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.
A year ago I wrote a review of the Leapster, LeapFrog's handheld educational/gaming device for kids 4 - 8. Given that many readers may consider Leapster as a gift this holiday season, I wanted to follow up on the review and update it.
The review has proven an immensely popular read here at WCG. In the last year, almost a hundred people have offered their comments about the device, the vast majority looking for insights on common screen calibration defects. I've been in touch with Leapfrog since last May, and they do confirm that a portion of their initial manufacturing run had bad displays. They also say that the problem was corrected quickly, however I'm still seeing reports of screen calibration problems, so I really can't say whether the defect itself has been resolved. I urge anyone experiencing these problems -- do not return your device to the retailer for an exchange. If a store has one bad product, they probably have a whole batch. Instead, call LeapFrog's customer service, explain the problem, and ask for an RMA and exchange. You can reach LeapFrog in the US at 1-800-701-5327 24 hours a day. In my experience, LF's customer service reps have offered excellent service.
Since before the Leapster's release, I've been complaining about the lack of third-party developer support for the device. LeapFrog has made gestures toward possible third-party licensing, and I know that they have consulted with outside experts on game design and the industry in general. Nevertheless, I have no reason to believe that the company has any intention to consider third-party development in earnest. As a result, there are currently a total of 15 software titles available for Leapster. Of these, 8 are "educational games" (as opposed to electronic books and interactive videos, the other Leapster software categories). To put this into perspective, the Nintendo DS launced last week with roughly 8 games, the same number Leapster has managed in an entire year. At least 18 DS titles will be available in the coming quarter. Both devices offer inherent benefits, but such features are only as worthwhile as the software that exploits them.
While the DS is almost twice the price, it adds a stylus, which I'd pointed out as one of the major design innovations of the Leapster. DS is clearly marketed to an older user, and probably one up-market from the Leapster, DS titles have already demonstrated a clear advantage in thinking through new uses of touch input. Whether or not DS developers or Nintendo themselves will consider developing games that would appeal to 4 - 8 year olds (or their parents) remains to be seen. For now, LeapFrog would do well to buy a DS and a copy of Feel the Magic XX/XY for every member of their team, to help them see the potential of stylus-based games.
A year ago I suggested that the Game Boy was the Leapster's primary competitor. With the release of the DS, the GameBoy Advance SP has fallen to $79.99, the same price as the Leapster. GBA games continue to hover around or below the price of Leapster titles. Given the commensurate pricing and the massive GBA software library, I think GBA SP remains a strong competitor. Of course, the GBA is still not designed as a learning device, and the platform's only concession to 4 - 8 year old players (and their parents) is Majesco's insipid GBA Video titles. That said, I maintain that parents continue to misconstrue the educational power of videogames that do not bow to the consumerist farce of edutainment. To cite but one very visible researcher's example, Jim Gee has called Pokémon (a Gameboy staple) "the best literacy curriculum ever conceived."
A year ago, I wrote the following about Leapster's main strength:
This sentiment remains accurate today. All told, the Leapster (and LeapFrog in general) have nailed their market: parents interested in meaningful content for kids 4 - 8. From what my contacts at LeapFrog tell me, Leapster is selling better than ever as we enter the holiday season. It is now available in the UK and on its way to other markets. Despite my sometimes cynical comments about LeapFrog's intentions, I cannot deny that Leapster remains the only serious attempt on the part of a game hardware manufacturer to unabashedly engage games as educational content. The missing link for the Leapster today is the same as it was a year ago: LeapFrog's unwillingness or inability to create or invite new software applications. Such a move would help move the Leapster from an investors' success into a practical one.
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