
"The watches, which launched in 2015 and cost up to $330, are a portal into an elaborate world that blends social engagement with relentless competition. Kids can use the watches to buy snacks at local shops, chat and share videos with friends, play games, and, sure, stay in touch with their families. But the main activity is accumulating as many "likes" as possible on their watch's profile page."
"Over the past decade, Little Genius has found ways to gamify nearly every measurable activity in the life of a child-playing ping pong, posting updates, the list goes on. Earning more experience points boosts kids to a higher level, which increases the number of likes they can send to friends. It's a game of reciprocity-you send me likes, and I'll return the favor."
Parents in China are buying smartwatches for children as young as five to call them and track location down to a building floor. The watches, notably Xiaotiancai (Little Genius), offer buying, messaging, video sharing, games, and profile pages centered on accumulating likes. Gamified features reward experience points and levels, increasing social privileges and fostering reciprocity networks. High like counts function as status symbols, prompting some users to buy bots, hack devices, or engage in risky exchanges. The devices hold significant market share and blend convenience with privacy, safety, and mental-health concerns.
Read at WIRED
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