In the early twentieth century, factories mass-produced toys. In the early twenty-first, platforms mass-produce attention.
Both reshaped childhood. Only one studies children in real time.
The First Industrialization of Childhood
When immigrant entrepreneurs helped scale the toy industry in the early 1900s, they aligned with Progressive reforms that were already redefining childhood.
Child labor declined.
Compulsory schooling expanded.
Play became legitimate.
By mid-century, toys were central to consumer culture. Advertising to children became standard during television programming. The system monetized imagination.
Yet persuasion remained visible.
A commercial interrupted a show.
A catalogue arrived in the mail.
A toy sat on a shelf.
Children could see the product.
The Second Industrialization: Attention
Today the object is no longer central. The system is.
According to Common Sense Media (2023), U.S. teenagers average more than 8 hours per day of screen entertainment use. Children aged 8–12 average over 5 hours daily.
Meanwhile, global digital advertising spending exceeded $600 billion in 2023, with projections surpassing $700 billion by 2025 (Statista, eMarketer).
A significant portion of that spending targets youth and young consumers directly or indirectly through influencer ecosystems, gaming platforms, and algorithm-driven feeds.
Unlike television ads, algorithmic feeds do not simply present content. They:
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Track engagement patterns
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Analyze watch time
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Test content variations
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Predict behavioural responses
In effect, platforms do not sell toys. They sell optimized attention.
Digital Advertising to Children: The Economic Layer
The U.S. Federal Trade Commission has long recognized children as a vulnerable consumer category. The Children’s Online Privacy Protection Act (COPPA), enacted in 1998 and updated since, restricts data collection from children under 13.
Yet digital ecosystems now operate through:
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Influencer marketing
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In-app purchases
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Gamified reward loops
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Behavioural targeting
Research from the American Psychological Association has noted that younger children often cannot distinguish between entertainment and advertising in embedded digital formats.
In 2022 alone, brands spent billions on influencer marketing, much of it aimed at Gen Z and younger audiences (Influencer Marketing Hub industry reports).
This is not traditional persuasion.
It is behavioural architecture.
Protection Became Prediction
The early toy industry scaled softness. It distributed comfort.
The algorithmic economy scales prediction.
A plush bear did not study a child’s hesitation before a purchase.
A recommendation engine does.
A department store did not adjust shelf placement in real time based on a single child’s reactions.
A digital platform does.
That shift matters because childhood is not only a demographic category. It is a developmental stage.
Children learn to understand persuasion gradually. Yet algorithmic systems operate before cognitive defenses fully form.
The twentieth century shielded children from factories.
The twenty-first surrounds them with invisible ones.
The Structural Paradox
The first industrialization of childhood aligned with social reform. It reduced labor exploitation. It expanded access to play.
The second industrialization increases creative access and connectivity. Yet it also embeds commercial influence into identity formation.
Attention becomes data.
Data becomes prediction.
Prediction becomes revenue.
The system does not look coercive. It looks entertaining.
That makes regulation complex.
Why This Matters Now
Immigration once helped reshape American childhood through manufacturing and retail infrastructure. That transformation softened cultural norms around youth.
Today’s transformation is less visible but arguably deeper. It moves from objects to behaviour. From shelves to feeds. From persuasion to personalization.
The debate is no longer whether children should have toys.
It is whether children should be continuously optimized.
That is a different question entirely.





