their time meaningfully. Its parent company Your Family Entertainment has approximately 3 500 half-hour programmes in its library.14 • Déčko ČT :D is a children’s television channel of the Czech Television for children from 4 to 12 years of age. The programme structure of the network is multi-genre and safe for children. The network broadcasts from 06:00 until 20:00 and offers live-action and animated ilms and fairy tales of an entertaining and educational character. It also offers various shows, competitions, daily news and other programmes designed for a child and adolescent spectator. • Disney Channel is a world leading brand of television broadcasting for children. In Slovakia it started broadcasting on 19th of November 2009. Disney Channel Slovakia targets two different age categories: 2 to 5 years old children and children aged from 6 to 14 and their families.15 • Duck TV is a television transmitting cartoons, animated ilms and mini series that bring entertainment for the youngest television viewers. It is a holder of a certi icate kidSAFE. This means that the television has been independently checked, certi ied and added to the list of kidSAFE products as safe and therefore approved.16 • Baby TV is a TV channel for toddlers, children of a pre-school age and their parents. It is distributed worldwide through FOX Network Group. It has been launched in 2003. It is broadcasting in 18 languages in over 100 countries. Baby TV is trying to offer high-quality educational programmes and inspiring television formats developing cognitive and emotional elements of child’s personality. • Megamax is a children’s television network aimed at children, mainly boys of an age of 8 to 12. It is shared through AMC Networks International Central Europe registered in Prague. Its programme consists of adventure, action, fantasy and
13 KINDER, M.: Playing with Power in Movies, Television, and Video Games. Chapel Hill : University of Carolina Press, 1991, p. 7. 14 Hospodárske noviny – Rik TV prichádza, aký program ponúkne nová televízia. [online]. [2017-04- 22]. Available at: