Category: Kids

  • Radio Mirchi gets ‘kiddie’ fever

    MUMBAI: Commemorating Pt. Jawaharlal Nehru‘s birthday and a day that has come to be popularly called ‘Children‘s Day‘, Radio Mirchi 98.3 FM has lined special programming for Delhi and Mumbai dedicated to Indian kids.

    In Delhi, Radio Mirchi will kick off a contest where kids opinions on “the one thing they would want to change in their parents” could win them prizes and an opportunity to be on-air with the station‘s RJs. From among the callers that day, the five best responses will be selected.

    In a Children‘s Day capsule titled Baccha Party, celebrity parents will share their experiences on parenthood. While on the evening show Bumper-to-Bumper Radio Mirchi will invite underprivileged kids to the studio and give them an opportunity to share their dreams and aspirations of the city. The kids will also get an opportunity to display their talent through singing, mimickery and games with RJ Naved.

    In Total Filmi RJ Anmol will rope in celebrities who started their career as child artists and get them to narrate their experiences, states an official release.



    Similarly, Mumbai also has something special lined up for their ‘little listners‘. Hello Mumbai and Bumper-to-Bumper will be co-hosted by child achievers, including Mumbai finalist from the talent hunt Lil Champs Sameer Mohammed and participants Aman Mallik, Abrokanti and Adil. The children will share their views on issues concerning Mumbai city while interacting with other children from the city.


    The radio station has also tied up with the NGO – Smile, whereby kids from this organisation will be invited to Radio Mirchi to celebrate Children‘s Day. These children will also get an opportunity to be on air with the Lil Champ participants.


    All the kids will get to point out a child‘s view on various subjects that affect Mumbai city such as security, the education system and traffic, in addition to their their personal thoughts and dreams.


    The Mirchi studios in Mumbai will also be kept open between 10 am to 6 pm inviting kids to come in and share their views.


    In preparation for the Children‘s Day celebrations, the station in Delhi will also host Hello Delhi on 13 November where the cities socialites, fashion designers and politicians will share their most memorable moments of their childhood. Also, RJ Anu and Dr. Chug will provide parents an understanding into child psychology and grooming tips for children on a show called Khubsoorat.

  • Music India dedicates channel to kids on Children’s Day













    MUMBAI: Celebrating Children‘s Day, Music India, a 24 hr Hindi music channel plans to dedicate it to kids allowing them to script, present and package all the shows.


    The channel promises that on the 14 and 20 November, it would be transformed into a platform that is “for the children, of the children and by the children.”







    Special guests Shahid Kapoor, Amrita Rao (from Vivah) and Shreyas Talpade (from Iqbaal) will brighten up the day for the little ones. Watch the kids take on the stars and pose questions about their childhood and school days, states and official release.


    Sending out a message to kids Shahid Kapoor says, “I think childhood is the best time of your life, I‘ve had a lot of fun before I took on the responsibilities, and when you are a kid you experience the best time. Have fun enjoy yourself but be a good person.”


    Another treat to add to the fun will be brought to viewers on Judwaa hosted by identical twins, Aanya and Manya playing back to back Hindi songs. Music India will thus bring a bouquet of shows on Children‘s Day.

  • Cartoon Network to join ‘Barbie’ and ‘Pokémon’ on Children’s Day

    Cartoon Network to join ‘Barbie’ and ‘Pokémon’ on Children’s Day

    MUMBAI: Cartoon Network Theatre is planning a special treat for its viewers on Children’s Day, with two feature films Barbie in the Twelve Dancing Princesses and Pokémon Mewtwo Returns!

    Barbie in the Twelve Dancing Princesses which was first premiered on the channel in September, will be aired at 2 pm. While Pokémon Mewtwo Returns! will be premiered nationally at 6:30 pm on 14 November, states an official release.

    Barbie in the Twelve Dancing Princesses is based on the life of Princess Genevieve (played by Barbie) and her 11 dancing princess sisters. They are endangered by their evil aunt Rowena, who is plotting to rule their kingdom. In order to break free from Aunt Rowena’s clutches, all the princesses escape to a palace and discover a secret entrance to a magical world where wishes come true! However, they must return to their kingdom in order to save it.

    Pokémon Mewtwo Returns! tells the tale of Ash, Misty, and Brock who continue to explore the Johto region to rescue Pikachu whose was kidnapped by Jessie and James of Team Rocket. The search leads them to the hidden plateau where the redoubtable Mewtwo has established a haven for the cloned Pokémon. The evil Giovanni is plotting to recapture Mewtwo and renew his efforts to create an army of bio-engineered Pokémon. Aided by the reluctant Meowth, Ash and his friends must defeat Giovanni and his henchman in order to rescue Pikachu.

  • Cartoon Network to join ‘Barbie’ and ‘Pokémon’ on Children’s Day













    MUMBAI: Cartoon Network Theatre is planning a special treat for its viewers on Children‘s Day, with two feature films Barbie in the Twelve Dancing Princesses and Pokémon Mewtwo Returns!


    Barbie in the Twelve Dancing Princesses which was first premiered on the channel in September, will be aired at 2 pm. While Pokémon Mewtwo Returns! will be premiered nationally at 6:30 pm on 14 November, states an official release.







    Barbie in the Twelve Dancing Princesses is based on the life of Princess Genevieve (played by Barbie) and her 11 dancing princess sisters. They are endangered by their evil aunt Rowena, who is plotting to rule their kingdom. In order to break free from Aunt Rowena‘s clutches, all the princesses escape to a palace and discover a secret entrance to a magical world where wishes come true! However, they must return to their kingdom in order to save it.


    Pokémon Mewtwo Returns! tells the tale of Ash, Misty, and Brock who continue to explore the Johto region to rescue Pikachu whose was kidnapped by Jessie and James of Team Rocket. The search leads them to the hidden plateau where the redoubtable Mewtwo has established a haven for the cloned Pokémon. The evil Giovanni is plotting to recapture Mewtwo and renew his efforts to create an army of bio-engineered Pokémon. Aided by the reluctant Meowth, Ash and his friends must defeat Giovanni and his henchman in order to rescue Pikachu

  • Disney reports Q4 profit of $782 million

    Disney‘s revenue rose 14 per cent to $8.78 billion from last year‘s $7.73 billion. Analysts expected a top line of $8.69 billion. Diluted earnings per share (EPS) for the fourth quarter increased 89% to $0.36, compared to $0.19 in the prior-year period, reflecting growth at studio entertainment, parks and tesorts, and media networks. For the year, EPS increased 34 per cent to $1.64, compared to $1.22 in the prior year, reflecting growth at each operating segment.


    Disney president and CEO Robert Iger says, “Disney had a spectacular year, posting record revenues, record net income, and record cash flow. It is a result of the incredible creativity at our company.” Media networks revenues for the year increased 11 per cent to $14.6 billion and segment operating income increased 12 per cent to $3.6 billion. For the quarter, revenues increased 10 per cent to $3.7 billion and segment operating income increased 18 per cent to $883 million.


    Operating income at cable networks increased $259 million to $3.0 billion for the year primarily due to growth at ESPN from higher affiliate and advertising revenues. Higher affiliate revenues were due to contractual rate increases and, to a lesser extent, subscriber growth while advertising revenue growth was driven by higher ratings and rates. The revenue increases at ESPN were partially offset by higher programming expenses primarily due to the new Major League Baseball (MLB) and National Football League (NFL) rights agreements and an additional NFL game.


    Increased costs for the ESPN branded mobile phone service, which the Company recently announced would be transitioned into its existing wireless licensing business, and higher general and administrative costs also impacted results for the year.


    For the quarter, operating income at cable networks increased $156 million to $854 million due to growth at ESPN. The increase at ESPN was driven by higher affiliate and advertising revenues and lower marketing expenses. Higher affiliate revenues were due to the recognition of increased deferred revenues and higher contractual rates. During the quarter, ESPN recognized $171 million of previously deferred programming commitment revenues compared to $84 million in the prior-year quarter.


    These increases in ESPN operating income were partially offset by the higher programming expenses from the new MLB and NFL rights agreements and the additional NFL game.


    Operating income at the broadcasting sector increased by $142 million to $606 million for the year driven by improved primetime performance at ABC and increased sales of Touchstone Television series, partially offset by higher costs at the Internet Group and radio, and the increased number and costs of pilot productions.

    The improved primetime performance at ABC was driven by higher ad rates, strong upfront sales, and continued strength in ratings, partially offset by higher programming expenses. The increase in sales at Touchstone were driven by higher international syndication revenues and DVD unit volumes of dramas Lost, Grey‘s Anatomy and Desperate Housewives as well as higher license fees for Scrubs, which completed its fifth season on network television.


    Ad revenues for the year at broadcasting also benefited from the Super Bowl, however this revenue increase was essentially offset by related programming expenses.


    The cost increase at the Internet Group was primarily due to the launch of Disney branded mobile phone services as well as the costs of other new initiatives. Higher costs at Radio included an impairment charge related to FCC licenses, primarily at ESPN Radio, reflecting an overall market decline in certain radio markets in which we operate.


    However for the quarter, operating income at broadcasting decreased by $19 million to $29 million as improved performance at ABC and higher DVD unit sales of Touchstone Television series were more than offset by the increased costs associated with the roll-out of Disney branded mobile phone services and the FCC license impairment charge. The improved performance at ABC Television Network was driven by higher advertising rates, increased advertising spots from programming changes, and benefits from replacement programming for Monday Night Football, partially offset by the impact of lower ratings.


    On the film front revenues for the year decreased by one per cent to $7.5 billion and segment operating income increased from $207 million to $729 million. Operating income growth was primarily due to improvements in worldwide theatrical motion picture distribution and worldwide home entertainment.


    For the quarter, revenues increased by 33 per cent to $2 billion and segment operating income increased $527 million to $214 million. The increase in operating income was primarily due to improvements in worldwide theatrical motion picture distribution and worldwide home entertainment.


    The improvement in worldwide theatrical motion picture distribution for the year was primarily due to lower distribution costs resulting from fewer domestic Miramax releases and the performance of Pirates of the Caribbean: Dead Man‘s Chest. Other successful current year titles included The Chronicles ofNarnia: The Lion, The Witch and The Wardrobe and Disney/Pixar‘s Cars.


    Worldwide home entertainment growth for the year was primarily due to reduced marketing and trade programs, lower distribution costs driven in part by fewer returns, and improved margins from increased sales of television series DVD box sets, partially offset by a decline in unit sales resulting from a higher number of strong performing titles in the prior year. Significant current year titles included The Chronicles of Narnia: The Lion, The Witch and The Wardrobe, Cinderella Platinum Release, and Chicken Little, while prior-year titles included Disney/Pixar‘s The Incredibles, National Treasure, Aladdin Platinum Release, and Bambi Platinum Release

  • PlayStation 2 launches Disney’s ‘Kim Possible: What’s The Switch?’ in US













    MUMBAI:Based on the Disney Channel show Kim Possible, yet another video game Kim Possible: What‘s The Switch? has been developed for the PlayStation 2 computer entertainment system. This will be available in retail stores throughout the United States.


    “As the fifth video game starring Disney Channel favourite, Kim Possible, Disney‘s Kim Possible: What‘s The Switch? is an exciting opportunity for video game players to follow the crime-fighting heroine‘s exploits on the living room TV,” said Buena Vista Games vice president marketing Craig Relyea. “Kim Possible is an extremely successful handheld video game franchise and this game looks to repeat that success on the console by bringing more fun and thrills to this engaging PlayStation 2 title.”



    In Disney‘s Kim Possible: What‘s the Switch?, players control Kim, Shego or Rufus the naked mole rat as they traverse the globe to defeat enemies. Published by Buena Vista Games and developed by A2M, Disney‘s Kim Possible: What‘s The Switch? is rated E for Everyone and is available for a suggested price of $29.99, states an official release.


    Features of Disney‘s Kim Possible: What‘s The Switch? include 11 missions as one of three characters (Kim Possible, Shego or Rufus); the ability to acquire and use six gadgets; and a two-player mode.


    The Kim Possible video game franchise has sold more than 1 million units to date worldwide since its debut in 2002. The first three Kim Possible games appeared exclusively for the Game Boy Advance. Disney‘s Kim Possible: Kimmunicator, which was released in 2005, was the first Kim Possible title developed for the Nintendo DS, adds the release.


    Disney‘s Kim Possible: Global Gemini for the Nintendo DS is scheduled for release in February 2007 throughout the United States.

  • Disney reports Q4 profit of $782 million

    Disney reports Q4 profit of $782 million

    MUMBAI: US media conglomerate Disney has reported a fourth-quarter net profit of $782 million, or 36 cents per share, compared with $379 million, or 19 cents per share, a year before.

    Disney’s revenue rose 14 per cent to $8.78 billion from last year’s $7.73 billion. Analysts expected a top line of $8.69 billion. Diluted earnings per share (EPS) for the fourth quarter increased 89% to $0.36, compared to $0.19 in the prior-year period, reflecting growth at studio entertainment, parks and tesorts, and media networks. For the year, EPS increased 34 per cent to $1.64, compared to $1.22 in the prior year, reflecting growth at each operating segment.

    Disney president and CEO Robert Iger says, “Disney had a spectacular year, posting record revenues, record net income, and record cash flow. It is a result of the incredible creativity at our company.” Media networks revenues for the year increased 11 per cent to $14.6 billion and segment operating income increased 12 per cent to $3.6 billion. For the quarter, revenues increased 10 per cent to $3.7 billion and segment operating income increased 18 per cent to $883 million.

    Operating income at cable networks increased $259 million to $3.0 billion for the year primarily due to growth at ESPN from higher affiliate and advertising revenues. Higher affiliate revenues were due to contractual rate increases and, to a lesser extent, subscriber growth while advertising revenue growth was driven by higher ratings and rates. The revenue increases at ESPN were partially offset by higher programming expenses primarily due to the new Major League Baseball (MLB) and National Football League (NFL) rights agreements and an additional NFL game.

    Increased costs for the ESPN branded mobile phone service, which the Company recently announced would be transitioned into its existing wireless licensing business, and higher general and administrative costs also impacted results for the year.

    For the quarter, operating income at cable networks increased $156 million to $854 million due to growth at ESPN. The increase at ESPN was driven by higher affiliate and advertising revenues and lower marketing expenses. Higher affiliate revenues were due to the recognition of increased deferred revenues and higher contractual rates. During the quarter, ESPN recognized $171 million of previously deferred programming commitment revenues compared to $84 million in the prior-year quarter.

    These increases in ESPN operating income were partially offset by the higher programming expenses from the new MLB and NFL rights agreements and the additional NFL game.

    Operating income at the broadcasting sector increased by $142 million to $606 million for the year driven by improved primetime performance at ABC and increased sales of Touchstone Television series, partially offset by higher costs at the Internet Group and radio, and the increased number and costs of pilot productions.

    The improved primetime performance at ABC was driven by higher ad rates, strong upfront sales, and continued strength in ratings, partially offset by higher programming expenses. The increase in sales at Touchstone were driven by higher international syndication revenues and DVD unit volumes of dramas Lost, Grey’s Anatomy and Desperate Housewives as well as higher license fees for Scrubs, which completed its fifth season on network television.

    Ad revenues for the year at broadcasting also benefited from the Super Bowl, however this revenue increase was essentially offset by related programming expenses.

    The cost increase at the Internet Group was primarily due to the launch of Disney branded mobile phone services as well as the costs of other new initiatives. Higher costs at Radio included an impairment charge related to FCC licenses, primarily at ESPN Radio, reflecting an overall market decline in certain radio markets in which we operate.

    However for the quarter, operating income at broadcasting decreased by $19 million to $29 million as improved performance at ABC and higher DVD unit sales of Touchstone Television series were more than offset by the increased costs associated with the roll-out of Disney branded mobile phone services and the FCC license impairment charge. The improved performance at ABC Television Network was driven by higher advertising rates, increased advertising spots from programming changes, and benefits from replacement programming for Monday Night Football, partially offset by the impact of lower ratings.

    On the film front revenues for the year decreased by one per cent to $7.5 billion and segment operating income increased from $207 million to $729 million. Operating income growth was primarily due to improvements in worldwide theatrical motion picture distribution and worldwide home entertainment.

    For the quarter, revenues increased by 33 per cent to $2 billion and segment operating income increased $527 million to $214 million. The increase in operating income was primarily due to improvements in worldwide theatrical motion picture distribution and worldwide home entertainment.

    The improvement in worldwide theatrical motion picture distribution for the year was primarily due to lower distribution costs resulting from fewer domestic Miramax releases and the performance of Pirates of the Caribbean: Dead Man’s Chest. Other successful current year titles included The Chronicles ofNarnia: The Lion, The Witch and The Wardrobe and Disney/Pixar’s Cars.

    Worldwide home entertainment growth for the year was primarily due to reduced marketing and trade programs, lower distribution costs driven in part by fewer returns, and improved margins from increased sales of television series DVD box sets, partially offset by a decline in unit sales resulting from a higher number of strong performing titles in the prior year. Significant current year titles included The Chronicles of Narnia: The Lion, The Witch and The Wardrobe, Cinderella Platinum Release, and Chicken Little, while prior-year titles included Disney/Pixar’s The Incredibles, National Treasure, Aladdin Platinum Release, and Bambi Platinum Release.

  • PlayStation 2 launches Disney’s ‘Kim Possible: What’s The Switch?’ in US

    PlayStation 2 launches Disney’s ‘Kim Possible: What’s The Switch?’ in US

    MUMBAI:Based on the Disney Channel show Kim Possible, yet another video game Kim Possible: What’s The Switch? has been developed for the PlayStation 2 computer entertainment system. This will be available in retail stores throughout the United States.

    “As the fifth video game starring Disney Channel favourite, Kim Possible, Disney’s Kim Possible: What’s The Switch? is an exciting opportunity for video game players to follow the crime-fighting heroine’s exploits on the living room TV,” said Buena Vista Games vice president marketing Craig Relyea. “Kim Possible is an extremely successful handheld video game franchise and this game looks to repeat that success on the console by bringing more fun and thrills to this engaging PlayStation 2 title.”

    In Disney’s Kim Possible: What’s the Switch?, players control Kim, Shego or Rufus the naked mole rat as they traverse the globe to defeat enemies. Published by Buena Vista Games and developed by A2M, Disney’s Kim Possible: What’s The Switch? is rated E for Everyone and is available for a suggested price of $29.99, states an official release.

    Features of Disney’s Kim Possible: What’s The Switch? include 11 missions as one of three characters (Kim Possible, Shego or Rufus); the ability to acquire and use six gadgets; and a two-player mode.

    The Kim Possible video game franchise has sold more than 1 million units to date worldwide since its debut in 2002. The first three Kim Possible games appeared exclusively for the Game Boy Advance. Disney’s Kim Possible: Kimmunicator, which was released in 2005, was the first Kim Possible title developed for the Nintendo DS, adds the release.

    Disney’s Kim Possible: Global Gemini for the Nintendo DS is scheduled for release in February 2007 throughout the United States.

  • Disney US signs deal with Nintendo for games

    MUMBAI: US broadcaster Disney and games firm Nintendo have announced a deal.


    Characters from shows The Suite Life of Zack & Cody, Hannah Montana, American Dragon: Jake Long and That’s So Raven are available on Nintendo handheld video game systems.



    Buena Vista Games VP marketing Craig Relyea says, “This fall, kids of all ages can experience the fun of following characters from their favorite Disney Channel shows through a series of great new video games. Whether at home or traveling during the holidays, kids can enjoy these all-new adventures on the Nintendo handheld system of their choice.”



    Based on the TV show American Dragon: Jake Long and developed by WayForward, American Dragon: Attack of the Dark Dragon for the Nintendo DS lets players take control of Jake, who must punch and kick his way through an onslaught of villains to save girlfriend Rose from the Dark Dragon. American Dragon: Attack of the Dark Dragon boasts five distinct worlds with more than 20 levels. When Jake transforms into the America Dragon, players can release dragon fire, perform jump attacks, whip with a tail swipe and take flight in 3D with up to four friends in wireless mode.


    In the game based on the show Disney’s Hannah Montana 13 year-old Miley Stewart lives a double life as girl-next-door and pop sensation in the Disney Channel original show, Hannah Montana. In Disney’s Hannah Montana for the Nintendo DS, developed by DC Studios, someone is threatening to reveal Miley’s secret and it’s up to the player to determine who it is.


    Playing as Miley, gamers must use spy skills and gadgetry to investigate their school, the boardwalk, stadium and beach to uncover hidden clues and solve the mystery. Players can interact with their favorite characters from the show using a branching dialogue system while exploring familiar Hannah Montana environments, and meet hilarious new characters along the way. Mini-games include a wireless two-player skateboard, rollerblade and scooter challenge and a mode that enables players to share clothes in Miley’s secret wardrobe with others via wireless connection.


    The Suite Life of Zack & Cody: Tipton Caper for the Game Boy Advance takes players on a daring adventure with the 12-year-old twins at the Tipton Hotel. The boys are on a mission…crawling, climbing, jumping, racing and wearing disguises to conquer enemy forces, when they discover a plot to steal the crown from a Teen Beauty Pageant being held at the hotel. Players control the twins independently or team up in fun-filled missions to ensure the thief is stopped and the night is a success, all while trying not to get caught.


    Developed by Handheld Games, That’s So Raven: Psychic on the Scene challenges players to solve a hare-brained mystery brought on by one of Raven’s psychic visions. Taking the role of Raven or one of her friends, Chelsea or Eddie, players must gather clues to solve the mystery, fix fashion mishaps, save friends and progress through an array of fun puzzle challenges – all in 3D and for the first time ever on the Nintendo DS.


    Players can mix and match more than 40 different outfits, hairstyles and disguises, create custom clothing styles that can be shared over the wireless connection, sew new garments, and take the driver’s seat in several mini-games.

  • Horlicks Wiz Kids ’06 grand finale to kick off on 11 November

    MUMBAI: The grand finale of the Horlicks Wiz Kids 2006 is set to kick off on 11 November in Bangalore, to form the Horlicks Wiz Team. This will follow from the National Finals to be held on 8 November.


    The Wiz Team consisting of four students will be awarded an opportunity to visit Philippines on an educational-cultural exchange.


    In its third year, the Horlicks Wiz Team ‘06 will be selected by a panel of judges at the grand finale. In Phillipines, the winners will interact with students of ‘Community of Learners‘ and ‘Center for Positive Futures‘ institute. They will visit the urban poor community and garbage dumpsite in Payatas, Quezon City and participate in cultural programmes with other students. The trip will also include sight-seeing to learn about the culture and historical places of Phillipines.



    Preceeding the grand finale, during the National Finals students will go through a host of activities that are designed to assess them on their social and mental ability and overall personality. At Pegasus – an outbound learning institute and at the Ancient School of Wisdom, the students will undergo training activities, talent rounds, project presentations, psychometric tests and many other fun, learning and recreational activities, informs an official release.


    Horlicks Wiz Kids 2006 at the city level is said to have reached out to four million students, with a participation of 170,000 students from 1141 school across India.