Digital Kids Conference 2016 Highlights 

Paul Berberian | CEO, Sphero

Sphero was founded with the goal to put a robot into every home.  As a leader in Connected Play, Sphero is changing the way the industry thinks about toys. Sphero robots push kids to connect, play, learn and explore all through the help of a smart device.

Kevin Morrow |VP & GM Samsung Electronics and Nancy MacIntyre | CEO & Co-Founder Fingerprint

nancy-_macintyre-200x200kevin_morrow-200x200Samsung and Fingerprint have partnered together to create a powerful new platform for mobile developers of children’s learning games and books. Launched last year, the Samsung Kids’ business model is uniquely set up to succeed for developers, and has been designed to deliver best-in-class options for parents that provide fun experiences for their kids. Both speakers will detail key aspects of the Samsung Kids platform, why it is important for developers, insights from the service, and a glimpse of what to expect coming soon.

Marketing To Moms And Her Digital Family


dkm_slider4The unveiling of the first-of-its-kind look at the decisions, behaviors and engagement of mom and her digitally native kids. New research from BSM Media & Digital Kids™ Media exploring key drivers that motivate mothers to say “yes” to buying certain brands. The research will uncover the types of apps, games and connected digital content and products that appeal most to children in 2016 (and beyond).

Building Brands to Engage Today’s Digital Kids


dkm_slider3Moderated by toy-trend researcher and early childhood development expert Dr. Amanda Gummer, this panel features members of WIT (Women in Toys, Entertainment & Licensing) who hail from leading digital brands including LeapFrog, HER Interactive (Nancy Drew Games), Shopkins, and Angry Birds. The panelists will share their experiences on how to successfully cross from digital to toy (or vice versa), how to stretch a brand to grow with the child, how digital products influence the product development process of physical products, and ultimately, how to succeed in an environment where the boundaries between physical and digital toys are disintegrating.

Building Digital Experiences that Families Can Value


Children are drawn so powerfully to their phones and tablets that many parents develop adversarial relationships with screen time. Many parents feel they have to fight for their children’s attention. Determining what makes sense for different children and families is a challenge all of us with kids face. In this session, we ask what qualities experts look for when recommending apps to parents, and how developers can build these qualities into products and brands that become trusted leaders in the field. We’ll discuss the importance of safety and community as a child grows into a digital citizen, learning to navigate the space between their on- and off-line worlds. Safety is key

Imagination Play: How Digital Led Us Back To A Golden Age For Toys


For centuries, toys were the pinnacle of interactive imagination play – then came the joystick. As game mechanics became more sophisticated and accessible to kids through digital, so did the ability to quickly imagine and create. This session looks at how the ease of digital and the advent of exciting new technologies is now returning to the physical toy world, retrofitting our greatest toys with amazing new capabilities that have kids creating in ways they’d never imagined.

Companies


[x]cube
Accenture Ltd.
American Greetings
Apple
Armchair/One Hundred Robots
B&H Kids
b8ta
Bandai
BBC
Beanstalk
Believe Limited
Bespoke Media
Bose Corporation
BOSEbuild
Boys’ Life/Scouting Works
BrainPOP
BSM Media, Inc.
C+R Research
Cartamundi Services
Catroon Network
Center for Digital Democracy
Charlie & Co
Children’s Museum of Houston
Child’s Play Communications
Christian Broadacsting Network
ChuChu TV Studios
Corus Entertainment
Crayola LLC
Creata
Curious Media
De Agostini editore
Designit
Disney Interactive
Disney Worldwide Publishing
Dr. Oree
Dreammachine Kids
Dubit

d’Vinci Interactive
Dynepic
Educational Learning Games
Elements of Art GmbH
Family Video Network
Fat Red Couch, Inc.
Federal Hill Communications
Feld Entertainment
Filament Games LLC
Findaway
Fingerprint Digital, Inc.
Fluent Research
Four Story Creative
Fox & Sheep
From
Fuel Youth
Fundamentally Children
Giants Are Small
Girl Scouts of the USA
Gnius Club
Google Play Families
Google, Inc.
Group Publishing
HER Interactive and Hi kids
Her Interactive, Inc
Hispanic Information and Telecommunications Network
Houghton Mifflin Harcourt
Human Menu Ltd
Hypothesis Group
Initiative
Inquiry Games
Insensi
Intel
Ipsos Connect
Kidloom
KidMix, LLC
Kidnetico

Kidoz ltd.
KidzVuz
Kizi
LAMSA
LeapFrog
Legacy Interactive
LEGO Systems, Inc.
Liberty Science Center
Lightuptoys.com
Mad Science Group Inc.
Majesco Entertainment
Marvel Entertainment
Maxx Marketing Inc.
MDR/WeAreTeachers
MGA Entertainment
MHE
Michael Cohen Group
Mighty Kingdom
Mili Pictures
Moff Inc.
Mundo Lanugo
NASA
National Geographic Kids
NC Consultancy
Nevafilm
NFL Players, Inc
Nickelodeon
Nickelodeon/VIMN
Nielsen Entertainment
Nintendo of America Inc.
Old Dominion University
OMD
Parragon Books
PBS
PBS KIDS
pi lab
PlayKids

PlayWell LLC
Ravensburger Digital GmbH
REDspace Inc
Ripley Entertainment, Inc.
Robot Circus
Rocking Horse Group
Saban Brands
Samsung Asia
Samsung Electronics
Schell Games
School of Communication, American University
Scouting Works/Boys’ Life/Scouting
Seoul Baptist church
Sesame Workshop
Smart Toys and Games
Smarte Carte Inc
Spin Master
Star Stable Entertainment
Superbook
Systran Software Inc
TestingMom.com
The Marketing Store
Tiggly
Two Moos
Ubisoft Toronto
UGroupMedia Inc.
Vaco@Google
Verizon
VONK
VTech Electronics, NA
Warner Bros.
Welspun Global Brands Ltd.
Welspun USA Inc
Wonder Workshop
WordWorld
Y Factory Inc.