Learning To Fly
Disney's Jeff Jones on making Club Penguin a secret success
Yeah. I mean, prior to acquiring Marvel, some of the various franchises had been licensed out to other parties, so that's still the current situation to a large extent. But obviously they've got a great many superheroes, so... But Club Penguin continues to be a great performer and one we strongly believe in. Six years on that's pretty impressive - especially as online is moving fast, kids are moving fast, but Penguin is still going strong. And it's becoming a broader product range - it's already out there in books and magazines and toys.
That's actually licensed by Marvel to Gazillion before we acquired Marvel, so that's sort of outside of the fold.
I think that is going for a roughly similar demographic, so we'll see how it goes. I think the good thing is that bringing good content into this demographic is positive for the market, because it builds the market and children largely stay with Club Penguin, but they are playing other games as well, so having another title in the sector that we at least have a commercial relationship with is a positive.
I think the iOS platform is the key platform for us. Obviously we're investing in all of them and continue to do so, but the iOS is a key platform for us. We're seeing more and more kids getting [an iPod Touch]; it'd be great to see Android shift from being a phone platform to being an app and gaming platform, but iOS is key for us. Maybe it's a small sample, because most of the Disney management tend to have their iPads and things lying around, so they see their kids getting on that very quickly, but not every household is so blessed.
It is always a challenge, but the unique thing Disney has is a brand that people trust, and second we have the IP, the franchises, such as Club Penguin, which are increasingly being leveraged in consumer products, maybe in TV programs. So they naturally gravitate to it, and by connecting the experience between these things you can redeem... you get unlock codes in the books, and you get new experiences in the game. It gives us an opportunity to break through the noise we're seeing in the app world, which is obviously a very fragmented place, very fast-moving, so you have to work hard to maintain a position there.
Yeah, we've launched PixieHollow as another virtual world, which is based around the Disney fairies like Tinkerbell who were brought together on DVDs. Looking forward, we will absolutely continue to do it.
That's still going. That has a very loyal core of followers, mainly in the US. Not a huge number, but it's certainly one that's very deeply engaged so that stays there.
At this stage, there's no plans to do that. And similarly so, we have the Pirates of the Caribbean virtual world which has a loyal cohort of people who were playing it intensively. We've experimented with a variety of ways of taking franchises into the virtual world arena, and we've got a lot more ideas to come in that regard.