Tap Tap Tales is a company devoted to educational apps for children. They started in 2015 with the app Maya the Bee and have since been publishing around 5 apps per year. They currently have 12 published apps.
Tap Tap Tales’ background includes extensive experience developing, publishing, and distributing applications and video games. The team aspires to keep releasing educational games with high quality contents that will contribute greatly to the developmental process of children.
I honestly can't remember the last time where I didn't learn something new at work.. - Peter RobinsonClick To Tweet
Entertainment for kids is a rich and complex market. At Casual Connect Europe, a session titled Anticipating 2017 Trends…and What to Do About Them, Dubit Global Head of Research Peter Robinson illustrated the when, where and why of entertainment for kids. During this session, Peter described how to turn forecasts into strategy in development and marketing for modern day kids.
Analysts try to predict where technology, platforms and content are likely to go in the coming year. With new findings from Dubit Trends’ international survey of 2 to 15-year-olds, learn how you too can take advantage of the fact that “Gaming is a main thing kids use the tablets for” and “1/4 of kids media time is on games.” To learn more about kids entertainment consumption and how to understand what is coming next, be sure to watch the video of Peter’s session from Casual Connect Europe.
Focusing on problem solving and collaboration skills helps nurture interest in STEM and game…Click To Tweet
Marketing a game developed for children comes with its challenges. Dealing with COPPA regulations in addition to the always-changing digital marketing landscape, can make it difficult to execute an effective user acquisition campaign. In his Casual Connect USA session, WildWorks’ Mitch Smiley explained how to embrace the challenge and run an ROI-positive campaign, with success stories and learning opportunities from the leading web-based kids game in the US, Animal Jam.
“Go play with friends” is now applicable to and executable with gamer kids too, through co-located social games – games you play together in the same physical space. Super League Gaming’s Andy Babb shared their story at Casual Connect USA of joining this side of video games industry, as well as discussed the future and recent successes of social play in the panel with Sleeping Beast Games, Mattel, GameCake and Jago Studios: from mobile games to mobile-physical hybrids, from tabletop games to interactive toys and ‘toys-to-life’, AI and family robots in the home to large-scale location-based shared VR play spaces.
We were nominated for “Best Kids and Family Game” so… there is our target audience! - Pablo NavajasClick To Tweet
“We are based in Argentina, the land of “Yerba Mate”, “Dulce de Leche”, “Asado” and the most beautiful women in the world! Our team consists of five crazy yet talented guys, each one with their pros and cons… Mostly cons. :P” – says Pablo Martin Navajas, the co-founder of 3OGS, as he shares the story of their VR creation The Biumbis, that has traded the common realistic VR games look for a cute and cartoonish one.
While 2015 was a big year for toys-to-life, Disney has announced that they are ending their Disney Infinity line of products. This says something about Disney’s place in the market and toys-to-life as a whole.
In order to work for BUBL, 'They have to be slightly mad about what they do.' - Oleg StavitskyClick To Tweet
The team behind BUBL, an acclaimed series of abstract digital art apps for kids (numerous App Store Editor’s Choice awards and Best of App Store mentions) is now working on a new game for all ages, with Apple TV as a target platform. In Oleg Stavitsky’s talk from Casual Connect Europe, BUBL CEO discussed a path the Supersonic team took in game development. This team consists of two game industry veterans, a contemporary artist, a classical-trained composer and a DJ. Join Oleg as he describes how they made abstract digital art for kids to creating a party game filled with laughter, explosions and BUBL trademark visual extravaganza. Oleg stressed, “Anything you do, the game reacts, you cannot lose.”
Lipa is based on the idea that children and families can benefit from the technology in their lives. Creating learning apps for preschoolers, they want kids to gain skills they can use in the real world while enjoying fun adventures alongside their parents. As a product manager at Lipa, Zdenek Klůc’s job is to help transform sparks of ideas into something meaningful, and pave the way through every stage of development. Sometimes the way is smooth. Sometimes it’s a roller-coaster. And sometimes, the best ideas come from unexpected places.
'A free-to-play game needs to be endless… Players need to be able to play it constantly.'–Elad DroryClick To Tweet
How do you design for the challenges of a free-to-play game? Starting off with a solid, scalable foundation is essential, as illustrated by Elad Drory in his Casual Connect Tel Aviv lecture. “Don’t do things that are gimmicky or things that will get old after one or two times,” Elad said. “Things that rely on humor or surprise — not really going to work for a free-to-play game.” For more tips on what does work in the F2P market, see Elad’s entire session below.
Developers of mobile games and apps for kids are in a bind.
They want to harness the awesome potential of mobile computing to revolutionize children’s media, but they also want to eat. According to EEDAR, the average age of mobile gamers in North America dropped by an astonishing 20% between 2013-2014, attributable to a huge influx of young players with smartphones and tablet devices. Kids under 12 represent a huge and growing audience for game developers, yet the top grossing games in the Kids category of Apple’s App Store rarely qualify among the top 200 grossing titles in their Games category.
Much has been written about the “right” way to make money from free-to-play apps for kids. While most of the money in the App Store is made through in-app purchases (IAP), some mobile developers and commentators contend that IAP monetization in children’s apps is inherently unethical and should be avoided altogether. While monetizing through premium apps, subscription, or advertising is in many ways more straightforward, with fewer ethical pitfalls, I believe there are ways to ethically and sustainably offer in-app purchases in kids’ games if the implementation is guided by the following five principles: