

“Very young children cannot be told that what they see online isn’t real … To them, it’s as real as anything that’s happening off screen,” she says. Teresa Lynch, an assistant professor with the School of Communication at Ohio State University who has been studying fear engendered by video games, says there are critical differences between the way children and adults process games and fear. It’s not Freddy Kreuger … It’s these cute little fuzzies.”īut the ubiquity of the toys, and the way they’ve drawn young players to the game, raises questions about FNAF’s frightening content, and its effect on children. “He brought all the stuff that you and I would call scary and creepy and horror and put it in a format that was palatable to parents.

“Here’s what did, intentional or not: Most people who do creep cross a line and make it violent and stuff like that,” McFarlane says. He says he has never seen a horror-genre product succeed among children in this way. In just a few years FNAF’s “lightning in a bottle” upended his business, the construction toy sets (Lego-style blocks that depict FNAF scenes) are his biggest-selling brand ever and have already grown to become 50 per cent of his business. And when that merchandising is done effectively, says Colleen Russo Johnson, Co-Director of the Ryerson Children’s Media Lab, it can help a brand become a household name.įor 25 years Todd McFarlane, the Canadian comic-book artist and entrepreneur behind McFarlane Toys, was a small player in the hyperrealistic collectible and action figurines market working with big brands such as the NFL, The Walking Dead and video games such as Mass Effect and Destiny. While toys are often viewed as just a way to monetize an existing fandom or product, researchers say merchandise can also push a child to seek out the underlying content behind the brand. They have since clambered into the minds of children without the help of traditional mainstream media and toy biz players thanks to YouTube and early digital fans. Freddy first showed up in 2014 and the first products began hitting shelves in 2015. Meanwhile, merchandise based on the characters has become one of the hottest sellers in the toy aisle.

FNAF’s success has also prompted a film development deal with Blumhouse Productions, the producers behind the low-budget horror smash-hit Get Out. It’s been highlighted by scores of channels and videos – sometimes showing adults or children playing the game, sometimes just talking about it or editing together all the “jump scare” moments – which have collectively racked up more than 30 billion views according to Striker Entertainment, the California-based company responsible for the game’s retail strategy. Kids who may have yet to hear about FNAF are being drawn into the brand when they see these cuddly characters in the toy aisle, making the game itself more popular with children as young as 6 or 8, even though it’s rated only suitable for those 12 and up.įNAF’s large following is perhaps most evident on YouTube. Meanwhile, its cast of odd-looking cartoonish animal mascots – with such names as Freddy Fazbear, Bonnie the bunny, Chica the chicken and Foxy the fox – are easy to develop into merchandise. The setting of the first version of FNAF (there are six) is a haunted pizza parlour similar to the Showbiz Pizza or Chuck E.
#TOYS VS NIGHTMARES GAME ANDROID#
Much of the game, which can be played on Windows, Apple and Android devices, is also specifically designed to engage a young audience. It’s not particularly bloody or gross, but FNAF has been engineered to scare the living daylights out of players. Parents might be interested to learn that Five Nights at Freddy’s (often shortened to FNAF) is a downloadable survival-horror video game.
