Teens

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Instagram will require users to provide their birthday

Instagram will begin prodding users to share their birthday with the service, if they haven’t already done so. The company today announced it will now start popping up a notification that asks you to add your birthday to “personalize your experience.” But the prompt can only be dismissed a handful of times before becoming a requirement. The move is a part of Instagram’s larger goal to create new safety features aimed at younger users, the company explains. This includes the teen privacy protections introduced earlier this year, as well as Instagram’s longer-term plan to launch a version of its service aimed at users under the age of 13.

This March, Instagram rolled out new features that made it more difficult for adults to contact teens through its app. Then in July, the company announced a larger series of changes to the default settings for new users under the age of 16. It will now default these users’ accounts to “private” and limit their accounts from being suggested elsewhere in the app. It also now restricts adults whose accounts are flagged as “potentially suspicious” from being able to reach out to other minors or interact with their posts.

Starting this week, Instagram says users who have not yet shared their birthday will begin to see pop-up notifications when they open the Instagram app.

These notifications will appear a handful of times, but at some point, users will no longer be able to dismiss the message by tapping “Not Now.” Instead, everyone will ultimately be required to share their birthday to continue to use Instagram.

The company will also now request you to share your birthday information when you come across a post with a warning screen. These screens, which hide content that’s flagged as sensitive or graphic, are not new. But Instagram has never before asked for a user’s birthday before displaying the hidden content.

Image Credits: Instagram

The birthday entry form itself is not complex. You simply scroll to choose the month, day and year of your birthday.

Of course, kids are commonly known to lie on these entry forms in order to bypass restrictions when signing up for apps. On this front, Instagram has developed AI technology to help it identify accounts were kids may have lied. For instance, it may be able to infer someone’s birthday based on comments left on “Happy Birthday” posts, where the user’s age may be referenced. The company also hints at further plans in this area, noting how it will later require users to verify their age when Facebook’s technology determines a mismatch between the age the user submitted and what appears to be their real age, based on other signals.

That technology is still in the “early stages,” says Instagram, but will involve a menu of options that will allow someone to verify their age.

The need to have users’ birthdays on hand isn’t only meant to power the recently launched teen protection features. Instagram is also working to bring its app to younger users — a decision that’s been met with a hostile response from legislators and consumer advocacy groups alike. In addition, age remains an important data point for ad targeting. Even as Instagram pulled back on the ability for marketers to target teens using interest data or their activity on other apps, it will continue to allow ad targeting based on age, gender and location across age groups.

The company is now one of several to have rolled out added protections for younger teen users, ahead of regulations that would force them to do so. Over the course of this year, TikTok, YouTube and Google have also announced changes to how younger teens can use their services and how they can be targeted by ads, in anticipation of a regulatory crackdown. While each has crafted its own set of teen safety features independently, the changes have largely addressed making the default settings for new teenage users more restrictive.

Instagram says the new birthday pop-up notifications will begin to appear this week on the mobile app and will continue to roll out over the weeks ahead to reach more users.

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Makers of ‘kid’s first virtual world’ Animal Jam targets Gen Z teens with Fer.al debut

Before kids graduate to the expansive virtual worlds in games like Roblox, Minecraft and Fortnite, they often get their start in online social gaming with a game like Animal Jam. Here, kids learn to personalize their avatar, explore a world, chat with other players and trade items in a safe environment with parental controls. Today, the company behind this popular title, WildWorks, is launching a new game, Fer.al, which builds on Animal Jam’s legacy while catering to a slightly older crowd of Gen Z teens.

“When we started talking about Fer.al, it was the idea of where do kids go when they age out of Animal Jam?,” explains Clark Stacey, co-founder and CEO of WildWorks. “Because there isn’t a transitional space between a completely walled garden like Animal Jam and … Instagram and the adult social networks and games that don’t have those same protections,” he continues.

“We knew we wanted to provide a place for these older kids to go where the walls are a little bit lower,” Stacey adds.

The new game is meant to cater to older kids — meaning young teens ages 13 to around 18 — who are now choosing their own games, have their own email address and don’t need parental permission to play. The guardrails on chat also won’t be as high on Fer.al as on Animal Jam and will focus more on preventing bullying and abuse than blocking words. Players will also be able to connect their online social accounts to their game accounts in the future.

Image Credits: WildWorks

With Fer.al, WildWorks is introducing another animal-centered title, but this time it’s moving into the fantasy realm. Players choose between bipedal humanoid creatures based on folklore and myth including a Kitsune, Senri, Dragon, Jackelope, Werewolf, Kirin or a Shinigami, with more to come in time.

The characters’ style was inspired by Animal Jam fan art, Stacey says, where kids would create animal avatars that were sort of a mix between manga, Animal Jam’s style, and other, older animation styles.

Like its predecessor, Fer.al players will also be able to personalize their character and change their appearance, design their personal space (this time, a “sanctuary” instead of a “den,”) discover a world where they can interact with other players, collect items and trade, and venture on quests. But the storyline has also evolved to reflect teens’ interests, including their growing understanding of social media and the desire to grow an online fan base.

The larger narrative involves a reality show where two warring queens, Aradia and Delilah — each with their own Instagram account, naturally — are angling for control. The company isn’t offering a lot of details as to how this narrative plays out in the long term, but it will involve weekly and monthly contests as the game ramps up, in addition to the everyday missions and quests that are undertaken to gain ingredients to create new clothes or a new “glamour” (a rendering effect that goes around your character.)

Image Credits: WildWorks

Much like Animal Jam — or even other virtual worlds like some Roblox games — players are meant to engage in cooperative gameplay to advance. There will be tasks you can’t complete on your own, meaning you’ll need to interact and chat. You will also be able to join factions, initially driven by the two queens, as the game advances.

Another notable aspect to Fer.al is that it’s largely designed to cater to girl gamers.

“It’s certainly not intended to be to the exclusion of boys who are in this age range,” explains Stacey. “But we recognize the fact that, among the most engaged Animal Jam players, it’s about 80% girls. We’ve leaned into that pretty heavily in Animal Jam — we’re trying to feature a lot of female scientists and working with them on causes that promote girls in STEM. So we know a lot of the built-in audience is coming from that,” he says.

“And I think the need that we recognized is that it’s not hard for adolescent boys to find online communities that jive with them. It’s pretty hard for girls to find the same thing. So, as we’re creating this community — everything from the rules to the visuals — we are very conscious of that. And the people that we’re going to and asking for what works for you and what doesn’t, is primarily girls,” he adds.

Image Credits: WildWorks

Building off the Animal Jam fan base has been an advantage for getting Fer.al off the ground. Today, Animal Jam has anywhere between 2.5 million to 4 million monthly active users out of a total of 135 million registered accounts. The gulf between the registered and active figures is indicative of how many kids have grown out of Animal Jam since its October 2010 launch. But Stacey admits the title has seen some decline since its peak usage, as well.

Still, there’s a lot of interest in what WildWorks does next, it seems.

Within a week of launching the Fer.al website, the game had 75,000 kids sign up to become beta testers. The testers were brought into the beta slowly, starting in April 2020, and initially on desktop only. Now, the beta version of the game sees daily actives in the low 10,000’s pre-launch. On the Apple App Store and Google Play, over 100,000 people have registered for the pre-release, as well.

Like Animal Jam, Fer.al will offer a freemium experience. But while Animal Jam generated nearly 80% of revenues through subscriptions, Fer.al will use a season pass model of monetization. Users buy the season — priced around $10 to $20 — via an in-app purchase, which will unlock unique items and experiences specific to that season. It expects to launch around seven seasons per year.

Image Credits: WildWorks

The company didn’t offer seasons until later in the beta test, but Stacey says the conversion rate was at “the high end of our expectations so far on desktop.” If the mobile conversion rates remain as high as desktop, it will be in the range to start investing in user acquisition, he says. The company may also consider ads at a later date as well as merchandise, if all goes well.

Salt Lake City-headquartered WildWorks (formerly Smart Bomb Interactive) is majority owned by Signal Peak Ventures, which has invested $20+ million into the company over the years. The company shifted in 2008 to focus on its own IP, resulting in the launch of Animal Jam and other titles.

Over the past few years, WildWorks’ revenue — largely from Animal Jam and another game, Tag with Ryan — has ranged between $20+ million to below $30 million. If Fer.al is able to successfully capture the Animal Jam graduates who are looking to move up to “older kid” gameplay, it could grow that revenue base by a sizable amount.

Fer.al is launching publicly today in all countries and will be available initially in English. It can be played on PC, Mac, iOS and Android.


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Mobile banking app Current raises $20M Series B, tops half a million users

Mobile banking app Current, which began as a teen debit card controlled by parents, expanded to offer personal checking accounts earlier this year. Now the company says it has grown to host more than 500,000 accounts on its service and has closed on $20 million in Series B funding to further its growth.

The round included new investors Wellington Management Company, Galaxy Digital EOS VC Fund and CMFG Ventures — the venture capital arm of the CUNA Mutual Group, a mutual insurance company serving credit unions and their 120 million members. Returning investors included QED Investors, Expa and Elizabeth Street Ventures.

phone in context appThe first version of Current, which debuted in 2017, was focused on giving parents a more modern way to dole out allowances and reward their kids for chores. But over time, the product became more like a real bank account for teens, culminating with the addition of routing and account numbers late last year. This allowed working teens to direct their paycheck to Current, as they could with a traditional bank.

This year, Current launched personal checking using the same core technology powering its teen banking product. The product includes features like faster direct deposits, gas hold crediting and merchant blocking without charging overdraft fees, hidden fees or requiring minimum balances.

While the teen checking account users have an average age of 15, the average age for the new personal checking account users is 27.

Although personal checking was only launched in late January, it already accounts for about half of Current’s accounts. It also benefits from conversions from Current’s teen users who turn 18 and want to graduate to their own banking app. (Around 98% of teens on Current move to the personal checking app when they come of age, the company noted.)

This puts Current in a more competitive market, where a number of banking apps are now targeting a younger, more mobile generation that has begun to favor modern, feature-rich apps over brick-and-mortar banks. Among its rivals are apps like Step, Cleo, N26, Chime, Simple, Stash and others.

Like many in this space, Current isn’t actually a bank — its banking services are provided by Choice Financial Group and Metropolitan Commercial Bank, which allows it to offer FDIC insurance up to $250,000. Instead, many of the banking apps focus instead on the feature set and user experience they can offer.

Both of Current’s products include a Visa co-branded debit card tied to the Current account. Along with the funding, Current and Visa are also announcing an expanded joint marketing partnership, which will help Current reach new customers.

“We believe everyone should have access to affordable financial services that improve the chances for a better life,” said Stuart Sopp, Current founder and CEO. “We have made this a reality through rebuilding financial infrastructure with the Current Core. It allows us to build more products that offer new ways to interact with money. Our rapid growth to half a million accounts serves as a testament to the ways our products and cost savings are bringing better financial outcomes and we anticipate bringing those benefits to over 1,000,000 customers by mid-2020.”

The company is planning to launch more features starting next year, including a cash-back system with brands and merchants in Q1, and further down the road, it’s considering things like a credit product and maybe Bitcoin investing. But this will require further education and careful attention to do well.

“It’s expensive to be poor — it really is,” he says. “If you don’t have much money, you’re paying 30% or 35% for your credit, whereas if you’re rich you’re paying 5%. So it’s like the world is inverted for you and it holds you down,” Sopp says. “So if we were to do [credit], we are going to do it right.”

In the near-term, the focus is on offering better budgeting tools and more ways for users to save money. This, Sopp argues, is what Current’s young users need most.

To date, Current has raised $45 million in funding.

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Wattpad’s latest deal will turn its stories into TV shows and movies in Korea

Wattpad’s ambitions to grow beyond a storytelling community for young adults took another leap forward today with the announcement of a new partnership that will help expand its reach in Asia. The company has teamed up with Huayi Brothers in Korea, which will now be Wattpad’s exclusive entertainment partner in the region. The two companies will co-produce content sourced from Wattpad’s community as it’s adapted for film, TV and other digital media projects in the country.

Development deals like this are not new to Wattpad at this point.

In the U.S., the storytelling app made headlines for bringing to Netflix the teen hit “The Kissing Booth,” which shot up to become the No. 4 movie on IMDb for a time.

Wattpad also recently announced a second season for “Light as a Feather,” which it produces with AwesomenessTV and Grammnet for Hulu.

It additionally works with eOne, Sony, SYFY, Universal Cable Productions (a division of NBCUniversal) and Germany’s Bavaria Fiction.

Outside the U.S., Wattpad has 26 films in development with iflix in Indonesia.

And WattPad’s feature film “After,” based on Anna Todd’s novel, will arrive in theaters on April 12.

Key to these deals is Wattpad’s ability to source the best content from the 565 million stories on its platform. Do to so, it uses something it calls its “Story DNA Machine Learning technology,” which helps to deconstruct stories by analyzing things like sentence structure, word use, grammar and more in order to help identify the next big hits using more than just readership numbers alone.

The stories it identifies as promising are then sent over to content specialists (aka human editors) for further review.

This same combination of tech and human curation has been used in the past to help source its writing award winners and is now being used to find the next stories to be turned into novels for its new U.S. publishing arm, Wattpad Books.

In addition to its hit-finding technology, studios working with Wattpad also have a way to reach younger users who today are often out of touch with traditional media, as much of youth culture has shifted online.

These days, teens and young adults are more likely to know YouTube stars than Hollywood actors. They’re consuming content online in communities like Reddit, TikTok, Instagram, YouTube, Twitter and elsewhere. And when it comes to reading, they’re doing more of that online, too — whether that’s through chat fiction apps like Hooked or by reading Wattpad’s longer stories.

Wattpad says it now has 70 million users worldwide, who now spend 22 billion combined minutes per month engaged with its website and app.

With the Korean deal, Wattpad is further growing its international footprint after several other moves focused on its international expansions.

For example, today’s news follows Wattpad’s raise of $51 million in funding from Tencent; its appointment of its first Head of Asia for Wattpad Studios, Dexter Ong, last year; and its hiring of its first GM of India, Devashish Sharma, who is working with local partners to turn its stories into movies, TV, digital and print in the region.

Huayi Brothers Korea hasn’t announced any specific projects from the Wattpad deal at this point, but those will follow.

“Wattpad’s model is the future of entertainment, using technology to find great storytellers and bring them to an international audience,” said, Jay Ji, CEO, Huayi Brothers Korea, in a statement. “In an era of entertainment abundance, working with Wattpad means access to the most important things in the industry: a data-backed approach to development, and powerful, proven stories that audiences have already fall in love with,” he said.

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Step targets teens and parents with a no-fees mobile bank account and Visa card

A new mobile banking startup called Step wants to help bring teenagers and other young adults into the cashless era. Today, cash is used less often, as more consumers shop online and send money to one another through payment apps like Venmo. But teenagers in particular are still heavily burdened with cash — even though they, too, want to spend their money on things that require a payment card, like Amazon.com purchases or mobile gaming, for example.

That’s where Step comes in.

The company aims to address the needs of what it believes is an underserved market in mobile banking — the 75 million children and young adults under the age of 21 in the U.S., who are still being forced to use cash.

This market isn’t the “unbanked,” it’s the “pre-banked,” explains Step CEO CJ MacDonald, whose previous startup, mobile gift card platform Gyft, sold to First Data several years ago.

Above: Step CEO, CJ MacDonald

“We’re building an all-in-one banking solution that primarily focuses on teens and parents,” he says. “We want it to be a teen’s first bank account. We want to be a teen’s first spending card. And we want to teach financial literacy and responsibility firsthand.”

MacDonald, along with CTO Alexey Kalinichenko, previously of Square and financial services startup Token, founded Step in May 2018. The 10-person team also includes several prior Gyft employees.

Last summer, Step closed on $3.8 million in seed funding from Sesame Ventures, Crosslink Capital and Collaborative Fund. Crosslink general partner Eric Chin sits on the board.

While there are a number of mobile banking apps out there today — like Chime, Monzo, Simple, Revolut and others — Step will specifically target teens, 13 and up, and other young adults with its marketing. Teens under 18 still need parents’ approval to sign up, of course. But the goal is to encourage the teens to bring the idea to their parents — not the other way around.

Step’s focus on this younger demographic puts it in a different space, where there are fewer competitors. Its more direct rivals are not the bigger mobile banks, but rather startups like teen debit card and bank app Current, or the parent-managed debit card for kids from Greenlight.

The mobile banking service Step provides will also aim to be more comprehensive than just a debit card. It will offer a combination of checking, savings and a Visa card that works as both credit and debit.

The card includes Visa’s Zero Liability Protection on all purchases from unauthorized use, and allows parents to set spending limits.

Parents will also be able to connect their own bank accounts to Step to instantly transfer in funds, which can then be distributed to kids’ accounts for things like allowances and chores, or other everyday spending needs. Step’s bank account itself is backed by Evolve Bank, so it’s FDIC-insured up to $250,000.

Unlike Current, which charges a subscription to use its service, Step aims to be a fee-free bank for consumers. Users don’t have to pay for their account, and there are no fees for things like overdrafts. Instead, Step’s plan is to generate revenue through traditional means — like interchange fees and by way of lending practices, once it has established a deposit base.

The company pays a 2.5 percent interest rate on deposits, offers a round-up savings feature and a range of budgeting tools and supports free instant transfers between Step accounts. It also provides access to a network of 35,000 ATMs with no fees.

Beyond simply facilitating mobile banking, Step’s bigger goal is to teach teens to become financially responsible.

“Schools do not teach kids about money. A lot of families don’t talk about money. And it’s a crucial life skill that’s not really addressed properly when people are growing up,” says MacDonald, who says he was lacking in life skills in this area, even as a young college grad.

“There were ‘Money 101’ skills that I had not learned — that no one had talked to me about. Things like building credit, how many credit cards you should have, debt to income ratio,” he continues. “A lot of people get released into the real world without experience [in those areas],” he says.

Long-term, after solving the needs associated with everyday banking transactions, Step wants to layer on other products and services — like tools that allow a family to save together for college, for example.

The company is launching the banking service under an invite-only system to scale up.

Today, it’s opening a waitlist and referral program. When you invite a friend, you each receive one dollar. Access will then be rolled out on a first-come, first-serve basis this spring. Users can join Step through the website, iOS or Android application.

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Apple bans Facebook’s Research app that paid users for data

In the wake of TechCrunch’s investigation yesterday, Apple blocked Facebook’s Research VPN app before the social network could voluntarily shut it down. The Research app asked users for root network access to all data passing through their phone in exchange for $20 per month. Apple tells TechCrunch that yesterday evening it revoked the Enterprise Certificate that allows Facebook to distribute the Research app without going through the App Store.

TechCrunch had reported that Facebook was breaking Apple’s policy that the Enterprise system is only for distributing internal corporate apps to employees, not paid external testers. That was actually before Facebook released a statement last night saying that it had shut down the iOS version of the Research program without mentioning that it was forced by Apple to do so.

TechCrunch’s investigation discovered that Facebook has been quietly operated the Research program on iOS and Android since 2016, recently under the name Project Atlas. It recruited 13 to 35 year olds, 5 percent of which were teenagers, with ads on Instagram and Snapchat and paid them a monthly fee plus referral bonuses to install Facebook’s Research app, the included VPN app that routes traffic to Facebook, and to ‘Trust’ the company with root network access to their phone. That lets Facebook pull in a user’s web browsing activity, what apps are on their phone and how they use them, and even decrypt their encrypted traffic. Facebook went so far as to ask users to screenshot and submit their Amazon order history. Facebook uses all this data to track competitors, assess trends, and plan its product roadmap.

Facebook was forced to remove its similar Onavo Protect app in August last year after Apple changed its policies to prohibit the VPN app’s data collection practices. But Facebook never shut down the Research app with the same functionality it was running in parallel. In fact, TechCrunch commissioned security expert Will Strafach to dig into the Facebook Research app, and we found that it featured tons of similar code and references to Onavo Protect. That means Facebook was purposefully disobeying the spirit of Apple’s 2018 privacy policy change while also abusing the Enterprise Certificate program.

Sources tell us that Apple revoking Facebook’s Enterprise Certificate has broken all of the company’s legitimate employee-only apps. Those include pre-launch internal-testing versions of Facebook and Instagram, as well as the employee apps for coordinating office collaboration, commutes, seeing the day’s lunch schedule, and more. That’s causing mayhem at Facebook, disrupting their daily work flow and ability to do product development. We predicted yesterday that Apple could take this drastic step to punish Facebook much harder than just removing its Research app. The disruption will translate into a huge loss of productivity for Facebook’s 33,000 employees.

[Update: Facebook later confirmed to TechCrunch that its internal apps were broken by Apple’s punishment and that it’s in talks with Apple to try to resolve the issue and get their employee tools running again.]

For reference, Facebook’s main iOS app still functions normally. Also, you can’t get paid for installing Onavo Protect on Android, only for the Facebook Research app. And Facebook isn’t the only one violating Apple’s Enterprise Certificate policy, as TechCrunch discovered Google’s Screenwise Meter surveillance app breaks the rules too.

This morning, Apple informed us it had banned Facebook’s Research app yesterday before the social network seemingly pulled it voluntarily. Apple provided us with this strongly worded statement condemning the social network’s behavior:

“We designed our Enterprise Developer Program solely for the internal distribution of apps within an organization. Facebook has been using their membership to distribute a data-collecting app to consumers, which is a clear breach of their agreement with Apple. Any developer using their enterprise certificates to distribute apps to consumers will have their certificates revoked, which is what we did in this case to protect our users and their data.”

That comes in direct contradiction to Facebook’s initial response to our investigation. Facebook claimed it was in alignment with Apple’s Enterprise Certificate policy and that the program was no different than a focus group.

Seven hours later, a Facebook spokesperson said it was pulling its Research program from iOS without mentioning that Apple forced it to do so, and issued this statement disputing the characterization of our story:

“Key facts about this market research program are being ignored. Despite early reports, there was nothing ‘secret’ about this; it was literally called the Facebook Research App. It wasn’t ‘spying’ as all of the people who signed up to participate went through a clear on-boarding process asking for their permission and were paid to participate. Finally, less than 5 percent of the people who chose to participate in this market research program were teens. All of them with signed parental consent forms.”

We refute those accusations by Facebook. As we wrote yesterday night, Facebook did not publicly promote the Research VPN itself and used intermediaries that often didn’t disclose Facebook’s involvement until users had begun the signup process. While users were given clear instructions and warnings, the program never stresses nor mentions the full extent of the data Facebook can collect through the VPN. A small fraction of the users paid may have been teens, but we stand by the newsworthiness of its choice not to exclude minors from this data collection initiative.

Senator Mark Warner has since called on Facebook CEO Mark Zuckerberg to support legislation requiring individual informed consent for market research initiatives like Facebook Research. Meanwhile, Senator Richard Blumenthal issued a fierce statement that “Wiretapping teens is not research, and it should never be permissible.”

The situation will surely worsen the relationship between Facebook and Apple after years of mounting animosity between the tech giants. Apple’s Tim Cook has repeatedly criticized Facebook’s data collection practices, and Zuckerberg has countered that it offers products for free for everyone rather than making products few can afford like Apple. Flared tensions could see Facebook receive less promotion in the App Store, fewer integrations into iOS, and more jabs from Cook. Meanwhile, the world sees Facebook as having been caught red-handed threatening user privacy and breaking Apple policy.

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A majority of U.S. teens are taking steps to limit smartphone and social media use

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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Roblox follows Minecraft into the education market

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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How tbh hit #1 by turning anonymity positive

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