Kids ages 3 months to 3 years can enjoy the nursery on the Disney Magic and those 3 to 17 years old can enjoy the exciting youth clubs. Visiting them as an adult will make you wish you were a kid again. They nursery has an extra hourly surcharge, but the costs of the other youth clubs are included in the basic cruise fare.
The Oceaneer Club and Oceaneer Lab are the biggest youth venues on the ship, with over 100 activities, events, and programs open to ages 3 to 12. These two venues on deck 5 are connected with an interior corridor, so kids can securely go back and forth between the two areas without having to be checked in and out.
The Disney Magic youth clubs are:
- It's a Small World Nursery - 3 months to 3 years
- Oceaneer Club - Pixie Hollow - 3 to 12 years old
- Oceaneer Club - Andy's Room - 3 to 12 years old
- Oceaneer Club - Mickey Mouse Club Room - 3 to 12 years old
- Oceaneer Club - Marvel's Avenger Academy - 3 to 12 years old
- Oceaneer Lab - 3 to 12 years old
- Edge Tween Club - 11 to 14 years old
- Vibe Teen Club - 14 to 17 years old
It's a Small World Nursery
The It's a Small World Nursery on the Disney Magic is open to all babies from 3 months old to 3 years old. Reservations are suggested for those planning to use the facility, and an hourly surcharge applies. The nursery counselors are trained to work with babies, and the spacious facility includes hands-on toys and features; colorful artwork, tables, and chairs; crafts, books, and games.
One quiet section of the nursery has several cribs, some of which have ocean views!
Pixie Hollow in the Oceaneer Club
The Disney Magic Oceaneer Club on deck 5 is open for children ages 3 to 12 and occupies a huge space divided into several diverse Disney-themed play areas:
- Pixie Hollow
- Andy's Room
- Mickey Mouse Club Room
- Marvel's Avenger Academy
Pixie Hollow is the magical land of Tinker Bell and her fairy friends. Kids will love the closet filled with costumes that are perfect for dressing up. The area also features stools shaped like mushrooms where budding artists can make their own crafts. It also has computer terminals with a popular program where children can design their own fairy. If they enjoy the program, they can even access it when they get home.
Andy's Room in the Oceaneer Club
Anyone who has seen the Disney-Pixar movie Toy Story is familar with Andy's Room. The room representation on the Disney Magic includes many of Andy's favorite toys like a giant Mr. Potato Head, Hamm the piggy bank, and a Slinky Dog slide that links the loft bed with the rest of the room.
Mickey Mouse Club Room in the Oceaneer Club
The Mickey Mouse Club Room on the Disney Magic is all done up in Mickey colors of red, black, and yellow. This room is geared towards the younger children, and they create crafts and play games on mouse-ear-shaped tables. The large Mickey video screen shown in the photo above is a big hit, too.
Marvel's Avenger Academy in the Oceaneer Club
Kids can learn to be a super hero like Iron Man, Captain America, or Thor in the Marvel's Avengers Academy in the Oceaneer Club. This multi-day training academy uses marvelous technology to help transform children into young super heroes.
For example, a child can virtually wear one of Iron Man's suits during a simulated training experience on a video screen display. This simulation give recruits the chance to test out the suit's repulsor system and flight mode--just like Iron Man. The youngsters first test their agility in the suit, and then practice accuracy with the repulsor system while blasting targets. The experience ends with a fast-paced flight test while the recruit gets used to jetting around in the suit.
The children then learn to build their own super-suit by constructing masks, capes, chest palates, and repulsor rays to fight Hydra, one of the Avengers greatest foes. At the end of day one, the kids get to meet Captain America.
On day 2 of the Academy, the recruits have the opportunity to put their new skills to the test when have to use their creative reasoning and new super hero powers to thwart a super-villain who is planning to take over the Disney Magic.
I know this is all make-believe, but it sounds like great fun to me.
The Disney Magic Oceaneer Lab is just down a secret passageway--a secure interior corridor from the Oceaneer Club. Since the activities are geared towards the same age groups (3 to 12), children can go back and forth between the two areas without checking in and out.
The Oceaneer Lab has a pirate theme, with giant nautical ropes adorning the columns, ancient navigation maps on the walls, and compasses incorporated into the decor. The Lab has an animator's studio, and a pirate workshop and lab where kids can create experiments and art projects. There's even a Navigator Simulator that lets the young buccaneers take the wheel and steer the ship through the mysterious waters of the Caribbean.
I loved the picture of Captain Mary Oceaneer, a member of the Society of Explorers and Adventurers (SEA). The Oceaneer Lab is home to a collection of fascinating props and treasures from her journeys. Who ever said that there weren't women pirate captains?
Edge Youth Club
Edge is a club for tweens ages 11 to 14. Most parents will like the overlap of ages with the Oceaneer Club/Lab. This allows kids ages 11 and 12 to stay (or not stay) with their younger siblings. Edge is found midship on deck 2 of the Disney Magic. Since this age group really likes high-tech entertainment, the venue is filled with video games, computers, and movies.
In addition to the electronic activities, tweens can enjoy scavenger hunts, complex crafts, and (gasp!) non-electronic games.
Vibe Teen Club
The Vibe teen club (ages 14 to 17) has the coolest location of any teen club at sea--inside the forward funnel on the Disney Magic. (Don't worry, this funnel is non-functioning; it's for esthetics only.) Teens love to hang out in this space since they have Internet access, plasma-screen televisions, MP3 players, games, karaoke, and snacks.
Like Edge, the teens have many non-electronic activities, both ashore and on the Disney Magic. These include trivia challenge, scavenger hunts, smoothie hour, and organized meals.