• Inside Animation Dingle: Storytelling, the Original IP Crisis, and Student Animation from the Festival Floor
    Mar 27 2026
    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 Mulreann, 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 Mulreann 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 — ...
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    38 mins
  • Safe Social Media for Kids: How Zigazoo Is Building the Alternative to TikTok for Gen Alpha — with Ashley Maddy
    Mar 26 2026
    In this episode, Andy, Jo, and Emily are joined by Ashley Maddy, 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 Zach 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 ...
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    40 mins
  • Netflix Kids Content: Paw Patrol, SpongeBob, Cocomelon and What the 2025 Streaming Data Really Tells Us — with Emily
    Mar 20 2026
    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 ...
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    30 mins
  • Kids Online Safety, Club Penguin's Moderation Playbook, and Why Roblox Is the New Console — with Chris Heatherly (Part 2)
    Mar 19 2026

    Takeaways:

    1. The Kids Media Club podcast is currently accepting sponsorship opportunities for interested parties.
    2. Listeners can engage with the podcast via LinkedIn or the official website for strategic conversations.
    3. Chris Heatherly, an influential figure at Disney, shared profound insights during our discussion on children's online safety.
    4. The conversation surrounding online safety for children remains critical and unresolved after two decades.
    5. The challenges faced by Club Penguin in moderating content are similar to those currently confronted by Roblox.
    6. We believe that empowering parents to monitor their children's online activity is essential for ensuring their safety.

    Links referenced in this episode:

    1. kidsmediaclubpodcast.com

    Companies mentioned in this episode:

    1. Disney
    2. Club Penguin
    3. Roblox
    4. Pinterest
    5. Sago Sago
    6. Takaboka

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    34 mins
  • Club Penguin: The Game That Could Have Been Roblox — Inside Disney's Most Beloved (and Misunderstood) Platform | Part 1
    Mar 12 2026

    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 Takeaways

    1. Community 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. Part two of this conversation continues next week.

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    28 mins
  • KidScreen & MIP London 2026: No More Hierarchies, Hard Truths, and the BBC's YouTube Bet
    Mar 5 2026

    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.

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    34 mins
  • Bonus Episode - The Best Worst Kids Screen Ever: Dispatches from San Diego
    Mar 3 2026

    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.

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    27 mins
  • BeddyByes: Building a Preschool Franchise from the Ground Up — Live from KidsScreen
    Feb 26 2026

    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.










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    46 mins