ALKHOBAR, 12 June 2007 — It has long been a joke that if you can’t figure out how to get a gadget to work, just give it to a child and the device will be up and running in a flash. Part of the reason for this is that children are exposed to modern technologies early in life and gain an intuitive sense for them. New research shows that familiarity with electronics starts earlier than previously thought.

In a nationwide survey conducted in March in the United States by The NPD Group, it was found that the average age at which children begin using consumer electronic (CE) devices has declined from 8.1 years in 2005 to 6.7 years in 2007. The report, “Kids and Consumer Electronics Trends III,” noted that on average, American children begin using electronic devices at approximately seven years of age with televisions and desktop computers showing the youngest initial exposure at about four or five years of age, and satellite radios and portable digital media players (PDMP) showing the oldest at about nine years of age.

Since The NPD Group’s last survey in 2005, by and large, virtually all of the various electronic devices registered a decline in average age that the initial use occurs. Most notably, earlier product use is seen for DVD players and cell phones. However, the average number of CE devices both owned and used by kids is down slightly compared to the previous survey, as are the number of households that own these devices. Moreover, close to 25 percent of US households surveyed claimed to have made no electronics purchases during the past 12 months. This is one indication of why many CE companies are looking to markets such as Saudi Arabia to maintain sales and profitability.

While the overall percentage of children’s personal ownership and use of electronics has declined slightly, their ownership of PDMPs, portable videogames and digital cameras exhibits the largest increases of the categories studied, with cells phones and portable DVD players also showing growth.

“Kids are drawn to the latest and greatest digital devices just as their parents are,” said Anita Frazier, industry analyst, The NPD Group. “They appear to have no fear of technology and adopt it easily and without fanfare, making these devices a part of their everyday lives.”

Companies have of course noticed the trend of younger children interacting with technology and there are numerous examples of how electronics and IT are aiming to target the youth market in new ways. Coming to the Middle East in Fall 2007 will be Pleo, a one-week-old camarasauras engineered to mimic life. The baby dinosaur develops a personality according to its environment. The company behind Pleo, irobo, claims that no two Pleos will develop to be the same.

“Pleo is not just a toy. It’s an interactive friend, pet and companion that will appeal to all people, young and old, in all walks of life,” said Rizwan Ashraf, managing director, irobo.

Based on the camarasauras, a long-necked, long-tailed herbivore dinosaur from the Jurassic period, Pleo, can show feelings, such as anger, frustration and delight. Pleo weighs 3.5 pounds, is packed with 2,000 moving parts, 14 motors, 38 sensors that detect light, sound and motion, and six processors capable of six million calculations per second. Pleos destined for the Middle East will be English- and Arabic-enabled. Pleo reacts to the environment and does not have a remote control.

“Pleo is the first truly autonomous form capable of personal engagement,” said its creator Caleb Chung.

After it is activated, Pleo develops in three phases. As a Hatchling, Pleo wakes up, stands, stretches and chews. In the Juvenile phase, Pleo is timid but it’s hungry and will explore and interact. As an Adolescent, Pleo will be eager for interaction. Pleo has a range of moods and behaviors, which allow its owners to create and nurture the dinosaur’s personality. Over time, Pleo’s firmware will be able to be upgraded.

Currently irobo is in the process of finalizing distribution and after-sales service arrangements for the Middle East. Pleo will miss the all-important Eid holiday, with availability expected in October at a price of approximately $450.

So with IT becoming an integral part of toys, what’s next? How about books? Most people think of e-learning as a field geared toward adults, but e-books are now being designed for children. Author Scott Becker, a father of three children, has released his latest e-book just in time for school vacation.

According to Becker, as summer approaches, it’s the time of the year when children are outside more, and engaged in active pursuits. However, numerous studies reveal that summer is also the No. 1 time of the year when children have accidents. His e-book, “Have a Safe Summer!” teaches about the importance of wearing a helmet, using sun block, having a swimming buddy, drinking plenty of water and how to avoid strangers. “Have a Safe Summer!” provides children with street-smart safety advice in a fun and educational way. For more information on Becker’s e-books, click to www.booksbybecker.com.

But never fear, there’s still room for some old fashioned fun. Fans of the “world’s most popular board game,” Monopoly, can still play as they always have. Though technology has left its mark on the game, the effect is minimal. Hasbro’s “Monopoly: Here & Now Edition” features a NASA property, the Johnson Space Center and updated game tokens resemble miniature versions of items relevant in the “here and now,” including a Toyota Prius, New Balance Shoe, Labradoodle, Motorola Razr cell phone, laptop computer, McDonald’s French Fries and an airplane. Two sets of the new tokens are flying aboard the Space Shuttle Atlantis, currently orbiting the Earth.