1. A new mobile application from Kimberly-Clark’s Pull-Ups Training Pants leverages mobile games featuring Disney characters and augmented reality to help moms and children stay motivated throughout the potty training process
     
  2. Club Penguin remains the largest virtual world for children, with 175m accounts created since it launched. It now has users in 190 countries.
     
  3. A Magazine Is an iPad That Does Not Work.m4v (by UserExperiencesWorks

     
  4. Stickery just launched its “Mermaid Waters: Adventures of Hana & Cory” game — which teaches kids basic math — and is trying to change the model of children’s gaming by increasing parental involvement in their kids’ mobile experience
     
  5. NPD Group says that 21 cents out of every dollar kids spend on entertainment goes to “digital format content.” That’s up from 2009, when 85 cents went to physical goods and 15 cents went to digital stuff.
    Note that when NPD says “kids,” NPD really does mean kids. It’s talking about children ages two to 14, and it says 50 percent of kids have bought some digital media by the age of seven.
     
  6. Nearly 80% of children between the ages of 0 and 5 who use the Internet in the United States, do so on at least a weekly basis…

    Parents in one study indicated that more than 60% of children under age three watch video online. That percentage decreases as children get older (the report suggests this is because school-age children have less time at home), but even 8- to 18-year-old children reported in another study that they consume about 20% of their video content online, on cellphones, or on other portable devices like iPods.

     
  7. The Laugh & Learn Baby iCan Play Case is a fun and colorful way to let toddlers enjoy their apps while also protecting the iPhone or iPod Touch from “dribbles and drool.
     
  8. The Digital Diaries study from Internet security firm AVG said that 58 percent of children aged two to five know how to play a “basic computer game” compared with 52 percent who know how to ride a bike. Sixty-three percent can turn a computer on and off, and 69 percent can use a mouse. By contrast, only 20 percent can “swim unaided,” 11 percent can tie their shoelaces without help, and 20 percent know how to make an emergency phone call.
    The study polled of 2,200 online mothers of children between two and five years old in the U.S., Canada, the EU5 (U.K., France, Italy, Germany, Spain), Japan, Australia, and New Zealand
     
  9. Club Penguin comes out top with 14.5% of the sample of EU 7-10 year olds having played it. Second place goes to Barbie Girls with 13% with Habbo in third
     
  10. Though girls still have more cellphones than boys — 21.8 percent of girls have them, compared with 18.3 percent of boys — that gap is about half as large as it was in 2005
     
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  12. More than seven in 10 children said their most common use of the Internet was for gaming (based on survey by Disney of 3020 8-14 year olds in UK, FR, DE, SP, IT, Poland)
     
  13. The average age at which kids make their first digital acquisition is 7 years old… 43% of digital downloaders were 6 years old or younger when they acquired their first digital content.
     
  14. Studies performed by Dr. Rosen at Cal State show that 16- to 18-year-olds perform seven tasks, on average, in their free time — like texting on the phone, sending instant messages and checking Facebook while sitting in front of the television. People in their early 20s can handle only six, Dr. Rosen found, and those in their 30s perform about five and a half.
     
  15. My friend’s 3-year-old, for example, has become so accustomed to her father’s multitouch iPhone screen that she approaches laptops by swiping her fingers across the screen, expecting a reaction.