Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.
The site was maintained at watercoolergames.org from 2003-2009, where it was edited by myself and Gonzalo Frasca. It is now archived here in full.
I finally got a chance to play a Leapster today. As I mentioned before, I think the product is positioned in the marketplace like no other -- a handheld educational/game device for kids 4 - 8.
Update (12/1/2004): After you read this review, read my updated comments one year later.
It's bigger than I expected, easily 10 inches across. This is necessary to accomodate the large LCD display (perhaps 4 inches diagonal?), but it may be slightly unwieldy in the hands of a 4 year old. The case is grey plastic, with a control pad on the left, two gamepad-style buttons on the right, and a tethered stylus on the bottom side of the device. The carts are similar to the LeapPad's, perhaps even the same small size and shape.
One of the first things I noticed was the quality of the LCD display. It's quite poor. There are very visible scan lines and the color saturation/contrast is poor. Luckily, Leapster games are (appropriately) graphically simplistic, so the loss of detail and visibility won't prove too punitive. I imagine skimping on the LCD was necessary to keep the cost down. Update (3/6/2004): some users have reported repeated calibration and touchscreen defects. Read the comments at the end of this review for more information.
LeapFrog pitches the device as a Multimedia Learning System, which means that it does more than just play games. While the rest of their products are similar in function, I'll bet that marketing enforced this tagline to separate the device from the "non-educational," pure gaming world. To accomodate the various functions of the device, LeapFrog sells four different kinds of carts for it:
The educational games -- presumably what most interests this audience -- are akin to Reader Rabbit- or Jump Start-style products; they are learning focused interactive software applications with "game-like" qualities. For example, Math Baseball lets you run the bases in exchange for correctly answering arithmetic problems. The Sponge Bob Squarepants game seemed to break the edutainment mold a bit, offering a coherent progressive story (save the Krusty Krab from its new competition) that the player moves forward through learning activities.
I don't really understand the difference between an Interactive Video and an Electronic Book in Leapster rubric. As far as I can tell, both are semi-interactive stories, sort of digital translations of the LeapPad books.
I have to admit that I'm somewhat suspicious of all of LeapFrog's products. We do have a LeapPad, and I will admit that it has had some positive learning effects on my 4 year old (especially the "Hit it Maestro" music book, which seems to have the right balance of factoids, content, and interactivity). At the same time, I think it's a dream to call these products educational in any rigorous sense. They must be at least as educational as interactive software like Reader Rabbit, and based on my experience I would grant that they are more effective than such titles. I don't think the Leapster forges much new ground in this territory; these are digital, handheld "translations" of LeapFrog's successful product formula. One significant difference is the addition of the stylus, which allows kids to point and draw on the devices. As a "tool of distraction," this feature alone might be enough to justify purchase.
What Leapster provides that Nintendo can never have is the ear of parents; parents see educational value in LeapFrog's products, and I'm confident that many will buy the Leapster instead of a GBA for kids under 8. The Leapster should send a wakeup call to Nintendo, who continually fails to cater specifically to kids under 8, for reasons that completely befuddle me.
The Leapster isn't cheap, especially compared to its print-book cousin the LeapPad. Street price at my local Toys R Us was US$79.99, and I think that was discounted. Carts run around $24.99. Compare that to $30 - $40 for a LeapPad, and $5 - $15 for LeapPad book/carts. So, the investment is the same as a GameBoy Advance, but not quite as much as a GBA SP. For my part, I would have liked the carts to come at less of a premium, but the cost of the device itself seems reasonable, especially given the discounts and other promotions you'll see on the street.
All this said, the platform itself does open up a promising new wormhole between the edutainment and game worlds. This device feels, looks, and acts like a handheld game platform. But the content is still completely mired in the old world of interactive software.
I hope LeapFrog reconsiders its decision not to open the platform to third party developers. I can imagine a productive and mutually beneficial collaboration between LeapFrog's research arm and independent game developers, but taking into account LeapFrog's 2002 public offering, I fear they feel they've found a niche that works, and changing their formula would be disasterous. Update (5/25/2004): Read my comments about third party development on Leapster.
I do applaud LeapFrog for working seriously on the question of interactive education. But I wish that they would commit more attention, funds, and outreach to trying to understand and experiment deliberately with games and education. Right now, these games are barely games. True, when I give the Leapster to my 4 year old - who happily plays both LeapPad and Gamecube - he won't squint when I tell him the device plays games. I mean, he's happy with the Sega Tiger electronics-style games we got at McDonalds earlier this year. This isn't about 3D graphics, emergence, or 100-hour gameplay. But as a game device, the experience the Leapster provides occupies a difficult middle ground. It doesn't offer simple games, like PBS Kids, nor does it offer complex games, like Gamecube. I think I could safely make the same characterization of the LeapPad: it doesn't offer casual learning, like Sesame Street, not does it offer complex learning, like working one-on-one with a parent or teacher.
This is the core weakness of the device. It's hard to place it in a coherent educational or gameplay context. That doesn't necessarily mean that you're better off buying a GBA and a few books over a Leapster. But it might...
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