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Kids Media Club Podcast

Author: Jo Redfern, Andrew Williams, & Emily Horgan

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Kids Media Club Podcast is a podcast hosted by Jo Redfern, Andy Williams, and Emily Horgan. In each episode they chat with a different guest about the world of Kids Media. The podcast covers everything from trends in animation to the rise of Edtech.
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This bonus episode takes a different format, with Emily reporting live from the Animation Dingle Festival in County Kerry, Ireland. Rather than a single guest, the episode brings together three separate conversations captured across the festival weekend: an interview with co-founder and festival director Maurice Galway, a chat with veteran screenwriter and director Karey Kirkpatrick, and a conversation with Ailbhe Fearon and Muireann Mulvihill, the two recent graduates who swept the festival's Animation Awards with their short film Anam.Maurice sets the scene by explaining what makes Animation Dingle distinct from the industry's typical market-driven events. Now approaching its 15th year, the festival deliberately caps attendance at 750 and keeps its split exactly 50/50 between students and professionals — a structural choice that keeps the focus squarely on education and mentorship rather than deal-making. Maurice talks through several initiatives designed to lower the intimidation barrier for students, including the "Pitch and a Pint" session where students pitch directly to executives from broadcasters and streamers, a new confessional-style format for sharing ideas too wild or half-formed for a public pitch, and a "Tell Your Untold Story" stage coaching session. A theme Maurice returns to is the two-way nature of the inspiration: professionals arrive to give, and consistently leave having received something themselves from the energy and enthusiasm in the room.Karey Kirkpatrick brings a sharp perspective on the state of the industry, drawing on a long career that includes work with Aardman and multiple original features. The central argument she makes is that the entertainment industry has become so risk-averse — particularly as studios answer to shareholders rather than creative leads — that the idea of a "sure thing" has taken over, even though it doesn't really exist. She uses K Pop Demon Hunters as a case study in how a genuinely original, unconventional idea can catch fire when it's given the right platform and timing, but notes that the same idea would likely have been passed over repeatedly in a pitch room. The conversation turns to what this means for emerging creators, and Karey's advice is clear and practical: don't wait to be discovered through a pitch, make things. Streamers in particular, she argues, are increasingly behaving like distribution platforms rather than development partners — meaning the work needs to demonstrate proof of concept before it reaches them, not after. Her summary advice to students is to build the craft fundamentals so that when a door opens, they can handle the pressure that comes with it.The episode closes with Ailbhe Fearon and Muireann Mulvihill, whose Irish-language short Anam — meaning "soul" — won seven awards at the festival, including the overall Student Animation Award. The film, about an old man and a young boy on the Aran Island of Inis Oírr, grew out of a two-week research residency on the island and draws on the philosophy of John O'Donohue and the concept of the inner child. Their commitment to making the film in Irish — not translating an English script but constructing it in the language from the ground up, down to getting the specific Inis Oírr dialect right — gives the conversation a quietly profound dimension. They also share the story of reaching out to musician Brian McGlynn (of New Vagabond) after listening to his album on repeat throughout their residency, and his score going on to win its own award at the festival. Both are newly graduated and keen to stay in the Irish animation space.Key Takeaways:Animation Dingle is deliberately not a market — the 50/50 student-to-professional split and the cap of 750 attendees are design choices that protect the festival's educational culture and make it distinct from every other industry gathering.Lowering the stakes unlocks participation — the confessional-style pitch format and the "Tell Your Untold Story" session are thoughtful responses to listening to what students actually need, recognising that not everyone thrives in a high-pressure public pitch environment.Inspiration runs both ways — professionals who come to give frequently report leaving re-energised by students' creativity and enthusiasm, something Maurice says has become one of the festival's unexpected gifts.There is no such thing as a sure thing in entertainment — Karey Kirkpatrick's core argument is that the attempt to science-ify creative risk is both futile and damaging, and that some of the industry's biggest successes (K Pop Demon Hunters, Anora) would have struggled to get made under current risk frameworks.Fear is driving creative conservatism at the executive level — the pressure of reporting to shareholders rather than creative stakeholders means executives default to "defensible" choices over bold ones, which is hurting original IP across the board.Streamers are becoming distributors, not developers — Karey's observation that streamers want work that's already beyond the idea phase, already executed with some competence, has significant implications for how emerging creators should be thinking about building their careers.For students entering the industry: make things, build FOMO — the practical advice from Karey is to create a body of work that generates a sense of momentum and demand, rather than waiting for a pitch to land. Proof of engagement is now more valuable than a great pitch alone.The Irish language is a storytelling asset, not just a box to tick — Ailbhe Fearon and Mulreann's insistence on making Anam in Irish rather than dubbing it, and their careful attention to Inis Oírr dialect, is held up as an example of authenticity that audiences and judges responded to strongly.Animation in Ireland is in a strong moment — the quality of student work on show at Animation Dingle, and the international talent it attracts, reflects a wider sense that Irish animation is punching well above its weight as an industry.
In this episode, Andy, Jo, and Emily are joined by Ashley Mady, President of Zigazoo — a social media platform built specifically for kids that has been quietly growing its user base to over 10 million while the wider debate around children and social media has grown louder and louder. The timing feels right: with social media bans for under-16s being debated in legislatures around the world, Zigazoo makes the case that the answer isn't to shut kids out of online social spaces altogether, but to build better ones.Ashley walks through what Zigazoo actually is and how it works. At its core, the platform is challenge-based — kids respond to video prompts by creating their own short-form content, and everything goes through moderation before it reaches the feed. The design philosophy is the inverse of most COPPA-compliant platforms, which tend to solve the safety problem by removing engagement entirely. Zigazoo keeps kids active and social, it just does so within guardrails built by educators rather than pure tech entrepreneurs. The founding team — husband and wife Zak and Leah — bring that dual lens of engineering and digital wellness to every product decision, and Ashley is clear that the mission is read aloud at every team meeting to keep it front and centre.The moderation conversation is illuminating. Zigazoo started with round-the-clock human moderation but has since developed a hybrid "human in the loop" model where AI handles the initial filtering — including detecting whether a user is a child or adult and flagging inappropriate content — while humans remain part of the process. The addition of a comments feature, which was held back for years due to concerns about intent being lost in written text, was only made possible once AI became reliable enough to support it.There's a lot of ground covered on what the platform has learned about kids' behaviour online. Notably, Zigazoo found that punishing bad content didn't work as well as rewarding good content — a shift from early notification-heavy approaches to a model that simply surfaces positive posts and lets the algorithm do the teaching. Kids who post well get featured; kids who don't get silence rather than a telling-off, and they adjust accordingly. The existing community of over 1,000 kid creators reinforces those norms organically, policing the platform's culture with a pride of ownership that Ashley describes as one of its most unexpected and valuable outcomes.The platform's audience data is interesting in its own right. While Zigazoo launched as a preschool app, its core audience has aged with it — 9 to 12 year olds are now its most active creators, and some users who joined five years ago are still on the platform at 15. Rather than losing them to mainstream social media, Zigazoo has had to keep evolving to stay relevant, a challenge Ashley acknowledges openly and with some enthusiasm.The brand and commercial side of the platform gets a thorough airing too. Over 100 brands — from Paramount and Amazon to toy companies, sports organisations, and publishers — use Zigazoo as a COPPA-compliant way to build genuine two-way community with kids. The platform vets all brand partners for mission alignment and manages their channels directly, which keeps the quality high but also means brands get something genuinely rare: verified, bot-free engagement with actual children. A wishlist feature that sends personalised emails to parents when a child saves a product is highlighted as a standout commercial innovation — formalising the influence kids have over family purchasing decisions in a way no other platform can currently match.The episode closes on a broader cultural note. Ashley sees the current generation of kids as meaningfully different from their parents — more media literate, more aware of the downsides of social media, and more interested in positive online experiences. Jo echoes this from her own experience as a parent, noting a generational swing away from the open, unguarded approach their own generation took to early social media. The group agrees that banning kids from social media entirely risks pushing them towards unmoderated spaces via VPNs and hand-me-down phones, and that platforms like Zigazoo represent the more responsible path.Key Takeaways:Zigazoo makes the case for building better social media rather than banning it — the platform argues that keeping kids off social altogether drives them to less safe alternatives, and that the right response is purposefully designed, moderated spaces.The challenge-based model is central to how it works — kids respond to video prompts with their own content, creating active participation rather than passive scrolling, while everything is moderated before reaching the feed.Rewarding good behaviour outperforms punishing bad behaviour — early attempts to notify kids when content failed moderation created a negative experience. Surfacing good posts and letting poor ones disappear quietly proved far more effective at shaping behaviour.AI-assisted "human in the loop" moderation has unlocked new features, including the comments section that was held back for years — a reminder that moderation technology, not just policy intent, sets the ceiling for what's safely possible on kids' platforms.The platform's community polices itself — 1,000+ kid creators model positive behaviour, and when TikTok faced its US ban and new users flooded in, existing Zigazoo users actively told newcomers that this was a different kind of space.Age-gating within the platform recognises that under-16 isn't a monolith — the experience for a 6-year-old looks nothing like that for a 13-year-old, a distinction that blanket social media bans tend to collapse entirely.Zigazoo has become a Gen Alpha trend intelligence platform — with 10 million users and polling features originally built for fun, the platform now has genuine insight into what kids are talking about, buying, and looking forward to, before those trends surface elsewhere.The brand model is built on mission alignment and white-glove management — brands can't self-serve onto the platform, which keeps commercial activity COPPA-compliant and maintains trust with parents and kids alike.The wishlist-to-parent email feature is a commercial innovation worth watching — it formalises child-to-parent purchase influence in a privacy-safe, opt-in way that no other platform currently offers.Parent involvement is baked in from signup, which Ashley argues leads to longer platform lifecycles — a child whose parent has given informed consent is far less likely to be pulled off the platform than one who has found their way onto something their parents don't know about.
This bonus episode of the Kids Media Club sees Andy and Jo joined by Emily, who has just published her latest Netflix Kids Content Performance Report — a deep dive into Netflix's engagement data covering the second half of 2025. It's a data-rich conversation that covers which shows are winning, which are declining, and what it all means for the wider kids content landscape.The headline finding is that Paw Patrol has taken the number one spot by hours viewed in H2 2025, driven by its first-ever US Netflix window opening in July. It's a significant moment that underscores just how competitive the preschool segment has become — Gabby's Dollhouse held the top spot in H1, Ms. Rachel has climbed from sixth to fourth place, and Cocomelon, while still enormous, is showing signs of decline. The preschool race, as Emily puts it, is very much a ten or fifteen horse race.Sesame Street's arrival on Netflix gets a thoughtful treatment. Launching with just four episodes, it performed modestly — and the group unpick why. Is it a volume problem? A brand perception issue, with audiences still associating the show firmly with PBS and YouTube rather than Netflix? Or simply that Sesame Street hasn't yet established a home on the platform? Emily is generous in her read of it, noting the brand's smart collaboration with YouTube creator Mark Rober as a savvy move to stay relevant — and Rober's own Netflix show, Crunch Lab, posted strong launch numbers.That leads into a broader conversation about Netflix's creator economy strategy. The platform has been quietly building a pipeline of YouTube-native talent — Cocomelon, Little Angel, Blippi, Ms. Rachel, and now Mark Rober — and the data suggests the crossover approach is paying off in engagement terms. Jo raises the interesting point that Netflix appeared to step back from kids originals after disbanding its dedicated team, only to start commissioning original and exclusive content with creator talent again. The consensus is that Netflix never fully stepped away — it just got more selective, leaning into broader "family" content alongside its core kids slate.SpongeBob emerges as one of the episode's most interesting talking points. Generating 143 million hours viewed on Netflix without a US window, Emily argues the Sponge is quietly having a moment that the industry isn't talking about loudly enough. She floats the prediction that SpongeBob could overtake Bluey as the top kids show in US streaming in 2026 — and notes what the strength of both SpongeBob and the Warner animation catalog (Teen Titans Go, The Amazing World of Gumball) could mean in the context of the Paramount-Warner merger.The deeper theme running through the episode is the extraordinary durability of long-running IP. Paw Patrol at 15 years old, SpongeBob at 25, Peppa at 20 — these shows have entered a multigenerational pass-down mode where they remain fresh enough for new young audiences while carrying nostalgia value for older ones. For anyone trying to break through with a new show, that's the competitive reality they're up against.The episode closes with a look at Gabby's Dollhouse's prospects for long-term franchise status, and a frank assessment of Cocomelon's decline — which Emily argues is structural rather than a failure of execution, given how narrowly age-targeted the IP is by design.Key Takeaways:Paw Patrol is Netflix's most-viewed kids show in H2 2025, powered by its US streaming debut — a clear illustration of how much a new territory window can move the needle on an established IP.Preschool is the most competitive segment on Netflix, with Gabby's Dollhouse, Ms. Rachel, Paw Patrol, and Cocomelon all jostling for position. No single show dominates the full year.Sesame Street's modest debut was likely a volume and perception problem — four episodes is thin for a brand of its stature, and audiences may not yet associate it with Netflix given its long history on PBS and YouTube.Netflix's creator-to-streaming pipeline is working — shows like Ms. Rachel and Mark Rober's Crunch Lab demonstrate that YouTube-native talent can drive strong streaming engagement, and Netflix appears to be doubling down on that strategy with original commissions.SpongeBob is underrated in the industry conversation — top animated comedy globally on Netflix without US distribution, and a genuine contender to be the number one kids streaming show in the US in 2026.Long-running, multigenerational IP is the hardest thing to compete with — shows like SpongeBob, Peppa, and Paw Patrol are being passed down from parents who grew up with them, giving them a structural advantage that newer shows simply don't have yet.Cocomelon's decline is structural, not a crisis — its very young target demographic limits its ability to build the multigenerational audience that sustains IP over the long term. Still huge; just not built to grow the way story-driven shows can.Gabby's Dollhouse has genuine franchise longevity potential, particularly if the team can extend the live-action talent into formats that grow with the audience — something Emily sees as a clear opportunity.The "family" designation matters more than it might seem — shows that appeal across age groups, from kids to parents, consistently deliver better engagement numbers and longer shelf lives than narrowly targeted content.
This is the second half of the Kids Media Club's conversation with Chris Heatherly, the former Disney executive who oversaw Club Penguin at its peak. The discussion picks up where part one left off, diving deep into online safety, the realities of moderating kids' platforms at scale, and where kids gaming is headed next.Chris pulls no punches on the subject of child safety online. He walks through the specific tools Club Penguin used — heavy speech filtering, outright bans for serious offences, and a clever technique called "fake send," where borderline messages appeared to send but were never actually delivered to other users. The insight behind fake send is worth sitting with: when bad actors stopped getting a social reaction to their behaviour, they largely stopped bothering.He's equally candid about the limits of any platform's ability to keep kids safe, and draws a sharp distinction between what he sees as genuine child protection efforts and a broader political movement using child safety rhetoric to push for internet regulation that would affect everyone. It's a provocative argument, and one that sparks a good back-and-forth with the hosts.Roblox comes up repeatedly throughout the episode, with Chris offering a robust defence of the platform against what he considers unfair criticism. He points out that the most serious harm tends to happen off platform — predators use Roblox to make contact but drive kids elsewhere to avoid detection — and argues that Roblox's moderation efforts are more substantial than the headlines suggest. He also shares some remarkable behind-the-scenes stories from the Club Penguin era, including a DDoS attack during a Star Wars event that exposed Disney's complete lack of cyber protection, and a subsequent investigation that pointed to a potential hostile foreign actor using teenage hackers as cover.The conversation then shifts to the state of kids gaming more broadly. Chris argues that the market effectively collapsed after COPPA-style regulation created an uneven playing field — legitimate kids platforms had to comply while others with large child audiences didn't bother — and that Roblox and Minecraft essentially rebuilt it from scratch. His framing of Roblox as "the new console" is a headline moment: he believes it represents a genuine architectural and business model shift away from the console and mobile era, not just another platform.On the creator economy, Chris is optimistic. He sees AI as the tool that finally lowers the barrier to game creation enough that the YouTube-to-Hollywood pipeline becomes the norm for gaming too. He also flags that handing development over to creators brings its own risks — notably questionable monetisation mechanics — though he's sceptical of some of the more alarmist takes around loot boxes.The episode closes with a strong point on parental involvement: platforms can't do it alone, and parents need to be treated as a distributed moderation force rather than passive bystanders.Takeaways:The Kids Media Club podcast is currently accepting sponsorship opportunities for interested parties.Listeners can engage with the podcast via LinkedIn or the official website for strategic conversations.Chris Heatherly, an influential figure at Disney, shared profound insights during our discussion on children's online safety.The conversation surrounding online safety for children remains critical and unresolved after two decades.The challenges faced by Club Penguin in moderating content are similar to those currently confronted by Roblox.We believe that empowering parents to monitor their children's online activity is essential for ensuring their safety.Links referenced in this episode:kidsmediaclubpodcast.comCompanies mentioned in this episode:DisneyClub PenguinRobloxPinterestSago SagoTakaboka
In this episode, Andy, Jo and Emily sit down with Chris Heatherly — former Disney executive, Club Penguin General Manager, and the man who ran the world's biggest kids' playground for nearly a decade. What follows is a candid, fascinating look at one of kids media's great "what ifs."Chris traces his journey from overseeing Disney's toy business to becoming the custodian of Club Penguin, the safe, customisable multiplayer world that, at its peak, boasted 200 million registered avatars and 300,000 concurrent players. He talks about the early days of the platform, the innovative toy-to-game codes that predated today's digital unlocks, and how a fan-created myth about blurry in-game artwork spawned Card Jitsu — a trading card game that briefly outsold Pokémon at Toys R Us.But the conversation goes deeper than nostalgia. Chris reflects honestly on why Club Penguin was ultimately shut down in 2017: a combination of the mobile transition (Club Penguin was built by artists who could code, not engineers), Disney's wider mismanagement of its games portfolio, and — perhaps most tellingly — corporate leadership that simply didn't understand the value of community. "I had suits ask me, 'what's the value of community?'" he recalls. It's a question that still stings, given what platforms built on exactly that principle are worth today.There's also a moving thread running through the episode about what Club Penguin was really for. Chris describes a mission to protect children's innocence in a media landscape that's constantly pushing maturity down to younger audiences. He shares a quote from a focus group participant — a girl who said that at school she wasn't the most popular, but on Club Penguin she could be whoever she wanted — that became the team's north star. That ethos extended to the platform's charity work too, with millions donated through the Coins for Change initiative, and an unusually rigorous commitment to making sure the money actually made an impact.Club Penguin may be gone, but as Chris points out, pirate servers running the game today have more active players than ever played during its official peak — and a new generation of lore has grown up entirely after his time. The nostalgia is real, and it's earned.Key TakeawaysCommunity is a product feature, not a side effect. Club Penguin's lasting cultural impact came from genuine human connection — moderators who replied to kids' emails, a team that listened to its audience, and leadership that treated the playground metaphor seriously. Platforms that stripped out those elements to cut costs never managed to replicate the magic.Artists who code build differently than engineers who design. Club Penguin's charm came from its creative-led origins. The comparison with Disney Infinity — a technology-first project — is instructive: one is still talked about with affection; the other isn't.User-generated culture is powerful, and ignoring it is expensive. Card Jitsu, one of Club Penguin's biggest hits, came directly from fan speculation. Disney's corporate structure struggled to understand how a platform could generate its own IP from the ground up — a lesson that Roblox and Minecraft would later prove at enormous scale.Corporate short-termism kills long-term value. The decision to shut down Club Penguin is presented here as one of the clearest examples of a business prioritising spreadsheet logic over strategic vision. Chris left Disney partly because he refused to be the one to close it.Protecting children's innocence is a genuine editorial position — and a commercially sound one. The longevity of Club Penguin's cultural footprint suggests that audiences — and their parents — are hungry for platforms that hold that line.Part two of this conversation continues next week.
This episode brings Andy, Jo, and Emily back together after a busy fortnight that saw the Kids Media Club divide and conquer — Emily and Andy heading to KidScreen in San Diego while Jo hosted the Kids and Teens Summit at MIP London. Here's what they came away with.The hierarchy is gone — and that's now official. Both events reflected something the podcast has been saying for a while: TV no longer sits at the top of the kids media food chain. YouTube, Roblox, and broadcast were all on equal footing — on the panels, and in the rooms. That shift from polite tolerance of digital platforms to genuine integration feels like a genuine turning point.KidScreen got intentional about YouTube and Roblox. Rather than token sessions, this year's programming offered real depth — from 101-level introductions to developer showcases — signalling that the industry has accepted these platforms as core infrastructure for young audiences, not add-ons.Jonathan Haidt's keynote caused friction. The Anxious Generation author's appearance divided the room, given that the very conference schedule celebrated platforms he believes are harmful to children. It made for an interesting tension — and a useful reminder that the debate around kids, screens, and wellbeing is far from settled.Social media bans: well-intentioned, but complicated. The team unpacks the nuance that came out of both events and the Children's Media Foundation day. Outright bans may actually let platforms off the hook. The COPPA regulations are held up as a cautionary tale — well-intentioned legislation that may have done unintended damage to the kids content ecosystem, with YouTube monetisation for children's content reduced to around 30% of what it once was.Kids media is facing a potential market failure. TV commissions for children's content were down 20% in 2025 — more than double the decline seen in other genres. Combined with reduced YouTube monetisation, the financial incentive to make content specifically for kids is shrinking. Some producers are already quietly dropping the word "kids" from how they describe themselves — something the team finds genuinely alarming.Roblox is getting ahead of the crosshairs. Andrew Bareza from Twin Atlas (the studio behind Creatures of Sonaria and various Lego activations) addressed safety concerns directly and clearly at MIP London — walking through the toolsets Roblox is rolling out and demonstrating how brand-safe, purposeful activation on the platform is very much possible.The BBC and YouTube partnership: a front door, not a full commitment. Jo hosted the BBC and YouTube in a fireside that got unexpectedly candid. The BBC's suite of seven YouTube channels won't simply mirror their broadcast output — the strategy is promos, tactical full episodes around new series launches, and some YouTube-first commissions (including a Next Step micro-drama). The goal is to use YouTube as a gateway to iPlayer, though whether a generation raised on YouTube will follow that path remains an open question.The Sidemen are rewriting the rules on appointment viewing. Long-form content, licensed TV formats (a Family Fortunes rework pulled from Fremantle's archive got 3 million views in 24 hours), and a focus on watch time over view counts — the Sidemen's keynote at MIP London was a masterclass in how creators are evolving into something closer to TV studios, and why that matters for the future of format licensing.Despite a lot of hard truths, both events left the team with a clear impression: the people still in the room are passionate, pragmatic, and not going anywhere without a fight.
Episode Summary:In this bonus episode, Andy Williams and Emily Horgan join Eric Calderon of Surviving Animation for a candid debrief straight from the Kids Screen conference floor in San Diego. With a smaller-than-usual attendance, a shifting industry landscape, and more than a few big questions hanging in the air, the three take stock of what Kids Screen looks like now — and what it might need to become.Key Takeaways:1. Smaller crowd, better conversations. Attendee numbers were down, but the quality of conversations was up. The frantic "hard sell" energy of previous years gave way to something more honest — people asking each other how they're really doing and what they're trying next.2. The old guard model is done. The days of "what does Netflix want?" panels are over. This year's conversation centred on anime, K-pop, webtoons, Roblox, and YouTube — and crucially, the buyers in the audience were the ones taking notes.3. The audience is there. The business model isn't. Platforms like YouTube and Roblox have the kids. Nobody has quite figured out how to build a sustainable revenue model around them yet — and the group are refreshingly honest that no one left San Diego with the answer.4. Jonathan Haidt stirred the room. The keynote took a hard line against social media and called out Roblox and micro-drama sessions directly. The reaction was mixed — some applauded, some walked out. The group discuss whether a blanket ban approach is too blunt, and make the case for a more graduated, age-appropriate ladder of access instead.5. Kids Screen itself is at a crossroads. With attendance below a thousand and a move back to Miami on the horizon, the conference is grappling with an identity question: if the traditional buyer-seller marketplace no longer functions the way it used to, what is the event actually for? The group land on a compelling answer — relationship deposits. You're not closing deals, you're laying groundwork.6. Do the thing, don't just attend the session. Sitting in on a YouTube strategy panel no longer counts as a YouTube strategy. The studios generating the most excitement were the ones actually experimenting on new platforms — making mistakes, learning fast, and trying again.7. Humility is the new competitive advantage. Whether you're a veteran studio or an independent creator, approaching new platforms with curiosity rather than authority is what separates those who are adapting from those who aren't.The mood heading into 2026? Cautiously determined. As Eric puts it: stop surviving, find the fix.Let me know if you'd like to adjust the tone, length, or structure of any section.
In this special live episode, recorded at KidsScreen in San Diego, Andy and Emily take to the stage to moderate a deep-dive panel on one of the most talked-about new preschool IPs in the market right now: BeddyByes.Born out of the very relatable chaos of lockdown-era bedtimes, BeddyByes is a new show from Jam Media designed to help young children wind down — and it's been built with real intention, from the ground up. Joining Andy and Emily are John Rice, CEO of Jam Media and co-creator of the show; Richard Goldsmith, EVP of Kids and Family at Blue Ant Media, who handles worldwide distribution; and Vienna Downs, also from Blue Ant, leading consumer products and licensing.Together, they walk through the full journey of bringing BeddyByes to market — from the initial creative spark and the challenge of pitching a "bedtime show" to broadcasters, to landing deals with the BBC, RTE, Disney Junior, and Moose Toys. The panel covers the deliberate, step-by-step distribution strategy, what it really takes to build authentic consumer products around a new IP, and why owning a clear niche might just be the smartest move a brand can make right now.It's an honest, energetic conversation about what it looks like to build a franchise the right way — with great content at the centre and the right partners around the table.
This week the Kids Media Club team is back for another Host’s hangout - Andy returns from a ski holiday (not in a cast, luckily) — and he's joined by co-hosts Jo and Emily for a wide-ranging house chat covering some of the biggest stories shaping kids media right now.YouTube's Quietly Enormous TV PlayThe conversation kicks off with something that still surprises people even when they hear the numbers: YouTube has just had its biggest year for ad revenue ever, pulling in $40 billion. Add in the YouTube TV subscription tier — now revealed for the first time in Google's earnings — and the total climbs to $60 billion, making YouTube the second largest TV subscription service in the US.The team unpacks what this means for how we think about YouTube. It's not the disruptive upstart anymore. It's building tailored content packages — including a kids-specific bundle featuring Nickelodeon, Disney Channel and PBS — and increasingly talking and behaving like a traditional broadcaster. Sound familiar? That's roughly the same trajectory Netflix took, and we all know where Netflix ended up.The BBC–YouTube Partnership: Who Really Wins?Closely related to all of this is the BBC's recently announced partnership with YouTube, bringing seven new BBC kids channels to the platform. The group agrees it's genuinely mutual. YouTube gets the credibility boost of having the world's foremost public service broadcaster as an official partner — no small thing at a moment when social media platforms are under intense regulatory scrutiny. The BBC, meanwhile, gets reach (especially globally, where those three letters carry less weight with younger generations than they once did) and access to YouTube's expertise in creator-led content — an area where the BBC openly acknowledges a skills gap. The Creator Lab initiative and the ongoing Last Pundit Standing project are all part of that upskilling effort.Child Safety, Age Verification and the Regulatory HeatRecording on Safer Internet Day (10 February), the team touches on the fast-moving world of platform regulation. Australia — first mover on age restrictions for under-16s on social media — has now requested an urgent meeting with Roblox over child safety concerns, potentially bringing Roblox into the same regulatory frame as other social platforms in France and the UK.Rather than viewing this purely as threat, the group notes that Roblox, Discord and others are actually accelerating their own age verification and safety rollouts in response. The pressure may be producing faster, better tech than the platforms would have developed on their own timetable. Whether it's enough to get them out of the regulatory crosshairs is another question.This sparks a broader thought: could regulatory pressure push more platforms towards subscription models, where identity verification is structurally easier to enforce?Club Penguin: Disney's Most Expensive Missed Opportunity?From there the conversation takes a wonderfully nostalgic detour into Club Penguin — the beloved, chaotic, genuinely safe online world for kids that Disney acquired and then, the team argues, fundamentally misunderstood.The diagnosis? Disney saw Club Penguin as a promotional platform rather than as an IP or community in its own right. They didn't invest in a proper mobile transition at the critical moment. And crucially, they couldn't see its long-term potential because they were busy counting Frozen and Star Wars money. The comparison that lands hardest: Club Penguin could have been Roblox. Disney is now investing heavily in Fortnite as its digital parks equivalent — the very thing Club Penguin might have become with patience and strategic vision.This leads into a broader discussion of Disney's new CEO Josh D'Amaro, the question of whether Disney has a genuine new IP problem (spoiler: the group thinks yes), and what the Eisner era did differently that allowed creative hits to flow consistently. The emerging consensus: Disney Plus could be the incubator for new franchise IP, but only if it's protected from the weight of impossible commercial expectations from day one.Pokémon at 30, Minions vs Monsters, and the Long Game of Franchise BuildingThe episode rounds out with two Super Bowl ad appearances from kids IP giants — Pokémon celebrating its 30th birthday and the trailer for Minions and Monsters — prompting a conversation about what it actually takes to justify an $8 million, 30-second media slot. The answer? Roughly 15–20 years of patient capital and multi-generational brand building.Jo and Andy also flag an upcoming panel at KidsScreen exploring exactly this question — how early-stage franchises like Betty Buys from Jam Media begin the long journey towards that kind of brand scale.Find Kids Media Club on all major podcast platforms, YouTube, and Substack.Tags: kids media, YouTube TV, BBC YouTube partnership, children's content, Club Penguin, Disney IP, Roblox, child online safety, age verification, Safer Internet Day, Pokemon, Minions, kids franchise building, public service broadcasting, MIP London, KidsScreen
This week the Kids Media Club welcomes Sarah DeWitt, SVP and GM of PBS Kids, for a conversation that covers a lot of ground — and covers it brilliantly.For international listeners, Sarah begins by unpacking how PBS actually works: a network of 330 member stations across the US, locally run but nationally coordinated, funded through a mix of voluntary public donations, corporate underwriting (with strict nutrition and advertising rules), and federal grants. It's a model unlike anything in the UK or Ireland, and understanding it makes what comes next all the more striking.Sarah explains the two major federal funding cuts that have hit PBS Kids hard — the dissolution of the Corporation for Public Broadcasting and the abrupt termination of the Department of Education's Ready to Learn grant, a $100 million, five-year programme that has quietly underpinned some of PBS Kids' most beloved shows. Super Why, Odd Squad, and the brand new Phoebe and J all owe their existence, in part, to shifting presidential education priorities channelled through that grant. With it gone almost overnight, PBS Kids has cut close to 30% of its content staff and is now looking at halving its development pipeline by 2028 and 2029.But the conversation is far from doom and gloom. Sarah talks about the extraordinary public response — kids running lemonade stands and sending in their pocket money — and shares that 82% of US voters, including 72% of Trump voters, say they value PBS for its children's content. She's also busy exploring new territory: philanthropic foundations, commercial licensing, and international co-production opportunities that PBS had never needed to pursue before.There's also a rich discussion about what public service media can do that commercial broadcasters simply won't — from Carl the Collector, a show with a lead character on the autism spectrum that sparked a seven-year-old to ask his parents if he was autistic, to the challenge of creating developmentally appropriate short-form content that pushes back against the addictive mechanics now baked into so much of kids' media.It's one of those episodes where the hosts keep trying to get back on track and keep getting beautifully derailed — and you won't mind one bit.
Aardman Animations, renowned for its innovative and beloved characters such as Wallace and Gromit and Shaun the Sheep, is undergoing a significant transformation in its approach to audience engagement as articulated by Emma Hardie, the executive commercial and brand director. The discussion pivots around the studio's strategic shift from a broadcast-first paradigm to a fan-centric model that prioritizes direct consumer interactions. Hardie delineates how this evolution is not merely a superficial adjustment but reflects a profound understanding of contemporary branding, where the audience is not just passive consumers but active stakeholders in the brand's narrative. This transformation is underscored by Aardman’s rich history, celebrating its 50th anniversary, and highlights the necessity for brands to remain perpetually relevant amidst the ever-changing dynamics of digital engagement and consumer expectations. Throughout the conversation, Hardie elaborates on the intricacies of this shift, detailing how Aardman's storied legacy is being leveraged to foster deeper connections with fans across diverse platforms and demographic segments. The studio is actively exploring innovative ways to engage audiences, such as through interactive social media campaigns and experiential events, which allow fans to immerse themselves in the creative processes behind the beloved characters. This approach not only enhances brand loyalty but also enriches the creative ecosystem that Aardman has cultivated over decades, ensuring that its characters resonate with both new and long-time fans alike. The dialogue encapsulates the essence of Aardman's commitment to crafting narratives that transcend traditional media, emphasizing the importance of authenticity in storytelling. Hardie's insights reveal a forward-thinking vision that seeks to integrate fan feedback into the creative process, thereby making Aardman's offerings not just products but integral parts of the fan experience. As the studio embarks on this new chapter, the implications for the animation industry at large are profound, presenting a case study in how legacy brands can adapt and thrive in the digital age while maintaining their unique creative identity.Takeaways:In this episode, we discussed Aardman's pivotal shift from a broadcast-first model to a fan-first approach.Emma Hardie elaborated on the importance of audience engagement, highlighting Aardman's dedication to understanding fan expectations.The podcast underscored the significance of innovation within Aardman, particularly in adapting to digital platforms and evolving content creation methods.Aardman's commitment to craft and storytelling remains paramount, as they continue to develop beloved characters that resonate with audiences globally.Companies mentioned in this episode:AardmanChicken RunWallace and GromitShaun the SheepTimmyPowerwash SimulatorM&SPinguPokemonLego
Episode OverviewIn this episode of the Kids Media Club Podcast, hosts Jo, Andy, and Emily reunited in person at London's OTT Question Time event. Between sessions, they carved out twenty minutes to share their insights from the conference, diving deep into Emily's Vertical Video panel and previewing Jo's upcoming Data and Strategy discussion.Key InsightsVertical Video: More Than Just Micro Drama HypeEmily's panel tackled the elephant in the room: vertical video is not synonymous with micro dramas, despite what your LinkedIn feed might suggest. What started as marketing tactics has matured into a legitimate digital commissioning strategy spanning sports content, documentaries, and diverse formats that go far beyond scripted drama.The timing couldn't be more significant. Just weeks before the event, major industry shifts signaled vertical's mainstream moment: Disney announced their vertical pivot at CES, TikTok launched a standalone micro drama app, Netflix hinted at vertical ambitions during earnings calls, and the BBC unveiled a major YouTube partnership.Finding Audiences at the Intersection of NichesPerhaps the most compelling insight came from Paramount's unexpected success with Geordie Shore content. When one cast member shared her infertility journey through vertical video, it transcended the show's typical audience entirely. This demonstrated how platforms like TikTok, YouTube Shorts, and Instagram Reels curate intersecting niches that connect content with viewers who'd never engage with the traditional format.Vertical isn't cannibalizing traditional viewing—it's complementary. ESPN's "Verts" app proves this beautifully. Rather than pulling sports fans away from the big screen, vertical content enhances the experience with player deep-dives, stats analysis, and supplementary angles that enrich rather than replace live viewing.The format's inherent intimacy matters too. Phone-based vertical video creates deeply personal experiences, whether exploring serious topics like infertility or offering fresh perspectives on beloved entertainment franchises.Traditional Broadcasters Go Fishing in New WatersEstablished players like Channel 4, ITV, and the BBC have reached a crucial realization: audiences aren't coming to them anymore. Rather than doubling down on walled gardens and exclusivity, they're strategically "fishing" where audiences actually are—YouTube, Meta, and other platforms. This represents a fundamental shift from trying to corral viewers through forced exclusivity to acknowledging the fluidity of modern fandom.Data: Powerful Tool or Dangerous Master?Looking ahead to Jo's panel, the conversation turned to a critical tension in modern media: there's no excuse not to know your audience, yet data can easily become misdirection. While data should inform commissioning and distribution decisions, it tends to measure what's easily measurable—which isn't always what truly matters.Moonbug's Cocomelon provides the perfect case study. Their YouTube data-driven approach demonstrated analytics' power for IP and franchise building, but also raised important questions about creative vision versus algorithmic optimization.The real skill isn't drowning in data—it's knowing how to zoom out and distill signal from noise. Ironically, experienced media professionals with 20+ years of instinct are uniquely positioned to thrive in this data-rich environment. Their gut feel, honed over decades, can cut through analytical clutter to find strategic clarity that spreadsheets alone cannot provide.The sweet spot? Combining analytical rigor with seasoned intuition—letting data inform without letting it dictate.Recorded live at OTT Question Time in London
Jo is away so Andy gets Emily perspective on Netflix's latest earnings report. In a recent strategic shift, Netflix are moving away from the subscriber count obsession and focusing on ‘engagement'. It's an interesting pivot, especially as the streaming giant grapples with the reality that their core markets are pretty well tapped out.The big question now is how to keep demonstrating growth when you've already signed up most of the households you're going to get. Enter: engagement metrics. Netflix wants us to care about hours watched, not just how many people have accounts.But that’s not the only strategic shift, Emily and Andy look at how vertical content and gaming fit into Netflix’s new playbook.Meanwhile, the kids' content slate is having a moment. Ms. Rachel and Paw Patrol are quietly racking up serious viewing numbers, proving once again that children's programming might be the steady, reliable workhorse of any streaming service.And then there's the possibility of Netflix acquiring Warner assets—a move that could beef up their content library and give subscribers more reasons to stick around. As Netflix figures out its next chapter, it's clear the playbook is evolving from "grow at all costs" to "keep people engaged and happy."Takeaways:The recent Netflix earnings report reflects a shift in focus from subscriber growth to content engagement metrics, indicating a new strategic direction for the company.Despite a slight year-over-year increase in engagement, the overall performance remains underwhelming, suggesting challenges in sustaining growth in a saturated market.The introduction of vertical video content is a significant move for Netflix, aiming to capture mobile viewership and compete with platforms like TikTok and YouTube.Netflix's acquisition of Warner Bros. may provide necessary content diversification to enhance engagement and strengthen their position in the streaming market.The Netflix kids' programming landscape is evolving, with significant shows like Ms. Rachel and Paw Patrol demonstrating strong audience engagement and popularity.The ongoing development of Netflix's gaming strategy highlights their commitment to retaining viewer attention across multiple formats, enhancing overall user engagement.
The landscape of children's entertainment is shifting—fast. In this eye-opening conversation, multi-award-winning creative executive Jesse Cleverly shares why now might be the perfect time to work in media, despite all the doom and gloom.The Perfect Storm (In a Good Way)Jesse drops a perspective bomb early in the conversation: while traditional media is facing seismic changes, he genuinely believes we're entering "an interesting and great moment" for the industry. Why? Because creators no longer need permission to build audiences."If you've got a great idea or you are a great creator, you can go out and learn what works," Jesse explains. The empowering nature of new platforms means you can test and refine before spending €10 million on a 50-episode series. Revolutionary? Absolutely.The Creator Burnout CrisisBut it's not all sunshine and viral videos. Jesse pulls back the curtain on a troubling reality: many successful digital creators are exhausted and burned out, trapped in a world of low CPMs (cost per thousand views) with no sustainable revenue model beyond grinding out content.The solution? Studios and creators need each other now more than ever. Traditional media professionals bring crucial skills in brand development, monetization, and long-term value creation that many creators desperately need but don't have the bandwidth to develop themselves.Rethinking the "Kids' Audience"Here's where Jesse gets provocative: he questions whether the traditional definition of a "kids' audience" was actually created by commercial television rather than reflecting what children genuinely want.His evidence? When given true choice, kids increasingly watch content made for broader audiences. His own research revealed young viewers gravitating toward shows like "Heartland" (a Canadian horse ranch drama) because there's "no punching and killing"—not because it was marketed to them as children's programming."I wonder whether this definition of the kid audience is also a product that we used for media in the commercial television age," Jesse muses, challenging fundamental assumptions about age-appropriate content.The Power of NichesForget mass audiences—Jesse sees the future in passionate, engaged communities around specific interests. His favorite example? Werewolf romance fiction is "killing it" with tens of millions of readers, yet virtually no one is creating werewolf video content.The math is simple: going from broad, low-engagement audiences to narrow, high-engagement niches means higher lifetime value (LTV) per fan. Plus, we're not limited to local markets anymore—you can reach every werewolf romance fan in the world."The goldfish and the water," Jesse says. "We've been swimming in the world of low-hanging fruit local markets. We're not in local markets now—we're in the world."5 Key TakeawaysPermission is Dead: You don't need a commissioner's approval to build an audience anymore. Create, test, learn, iterate—then scale.Creators Need Studios (and Vice Versa): Digital creators have audiences but often lack monetization expertise. Traditional media professionals have those skills but need to understand platform-native content.Value Has Shifted: Historical kids' media companies like Nickelodeon made most of their money from licensing and merchandising, not the TV shows themselves. That model still works—just on different platforms.Rethink Your Audience: Age-based demographic targeting may be a legacy TV construct. Focus on interests, values, and what genuinely resonates rather than arbitrary age brackets.Play the Long Game: Build communities, not just view counts. Engineer awareness through the "primordial soup" of social platforms, then nurture what evolves.The Primordial Soup TheoryJesse's closing metaphor brilliantly captures the new creative landscape: platforms like YouTube and Instagram are the "primordial soup" where millions of content ideas compete to evolve. Most will die away, but a few will succeed and thrive.His role? "Watching the shoreline and waiting... oh, that one looks like it might evolve. And then you run in, grab it, help it up onto land."Why This Matters NowJesse’s argument in a nutshell: Traditional TV commissioning is contracting. Streaming services are tightening budgets. But direct-to-audience platforms are exploding. For creative professionals willing to adapt, learn new skills, and genuinely listen to what audiences want (rather than what we think they should want), the opportunities are enormous.What do you think? Is Jesse's optimism naive or strategic? He's seen both worlds, from BBC commissions to digital-first studios, and he's betting on a future where authentic engagement beats mass distribution every single time.Listen to the full episode of Kids Media Club wherever you get your podcasts. Subscribe for weekly insights from the brightest minds in children's entertainment.
In this episode we discuss the evolving regulatorary landscape around kids content on YouTube and social media. The wild west era of children's content on YouTube appears to be coming to an end. As countries worldwide move toward stricter social media regulations—France announcing September 2026 enforcement, Virginia implementing new protections—YouTube's AI-powered content moderation is creating uncertainty for creators in the kids' space.Key TakeawaysThe Regulatory Shift: After years of minimal oversight, 2026 looks set to bring significant changes to how children's content is managed online. Multiple jurisdictions are finally catching up to long-standing concerns about kids and social media.YouTube's Opaque AI System: YouTube's AI now determines whether content is "suitable" for young audiences, but the decision-making process remains unclear. Creators face potential demonetization or restricted reach without understanding the benchmarks, making commercial viability increasingly risky.The "Social-Only" Gamble: Creators who went all-in on YouTube as their sole platform now face a precarious position. Diversification across multiple platforms—once considered smart strategy—is becoming essential again as the regulatory landscape shifts.BBC's Opportunity: As YouTube becomes a financially high-risk space for quality kids content, publicly funded broadcasters like the BBC have a chance to prove their value. Charter renewal debates may gain new context when commercial platforms struggle to sustainably serve young audiences.Content Duration Concerns: The rise of ultra-short-form content raises questions about optimal viewing lengths for developing brains. Even tech founders are reportedly limiting their own children's screen time—yet clear benchmarks remain elusive.Bottom Line: The permissive era of creators freely making kids' content on YouTube is closing. Welcome to the new regulated reality.
In this special New Year episode of the Kids Club Podcast, we reflect on our favourite Podcast conversations of 2025 and share eight moments that stood out for us from the year.We revisit conversations with industry professionals who share honest insights on being transparent and staying scrappy in tough times.Featured Topics:Building resilience as a content creator in 2026The importance of self-advocacy for aspiring creatorsBreaking through in a competitive creative environmentPractical advice from writers, producers, and industry professionalsThis year-end episode we highlight key takeaways from guests who opened up about the realities of working in kids media in 2025.
The team dives into Netflix's Christmas movie dominance, shares heartwarming holiday TV traditions from around the world (including Ireland's legendary Late Late Toy Show), and makes bold predictions for 2026's animation landscape. Spoiler: sequels reign supreme, and Australia's social media ban for kids could reshape the creator economy.Episode Breakdown🎅 Netflix's Christmas Movie EmpireEmily kicks things off celebrating Netflix's "pure and lovely" commitment to churning out Christmas content. This year brought Champagne Problems, My Secret Santa, and Jingle Bell High Speed, with classics like Klaus (Jo's favorite from 2018) getting their annual boost.Key insight: Christmas is genius brand strategy—it's an open-source brand everyone can leverage. Andy points out it's smart business too, giving A-list talent a chance to do "something warmer and family-friendly" while earning sweet residuals that come back every year.Cultural gem alert: Emily introduces the Late Late Toy Show, an Irish institution that's been running longer than US late-night shows. Picture kids staying up past midnight to watch toy reviews, celebrity surprises (Roy Keane hassling kids this year!), and wholesome chaos. It's basically a three-hour commercial that somehow works because it's cultural heritage.🎬 2026 Animation Predictions The hosts get into crystal ball mode for next year's releases:Andy's calls:Toy Story 5 - Will dominate (though Emily wonders if Lightyear's underwhelming performance signals franchise fatigue)Hoppers (Pixar's robot-consciousness-transfer story) - Will underperform and struggle to cut throughLive-action Moana - Big winner, demonstrating the power of established IPThe Illumination juggernaut: Super Mario Galaxy movie + Minions 3 dropping in 2026 could net them $2-3 billion at the box office. Emily notes we're firmly in a "sequel world."The dark horse: Disney's Hex (November 2026) about a teenage boy discovering magical powers. Emily thinks there's appetite for well-executed magic content after Spellbound missed the mark.📱 The Creator Economy Shake-Up Emily gets passionate about YouTube kids creators needing to "hold their nerve" on streaming deals. The economics have gotten tougher since YouTube's COPPA restrictions five years ago made it harder for mid-tier creators to sustain careers.The Australia wildcard: The social media ban for under-16s could be a game-changer. While challenging for creators, Emily sees it as "tough medicine" that might force better economic models and push creators toward premium streaming deals. YouTube Kids could become more crucial, and platforms like Discord might benefit unexpectedly.Miss Rachel mention: As an example of intentional content strategy—no shorts, calm and steady vibes, less dopamine-focused approach that resonates with parents.🎤 Wild Cards & Sign-Offs The hosts wrap with a joke about whether the wheels will come off the Kids Media Club podcast itself in 2026 (they won't), and acknowledge it's been "a busy year" with their heads "slightly blown off" by industry moves like Netflix buying Warner Brothers studios.Quotable Moments"Christmas is a brand that nobody owns and everybody can leverage." - Emily on Netflix's strategy"I want 5,000, not a fiver. It's renting the audience I've built." - Jo on creator economics"Sometimes you take the medicine." - Emily on Australia's social media banWhat to Watch in 2026Toy Story 5 vs Hoppers performanceIllumination's potential $2-3B yearCreator economy deals as social restrictions tightenWhether magic-themed family content finds its footing againNext episode: TBD (they're taking a Christmas break!)Perfect for: Animation industry watchers, kids media professionals, anyone curious about streaming strategy, and people who need their yearly dose of Late Late Toy Show content
The Kids Media Club crew tackles the biggest media story in years: Netflix's acquisition of Warner Brothers. Andy and Jo dive deep into what this seismic deal means for streaming, cinema, theme parks, and most importantly—the future of kids' content production. From Harry Potter to DC Comics, and from theatrical releases to original programming, they unpack the winners, losers, and uncertain future facing producers everywhere.Key Takeaways🎯 Why Netflix Wanted Warner BrosUnlocks merchandise and theme parks—two areas Netflix never had access toAdds massive legacy IP including Harry Potter, DC Universe, and Cartoon NetworkCompletes Netflix's transformation from tech company to full-spectrum entertainment studio🎬 Cinema Under ThreatWarner Bros films are tentpoles of the theatrical box officeNetflix's anti-cinema stance could devastate theater chainsTwo-week window releases might become the new normal, worrying directors like James Cameron📺 The Producer's DilemmaOne fewer independent buyer in an already consolidated marketNetflix may focus budget on legacy IP management rather than original programmingCould producers be waiting years for attention to shift back to new shows?🏢 Industry Consolidation AcceleratesParamount's hostile counter-bid adds drama to an already complex situationUK broadcasters (BBC, Channel 4, ITV, Sky) may follow with their own mergersThe era of distinctive brand voices (Cartoon Network vs Nickelodeon vs Disney) may be ending🎪 The Walmart EffectNetflix becomes the "entertainment supermarket"—so big it can't have a distinctive voiceHomogenization risk: will everything start to feel the same?The monopoly question intensifies as the third-biggest streamer disappears⚡ Wild CardsWhat happens to CNN under Netflix ownership?Could this deal actually be blocked on monopoly grounds?Bottom Line: This isn't just a business deal—it's a fundamental reshaping of how entertainment gets made, distributed, and consumed. For kids' content creators, the golden age of multiple competing buyers may be coming to an end.
Episode Summary: Andy, Jo, and Emily are joined by marketeer and 'recovering French man' Louis Grenier to give an outside perspective on kids media. Louis delivers his inimitable no-holds-barred take on the industry—expect sweary spikiness and truth bombs about what's really going on in children's content.Key Discussion Points:Ethical marketing practices in children's contentHow media consumption affects kidsUsing creativity to differentiate in a competitive marketCreating meaningful, responsible content for young audiencesGuest Expert: Louis Grenier shares marketing insights and fresh perspectives on kids' mediaHosts: Emily Horgan, Jo Redfern, and Andy Williams (Kids Media Club podcast)https://www.kidsmediaclubpodcast.com/https://creativelycurious.substack.com/https://thekidsstreamersphere.substack.com/https://joredfern1.substack.com/Louis Grenier’s websitehttps://www.stfo.io/about
Author Louie Stowell (Loki series) joins the Kids Media Club to make the case for more chaos in children's books. Why do young readers crave mischief? How do illustrated books hook reluctant readers? And what's killing kids' love of reading—spoiler: it's not TikTok.Key Takeaways:Mischievous characters create powerful entry points for emerging readersIllustrations aren't just for "struggling" readers—they're a legitimate storytelling mediumTesting culture is crushing reading joy (and what we can do about it)Give kids real choice in what they read—it matters more than you thinkChildren's publishing needs more risk-taking, diversity, and yes, anarchyhttps://louiestowell.com/https://www.kidsmediaclubpodcast.com/
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