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A coalition of 22 consumer and public health advocacy groups, led by Campaign for a Commercial-Free Childhood (CCFC) and Center for Digital Democracy (CDD), have today filed a complaint with the Federal Trade Commission asking them to investigate and sanction Google for how its Google Play Store markets apps to children. The complaint states that Google features apps designed for very young children in its Play Store’s “Family” section, many of which are violating federal children’s privacy law, exposing kids to inappropriate content and disregarding Google’s own policies by luring kids into making in-app purchases and watching ads.
Google Play ‘Family’ section
Google first introduced its “Designed for Families” program back in 2015, which gives developers of kid-friendly apps meeting certain guidelines additional visibility in the Play Store. This includes a placement in the Family section, where apps are organized by age appropriateness.
To qualify, “Family” apps must abide by specific content policies, Google’s Developer Distribution Agreement and the Designed for Families DDA Addendum. The apps also must meet the Designed for Families program requirements. Legal compliance with federal privacy laws, including COPPA (Children’s Online Privacy Protection Rule), are among the requirements.
COPPA is designed to protect children under the age of 13 by giving parents control over what information sites and apps can collect from their kids.

Above: Google Play store showcases children’s content in its own dedicated sections
COPPA violations
But the new FTC complaint claims that Google is not verifying COPPA compliance when it accepts these apps and, as a result, many are in continual violation of the law.
“Our research revealed a surprising number of privacy violations on Android apps for children, including sharing geolocation with third parties,” said Serge Egelman, a researcher at the University of California, Berkeley, in a statement shared by the group. “Given Google’s assertion that Designed for Families apps must be COPPA compliant, it’s disappointing these violations still abound, even after Google was alerted to the scale of the problem,” he added.
TechCrunch asked the coalition if it had some idea about how many apps were in violation of COPPA, and were told the groups don’t know an exact number.
“From our survey — and more comprehensive analyses like the PET Study — it seems fairly prevalent,” Lindsey Barrett, Staff Attorney at Georgetown’s Institute for Public Representation, told us.
“The PET Study found that 73 percent of the kids apps in the Play store transmitted sensitive data over the internet, and we saw apps sending geolocation without notice and verifiable parental consent, and sending personal information unencrypted,” Barrett said. “Further, under COPPA, children’s PII cannot be used for behavioral advertising. Yet, many of the children’s apps we looked at were sending information to ad networks which say their services should not be used with children’s apps,” she added.
Other harms
The apps also engage in other bad behaviors, like regularly showing ads that are difficult to exit or showing those that require viewing in order to continue the current game, according to the complaint. Some apps pressure kids into making in-app purchases — in one example, the game characters were crying if the kids didn’t buy the locked items, it notes. Others show ads for alcohol and gambling, despite those being barred by Google’s Ad Policy.

Above: disturbing images from TabTale apps
The coalition additionally called out some apps for containing “graphic, sexualized images” like TutoTOONS “Sweet Baby Girl Daycare 4 – Babysitting Fun,” which has more than 10 million downloads. (The game has a part where kids change a baby’s diaper, wipe their diaper area, then rub powder all over the baby’s body.) Others model harmful behavior, like TabTale’s “Crazy Eye Clinic,” which teaches children to clean their eyes with a sharp instrument, and has more than one million downloads. (The game is currently not available on Google Play and its webpage is down.)
The complaint also broadly takes issue with apps that use common SDKs like those from Unity or Flurry (disclosure: Flurry and TechCrunch share a corporate parent) to collect device identifiers from the children’s apps.
“Nearly three-quarters of the apps in the Family section transmit device identifiers to third parties,” reads the complaint. “There is no way for us to know for sure what the device identifiers are used for. Since many of the apps send device identifiers to third parties that specialize in monetizing apps and/or engaging in interest-based (behavioral) advertising, it seems unlikely that this information is being used solely to support internal operations,” it says.

Above: Strawberry Shortcake Puppy Palace was called out for aggressive monetization efforts. Strawberry tells kids to buy things to keep the puppy happy — the implication is if you don’t pay, you’re making puppies sad.
The groups say that Google has been aware of all these problems for some time, but hasn’t taken adequate steps to enforce its criteria for developers. As a result, the consumer advocacy groups are urging the FTC to investigate the Play Store’s practices.
The coalition had previously asked the FTC to investigate developers of children’s apps aimed at preschoolers who were using manipulative advertising. But today’s complaint is focused on Google.
“Google (Alphabet, Inc.) has long engaged in unethical and harmful business practices, especially when it comes to children,” explained Jeff Chester, executive director of the Center for Digital Democracy. “And the Federal Trade Commission has for too long ignored this problem, placing both children and their parents at risk over their loss of privacy, and exposing them to a powerful and manipulative marketing apparatus. As one of the world’s leading providers of content for kids online, Google continues to put the enormous profits they make from kids ahead of any concern for their welfare,” Chester said.
Apple was not similarly called out because a similar analysis has not yet been done on its app marketplace, Josh Golin, executive director at CCFC told us. In Google’s case, he explained, two major studies found widespread issues with the Play Store apps for kids. One from Berkeley researchers found widespread COPPA non-compliance; the other, by University of Michigan researchers, found children’s play experience was often completely interrupted and undermined by aggressive marketing tactics.
The complaint comes at a time where there is increased scrutiny as to how tech companies are misusing and abusing consumer data and violating privacy. Kids game have already been the subject of some concern. And this morning, an NYT investigation into Facebook revealed it had shared more of users’ personal data than disclosed with major tech companies, following a year of data scandals.
The issue of data privacy is an industry-wide problem. Tech companies’ failures on this front will likely lead to increased regulation going forward.
Not all the named developers were immediately available to comment this morning. We’ll update if comments are provided. (Update: TutoToons says they removed the inappropriate content from the app after becoming aware of the complaint. They urged parents and child advocacy groups to reach out to them directly in the future.)
Google says it’s taking the complaint seriously. It has removed thousands of apps from its Designed for Families program this year, and rejects a third of applications.
“Parents want their children to be safe online and we work hard to protect them. Apps in our Designed for Families program have to comply with strict policies on content, privacy and advertising, and we take action on any policy violations that we find,” a Google spokesperson says. “We take these issues very seriously and continue to work hard to remove any content that is inappropriately aimed at children from our platform,” they added.
The full complaint is below.
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Since its public debut in fall 2017, Google’s parental control software, dubbed Family Link, has been steadily expanding, both in terms of its capabilities and its reach. Today, it’s making the jump beyond smartphones for the first time, with newly added support for Chromebook computers. As on Android devices, parents will now be able to manage their child’s use of a Chromebook — including by setting time limits, managing the apps that can be downloaded, setting content filters and more.
As a Family Link household ourselves, I’ve found I prefer managing my child’s device from a single, dedicated app, rather than having to dig around in the iPhone’s settings — as I did when my daughter used to tote an iPod. (Parental controls moved to “Screen Time” on iOS 12, by the way, in case you’re wondering where the “Restrictions” section went.)
With Family Link, you can configure nearly every aspect of device usage, including content restrictions on apps, movies, TV and other media. Helpfully, you can enable settings across the Google ecosystem, as well. For example, you can turn on Google’s SafeSearch, enable a mature content filter in Chrome (or even limit Chrome to select websites), disable the child’s access to third-party apps on Google Assistant and more.
You also can track your child’s location, locate or ring a lost device (you’ll do this often) and monitor and manage screen time and device bedtime schedules.

Now parents can configure these sorts of settings on a Chromebook, too. (However, only select Chromebooks support Google Play apps.)
The expansion makes Chromebooks a more compelling option for families. Already, there are a number of affordable Chromebooks that will work well for the child’s first computer, but Family Link can also work on a shared device, Google says.
That is, the software can manage the child’s account when they’re logged in. Parents can also manage the child’s Google account from Family Link and remotely lock a supervised account, if need be.
The support for Family Link on Chromebooks follows the shutdown of Chrome’s parental controls earlier this year. At the time, we suspected that the features would make their way over to Family Link in the months ahead.
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Spotify has ended a test that required its family plan subscribers to verify their location, or risk losing accessing to its music streaming service. According to recent reports, the company sent out emails to its “Premium for Family” customers that asked them to confirm their locations using GPS. The idea here is that some customers may have been sharing Family Plans, even though they’re not related, as a means of paying less for Spotify by splitting the plan’s support for multiple users. And Spotify wanted to bust them.
Spiegel Online and Quartz first reported this news on Thursday.
Of course, as these reports pointed out, asking users to confirm a GPS location is a poor means of verification. Families often have members who live or work outside the home — they may live abroad, have divorced or separated parents, have kids in college, travel for work or any other number of reasons.
But technically, these sorts of situations are prohibited by Spotify’s family plan terms — the rules require all members to share a physical address. That rule hadn’t really been as strictly enforced before, so many didn’t realize they had broken it when they added members who don’t live at home.
Customers were also uncomfortable with how Spotify wanted to verify their location — instead of entering a mailing address for the main account, for instance, they were asked for their exact (GPS) location.
The emails also threatened that failure to verify the account this way could cause them to lose access to the service.
Family plans are often abused by those who use them as a loophole for paying full price. For example, a few years ago, Amazon decided to cut down on Prime members sharing their benefits, because they found these were being broadly shared outside immediate families. In its case, it limited sharing to two adults who could both authorize and use the payment cards on file, and allowed them to create other, more limited profiles for the kids.
Spotify could have done something similar. It could have asked Family Plan adult subscribers to re-enter their payment card information to confirm their account, or it could have designated select slots for child members with a different set of privileges to make sharing less appealing.
Maybe it will now reconsider how verification works, given the customer backlash.
We understand the verification emails were only a small-scale test of a new system, not something Spotify is rolling out to all users. The emails were sent out in only four of Spotify’s markets, including the U.S.
And the test only ran for a short time before Spotify shut it down.
Reached for comment, a Spotify spokesperson confirmed this, saying:
“Spotify is currently testing improvements to the user experience of Premium for Family with small user groups in select markets. We are always testing new products and experiences at Spotify, but have no further news to share regarding this particular feature test at this time.”
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YouTube Kids’ latest update is giving parents more control over what their kids watch. Following a change earlier this year that allowed parents to limit viewing options to human-reviewed channels, YouTube today is adding another feature that will give parents the ability to explicitly whitelist every channel or video they want to be available to their children through the app.
Additionally, YouTube Kids is launching an updated experience to serve the needs of a slightly older demographic: tween viewers ages 8 through 12. This mode adds new content, like popular music and gaming videos.
The company had promised in April these changes were in the works, but didn’t note when they’d be going live.

With the manual whitelisting feature, parents can visit the app’s Settings, go to their child’s profile, and toggle on an “Approved Content Only” option. They can then handpick the videos they want their kids to have access to watch through the YouTube Kids app.
Parents can opt to add any video, channel, or collection of channels they like by tapping the “+” button, or they can search for a specific creator or video through this interface.
Once this mode is enabled, kids will no longer be able to search for content on their own.
While this is a lot of manual labor on parents’ part, it does serve the needs of those with very young children who aren’t comfortable with YouTube Kids’ newer “human-reviewed channels” filtering option, as mistakes could still slip through.

A “human-reviewed” channel means that a YouTube moderator has watched several videos on the channel, to determine if the content is generally appropriate and kid-friendly, but it doesn’t mean every single video that is later added to the channel will be human-reviewed.
Instead, future uploads to the channel will only go through YouTube’s algorithmic layers of security, the company has said.
YouTube Kids expands to tweens
The other new feature now arriving will update YouTube Kids for an older audience who’s beginning to outgrow the preschool-ish look-and-feel of the app, and the way it sometimes pushes content that’s “for babies,” as my 8-year old would put it.
Instead, parents will be able to turn on the “Older” content level setting that opens up YouTube Kids to include less restricted content for kids ages 8 to 12.

According to the company, this includes music and gaming videos – which is basically something like 90% of kids’ YouTube watching at this age. (Not an official stat. Just what it feels like over here.)
The “Younger” option will continue to feature things like sing-alongs and other age-appropriate educational videos, but YouTube Kids’ “Older” mode will let kids watch different kinds of videos, like music videos, gaming video, shows, nature and wildlife videos, and more.
YouTube stresses to parents that its ability to filter content isn’t perfect – inappropriate content could still slip through. It needs parents to participate by blocking and flagging videos, as that comes up.

It’s best if kids continue to watch YouTube while in parents’ presence, of course, and without headphones, or on the big screen in the living room where you can moderate kids’ viewing yourself.
But there are times when you need to use YouTube as the babysitter or a distraction so you can get things done. The new whitelisting option could help parents feel more comfortable letting their kids loose on the app.
Meanwhile, older kids will appreciate the expanded freedom. (And you won’t be constantly begged for your own phone where “regular YouTube” is installed, as a result.)
YouTube says the parental controls are rolling today globally on Android and coming soon to iOS. The “Older” option is rolling out now in the U.S. and will expand globally in the future.
Correction: An earlier version of this post referenced the lack of a blacklisting feature. This was incorrect – blacklisting by channel or video is possible. This section was removed shortly after publishing. Apologies for the error.
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It’s not just parents who are worrying about their children’s device usage. According to a new study released by Pew Research Center this week, U.S. teens are now taking steps to limit themselves from overuse of their phone and its addictive apps, like social media. A majority, 54% of teens, said they spend too much time on their phone, and nearly that many – 52% – said they are trying to limit their phone use in various ways.
In addition, 57% say they’re trying to limit social media usage and 58% are trying to limit video games.
The fact that older children haven’t gotten a good handle on balanced smartphone usage points to a failure on both parents’ parts and the responsibilities of technology companies to address the addictive nature of our devices.
For years, instead of encouraging more moderate use of smartphones, as the tools they’re meant to be, app makers took full advantage of smartphones’ always-on nature to continually send streams of interruptive notifications that pushed users to constantly check in. Tech companies even leveraged psychological tricks to reward us each time we launched their app, with dopamine hits that keep users engaged.
Device makers loved this addiction because they financially benefited from app sales and in-app purchases, in addition to device sales. So they built ever more tools to give apps access to users’ attention, instead of lessening it.
For addicted teens, parents were of little help as they themselves were often victims of this system, too.
Today, tech companies are finally waking up to the problem. Google and Apple have now both built in screen time monitoring and control tools into their mobile operating systems, and even dopamine drug dealers like Facebook, Instagram and YouTube have begun to add screen time reminders and other “time well spent” features.
But these tools have come too late to prevent U.S. children from developing bad habits with potentially harmful side effects.

Pew says that 72% of teens are reaching for their phones as soon as they wake up; four-in-ten feel anxious without their phone; 56% report that not have their phone with them can make them feel lonely, upset or anxious; 51% feel their parents are distracted by phones during conversations (72% of parents say this is true, too, when trying to talk to teens); and 31% say phones distract them in class.
The problems are compounded by the fact that smartphones aren’t a luxury any longer – they’re in the hands of nearly all U.S. teens, 45% of whom are almost constantly online.
The only good news is that today’s teens seem to be more aware of the problem, even if their parents failed to teach balanced use of devices in their own home.
Nine-in-ten teens believe that spending too much time online is a problem, and 60% say it’s a major problem. 41% say they spend too much time on social media.

In addition, some parents are starting to take aim at the problem, as well, with 57% reporting they’ve set some screen time restrictions for their teens.
Today’s internet can be a toxic place, and not one where people should spend large amounts of time.
Social networking one the top activities taking place on smartphones, reports show.
But many of these networks were built by young men who couldn’t conceive of all the ways things could go wrong. They failed to build in robust controls from day one to prevent things like bullying, harassment, threats, misinformation, and other issues.
Instead, these protections have been added on after the fact – after the problems became severe. And, some could argue, that was too late. Social media is something that’s now associated with online abuse and disinformation, with comment thread fights and trolling, and with consequences that range from teen suicides to genocide.
If we are unable to give up our smartphones and social media for the benefits they do offer, at the very least we should be monitoring and moderating our use of them at this point.
Thankfully, as this study shows, there’s growing awareness of this among younger users, and maybe, some of them will even do something about it in the future – when they’re the bosses, the parents, and the engineers, they can craft new work/life policies, make new house rules, and write better code.
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There’s a special place in Hell for people who think it’s funny to rape a 7-year-old girl’s avatar in an online virtual world designed for children. Yes, that happened. Roblox, a hugely popular online game for kids, was hacked by an individual who subverted the game’s protection systems in order to have customized animations appear. This allowed two male avatars to gang rape a young girl’s avatar on a playground in one of the Roblox games.
The company has now issued an apology to the victim and its community, and says it has determined how the hacker was able to infiltrate its system so it can prevent future incidents.
The mother of the child, whose avatar was the victim of the in-game sexual assault, was nearby when the incident took place. She says her child showed her what was happening on the screen and she took the device away, fortunately shielding her daughter from seeing most of the activity. The mother then captured screenshots of the event in order to warn others.
She described the incident in a public Facebook post that read, in part:
At first, I couldn’t believe what I was seeing. My sweet and innocent daughter’s avatar was being VIOLENTLY GANG-RAPED ON A PLAYGROUND by two males. A female observer approached them and proceeded to jump on her body at the end of the act. Then the 3 characters ran away, leaving my daughter’s avatar laying on her face in the middle of the playground.
Words cannot describe the shock, disgust, and guilt that I am feeling right now, but I’m trying to put those feelings aside so I can get this warning out to others as soon as possible. Thankfully, I was able to take screenshots of what I was witnessing so people will realize just how horrific this experience was. *screenshots in comments for those who can stomach it* Although I was immediately able to shield my daughter from seeing the entire interaction, I am shuddering to think of what kind of damage this image could have on her psyche, as well as any other child that could potentially be exposed to this.
Roblox has since issued a statement about the attack:
Roblox’s mission is to inspire imagination and it is our responsibility to provide a safe and civil platform for play. As safety is our top priority — we have robust systems in place to protect our platform and users. This includes automated technology to track and monitor all communication between our players as well as a large team of moderators who work around the clock to review all the content uploaded into a game and investigate any inappropriate activity. We provide parental controls to empower parents to create the most appropriate experience for their child, and we provide individual users with protective tools, such as the ability to block another player.
The incident involved one bad actor that was able to subvert our protective systems and exploit one instance of a game running on a single server. We have zero tolerance for this behavior and we took immediate action to identify how this individual created the offending action and put safeguards in place to prevent it from happening again. In addition, the offender was identified and permanently banned from the platform. Our work on safety is never-ending and we are committed to ensuring that one individual does not get in the way of the millions of children who come to Roblox to play, create, and imagine.
The timing of the incident is particularly notable for the kids’ gaming platform, which has more than 60 million monthly active users and is now raising up to $150 million to grow its business. The company has been flying under the radar for years, while quietly amassing a large audience of both players and developers who build its virtual worlds. Roblox recently stated that it expects to pay out its content creators $70 million in 2018, which is double that of last year.
Roblox has a number of built-in controls to guard against bad behavior, including a content filter and a system that has moderators reviewing images, video and audio files before they’re uploaded to Roblox’s site. It also offers parental controls that let parents decide who can chat with their kids, or the ability to turn chat off. And parents can restrict kids under 13 from accessing anything but a curated list of age-appropriate games.
However, Roblox was also in the process of moving some of its older user-generated games to a newer system that’s more secure. The hacked game was one of several that could have been exploited in a similar way.
Since the incident, Roblox had its developers remove all the other potentially vulnerable games and ask their creators to move them over to the newer, more fortified system. Most have done so, and those who have not will not see their games allowed back online until that occurs. The games that are online now are not vulnerable to the exploit the hacker used.
The company responded quickly to take action, in terms of taking the game offline, banning the player and reaching out the mother — who has since agreed to help Roblox get the word out to others about the safeguards parents can use to protect kids in Roblox further.
But the incident raises questions as to whether kids should be playing these sorts of massive multiplayer games at such a young age at all.
Roblox, sadly, is not surprised that someone was interested in a hack like this.
YouTube is filled with videos of Roblox rape hacks and exploits, in fact. The company submits takedown requests to YouTube when videos like this are posted, but YouTube only takes action on a fraction of the requests. (YouTube has its own issues around content moderation.)

It’s long past time for there to be real-world ramifications for in-game assaults that can have lasting psychological consequences on victims, when those victims are children.
Roblox, for its part, is heavily involved in discussions about what can be done, but the issue is complex. COPPA laws prevent Roblox from collecting data on its users, including their personal information, because the law is meant to protect kids’ privacy. But the flip side of this is that Roblox has no way of tracking down hackers like this.
“I think that we’re not the only one pondering the challenges of this. I think every platform company out there is struggling with the same thing,” says Tami Bhaumik, head of marketing and community safety at Roblox.
“We’re members of the Family Online Safety Institute, which is over 30 companies who share best practices around digital citizenship and child safety and all of that,” she continues. “And this is a constant topic of conversation that we all have – in terms of how do we use technology, how do we use A.I. and machine learning? Do we work with the credit card companies to try to verify [users]? How do we get around not violating COPPA regulations?,” says Bhaumik.
“The problem is super complex, and I don’t think anyone involved has solved that yet,” she adds.
One solution could be forcing parents to sign up their kids and add a credit card, which would remain uncharged unless kids broke the rules.
That could dampen user growth to some extent — locking out the under-banked, those hesitant to use their credit cards online and those just generally distrustful of gaming companies and unwanted charges. It would mean kids couldn’t just download the app and play.
But Roblox has the momentum and scale now to lock things down. There’s enough demand for the game that it could create more of a barrier to entry if it chose to, in an effort to better protect users. After all, if players knew they’d be fined (or their parents would be), it would be less attractive to break the rules.
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An app that has the needs of modern-day parents in mind, Winnie, has now raised $4 million in additional seed funding in a round led by Reach Capital. Other investors in the new round include Rethink Impact, Homebrew, Ludlow Ventures, Afore Capital, and BBG Ventures, among others. With the new funds, Winnie has raised $6.5 million to date.
The San Francisco-based startup, which begun its life as a directory of kid-friendly places largely serving the needs of newer parents, has since expanded to become a larger platform for parents.
Winnie was founded by Bay Area technologists, Sara Mauskopf, who spent time at Postmates, Twitter, YouTube and Google, and Anne Halsall, also from Postmates and Google, as well as Quora and Inkling.
As new parents themselves, they built Winnie out a personal need to find the sort of information parents crave – details you can’t easily dig up in Google Maps or Yelp.

For example, you can use Winnie to find nearby kid-friendly destinations like museums or parks, as well as those that welcome children with features like changing tables in restrooms, wide aisles in stores for stroller access, areas for nursing, and other things.
“Babies are people too, and they deserve a designated clean bathroom space just like the rest of us.”
https://t.co/Ps8egQcDLL
— Winnie (@Winnie) June 5, 2018
Winnie serves as a good example of what investing in women can achieve. Somehow, the young, 20-something men that receive the lion’s share of VC funding had never thought up the idea of app that helps new parents navigate the world. (I know, shocking, right?) And yet, the kind of questions that Winnie tries to answer are those that all parents, at some point, are curious about.
The data on Winnie is crowd-sourced, with details, ratings and reviews coming from other real parents. Listings in San Francisco may be more fleshed out than elsewhere, as that’s where Winnie got its start. However, the app is now available in 10,000 cities across the U.S., and has just surpassed over a million users.

In more recent months, Winnie has been working to expand beyond being a sort of “Yelp for parents,” and now features an online community where parents can ask questions and participate in discussions.
“The crowdsourced directory of family-friendly businesses is still a huge component of what we do…and this has grown to over 2 million places across the United States,” notes Winnie co-founder and CEO Sara Mauskopf. “But we also have these real-time answers to any parenting question from this authentic, supportive community,” she says, referring to Winnie’s online discussions.

The idea is that parents will be searching the web for answers to questions about toddler sleep issues or good local preschools or breastfeeding help, and Winnie’s answers will come up in search results, similar to other Q&A sites like Quora or Yahoo Answers.
“A lot of younger millennial parents are turning to Google to find answers to these questions,” adds Winnie co-founder and CPO Anne Halsall. “So we want to have the answer to these questions at the ready, and we want to have the best page. That’s an example of something that’s yield a lot of traffic for us, just because no one else had that data before Winnie,” she says.
Related to this expansion, Winnie is also serving this data across platforms, including – obviously – the web, in addition to its native app on iOS and Android. The hope is that, with the growth, business owners will come in to claim their pages on Winnie.com, too, and update their information.
In the near-term, the founders say they’ll put the funding to use building out more personalization features.

“As a technology company, we have a unique opportunity to give you this really tailored experience that grows with your family over time – so as your children are getting older, and you’re entering new phases of development, our product’s adapting and putting relevant information in front of you,” Halsall says.
Data on businesses serving the needs of parents with older kids – like summer camps or driver’s ed classes, for example – are the kind of things Winnie will focus on as it grows to include information for more parents, instead of just those with younger children and babies.
Winnie will also use the funds to hire additional engineers to help it scale its platform.
Esteban Sosnik from Reach Capital joined Hunter Walk from Homebrew on Winnie’s board as a result of the funding.
The app is a free download for iOS and Android, and is available on the web at Winnie.com.
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Roblox, the massively multiplayer online game favored by the under 13 crowd, is following in Minecraft’s footsteps with a move into the education market. The company this morning announced a new education initiative, Roblox Education, that will offer a free curriculum to educators, along with international summer coding camps, and a free online “Creator Challenge” in partnership with Universal Brand Development, which will see kids building Roblox games inspired by Jurassic World: Fallen Kingdom.
The gaming company has been around for many years, but only recently reached a critical mass where it was ready to talk about its numbers. Today, Roblox sees over 60 million monthly active users, and its creator community building new worlds for kids to explore has doubled to 2 million this year from the year prior, it said earlier this year.
Roblox gets kids coding by hooking them on the game itself when they’re young – around elementary school age. By middle school, users are downloading Roblox Studio to build their own games and experiences. And by high school, they’ve learned to code to customize their games even further.

And the kids aren’t just building for fun – there’s money to be made, too. The top creators make two to three million a year, the company claims. The games are free, but creators monetize through the sale of virtual goods. Roblox says it paid out $30 million to its creator community last year, and is now cash-flow positive.
With Roblox Education, the aim is to get more kids coding by working with educators directly.
The new curriculum offers teachers 12 hours of step-by-step tutorials, handouts, technical setup guides, outlines, lesson guides, and more. It’s shared freely under a Creative Commons license so teachers can use or modify it as they see fit. In the future, the curriculum will be expanded to include other subjects, as well, like Physics and Design, the company says.

In addition, teaching kids how to use Roblox Studio will be the main focus of more than 500 coding camps and online programs this summer in the U.S., U.K. Hong Kong, Singapore, Canada, Spain, Brazil, and Portugal. The kids will learn how to create, publish and market their games to others.
The company will also run its 4th annual Roblox Summer Accelerator, and host 45 young developers at its HQ for the summer. The program has previously produced some of the more popular Roblox titles, like MeepCity and Lumber Tycoon.
And it will host its annual Roblox Developer Conference in San Francisco July 13-15, 2018, and in Amsterdam August 17-19, 2018. It’s doubling the number of attendees this year at both.
Finally, Roblox will host its first Creator Challenge with Universal, where kids learn tricks of game building via a Jurassic Park-themed, self-paced course.
“Roblox’s mission is to power and fuel imagination while inspiring a new generation of creators,” said Grace Francisco, VP of Developer Relations at Roblox, said in a statement about the launch. ”We are thrilled to be launching our education initiative that gives young people of all ages and backgrounds the chance to develop the crucial skills needed to be tomorrow’s entrepreneurs and creators.”
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Tencent is teaming up with Los Angeles-based education company Age of Learning to launch an English education program for kids in China. ABCmouse, Age of Learning’s flagship product, has been localized and will be available as a website and an iOS and Android app in China, with Tencent handling product development, marketing, sales and customer support.
The new partnership extends Tencent’s involvement in ed-tech, which already includes a strategic investment in VIPKID, an online video tutoring platform that connects Chinese kids with English teachers and competes with QKids and Dada ABC. ABCmouse, on the other hand, uses videos, books and online activities like games, songs and stories to help kids study English.
The Chinese version of ABCmouse includes integration with Tencent’s ubiqutioius messenger and online services platform WeChat, which now has more than one billion users, and its instant messaging service QQ, with 783 million monthly active users. This makes it easier for parents to sign up and pay for ABCmouse, because they can use their WeChat or QQ account and payment information. It also allows families to share kids’ English-learning progress on their news feeds or in chats. For example, Chen says parents can send video or audio recordings of their children practicing English to grandparents, who can then buy gift subscriptions with one click.
Though you probably haven’t heard of it unless you have young kids or work with elementary school-age children, Age of Learning has built a significant presence in online education since it was founded in 2007, thanks mainly to the popularity of ABCmouse in schools, public libraries and Head Start programs. Two years ago, Age of Learning hit unicorn status after raising $150 million at a $1 billion valuation from Iconiq Capital.

Jerry Chen, Age of Learning’s president of Greater China, says there are more than 110 million kids between the ages of three to eight in China and the online English language learning market there is “a several billion dollar market that’s growing rapidly.” He points to a recent study by Chinese research agency Yiou Intelligence that says total spending on online English learning programs for children will be 29.41 billion RMB, or about $4.67 billion, this year, and is projected to reach 79.17 billion, or $12.6 billion, by 2022.
The localization of ABCmouse will extend to the design of its eponymous cartoon rodent, who has a more stylized appearance in China. Lessons include animations featuring an English teacher and students in an international school classroom and begin with listening comprehension and speaking before moving onto phonics, reading and writing. Tencent-Age of Learning products will also include speech recognition tools to help kids hone their English pronunciation.
In an email, Jason Chen, Tencent’s general manager of online education, said that the company “reviewed several companies through an extensive research process, and it became clear that ABCmouse had the most engaging and effective online English self-learning curriculum and content for children. Age of Learning puts learning first, and that commitment to educational excellence made them a perfect fit for our online English language learning business.”
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Amazon is making it easier for parents to manage their child’s device usage from their own phone, tablet, or PC with an update to the Parent Dashboard in Amazon FreeTime. Since its launch in 2012, Amazon’s FreeTime Unlimited has been one of the better implementations of combining kid-friendly content with customizable profiles and parental controls. Today, parents can monitor and manage kids’ screen time, time limits, daily educational goals, device activity, and more while allowing children to access family-friendly content like books, videos, apps and games.
Last year, Amazon introduced a Parent Dashboard as another means of helping parents monitor screen time as well as have conversations with kids about what they’re doing on their devices. For example, if the child was reading a particular book, the dashboard might prompt parents with questions they could ask about the books’ content. The dashboard also provided a summary of the child’s daily device use, including things like what books were read, videos watched, apps or games played, and websites visited, and for how long.

According to a research study Amazon commissioned with Kelton Global Research, the company found that 97 percent of parents monitor or manage their kids’ use of tablets and smartphones, but 75 percent don’t want to hover over kids when they’re using their devices.
On Thursday, Amazon addressed this problem by allowing parents to remotely configure the parental control settings from the online Parent Dashboard in order to manage the child’s device from afar from a phone, tablet or computer.
The controls are the same as those available through the child’s device itself. Parents can set a device bedtime, daily goals and time limits, adjust their smart filter, and enable the web browser remotely. They can also remotely add new books, videos, apps and games to their child’s FreeTime profile, and lock or unlock the device for a set period of time.
The addition comes following last year’s launch of FreeTime on Android, and Google’s own entry into the parental control software space with the public launch of Family Link last fall. Apple also this year made vague promises about improving its existing parental controls in the future, in response to pressure from two Apple shareholder groups, Jana Partners LLC and the California State Teachers’ Retirement System.
With the increased activity in the parental control market, Amazon’s FreeTime may lose some of its competitive advantages. Amazon also needed to catch up to the remote control capabilities provided with Google’s Family Link.
There are those who argue that parental controls that do things like limit kids’ activity on apps and games or turn off access to the internet are enablers of lazy parenting, where devices instead of people are setting the rules. But few parents use parental controls in that fashion. Rather, they establish house rules then use software to remind children the rules exist and to enforce them.
The updated FreeTime Parent Dashboard is available via a mobile-optimized website at parents.amazon.com.
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