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Wednesday, April 22, 2009

Child protection in virtual worlds

Some 70 million people under 16 will have accounts in virtual worlds by the end of this year, the New York Times reports. That's twice last year's figure, it adds, citing the research of UK virtual world consulting firm K Zero. And there are more than 200 worlds such as Disney's Club Penguin, Cartoon Network's FusionFall, and Helsinki-based Habbo in place, in the planning, or in development, the Times cites Virtual Worlds Management research as showing. The key to keeping all those kids' in-world experiences safe and constructive and this growing business thriving is moderation. There are two kinds: human and technological. Both kinds have to deal with the "continuing game of cat and mouse between the young people and the technology designed to protect them" - such as profanity filters, chat limited to predetermined phrases, and abuse reporting. Please see the article for details on the changing interplay between human moderators and the technology that supports their work. [See also "Top 8 workarounds of kid virtual world users."]

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Monday, March 30, 2009

Undercover Mom in ClubPenguin, Part 6: Old-fashioned pretend play in a new-fangled world

by Sharon Duke Estroff

During my time on Club Penguin, I became a regular at the local pizzeria. I liked it because of the cliché Italian piano music, the cozy candle-lit tables, and the fiery brick oven; but mostly because of the friendly waiters and waitresses who never, ever delivered my pizza.

Sure, I was initially stumped over how I could have given my order to 16 separate penguins and not have as much as a slice to show for it, but then I realized that these avatars/kids were only pretending to be waiters and waitresses. And they thought I was pretending to be a customer. We were playing the old "let's pretend" game in a new sort of setting.

Mom Break: Charming? Yes. Strictly worry-free? No. After all, it may walk like a penguin and talk like a penguin, but that doesn’t mean it's a penguin. Unlike traditional imaginative play, kids didn’t dream up this bustling restaurant scene on Club Penguin; graphic designers did it for them. The storylines were fueled not by children’s imaginations but by the robotic clicks of a computer mouse.

I’ve learned during my years of studying child psychology that childhood is a learning process by design, and old-fashioned pretend play is an essential, integral part of the curriculum. Dress-up games and tea parties aren’t just remnants of the retro-childhood, they're the building blocks of imagination and the means by which children weave together all the elements of life as they experience it. As traditional low-tech playtime progressively gives way to high-tech virtual playtime, the concern over its impact on millennial children is real and far-reaching. It's up to us millennial parents to maintain a consistent balance for our kids between real and virtual fun.

That said, I want to end this one on a positive note: Unlike the cyberbullying and romancing I describe in earlier Undercover Mom installments, I ultimately found the pretend play in the pizzeria to be more refreshing than concerning. You see, while those cyber-waiters and -waitresses might not have delivered my pizza, they served up something far more delicious to me: precious glimmers of hope that in every age and every generation, in this world and the virtual one, childhood will prevail.

Note from editor Anne Collier: Here are views from another respected source, Izzy Neis, a long-time moderator of kids' virtual worlds and online communities....

  • How children use (and implement) their imaginations in ClubPenguin
  • How young CP users' own seemingly impossible idea - actually tipping the iceberg - compares to Izzy's amazing experience of children's imaginative play and storyline creation on the beach

    A conclusion Izzy posted last spring: "Basically, kids want to be included in the magic, they want to build empires from scratch, they want to emotionally invest themselves in seemingly-silliness, etc. It’s fun. It’s a release. It’s escapism – all the while feeling included and excited. I see this play pattern/behavior all the time on Club Penguin. From 'snowball' wars ... to parties in the igloo (much more fun in theory and planning and rounding up than the actual dancing part). Club Penguin provides tools… triggers… that allow the users to 'go to town' - making up their own rules & play. Club Penguin tries to support by facilitating pieces of storyline - just enough of a taste that the users will run away with the end."

    Here's an index to all issues of Undercover Mom to date.

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  • Friday, March 20, 2009

    Undercover Mom in ClubPenguin, Part 5: Cold shoulders

    By Sharon Duke Estroff

    I’m not even a week into my undercover expedition and I’m already racking up penguin pals like Pokemon cards. No wonder Club Penguin's signature tagline is "Waddle around and make new friends"! That said, not all the birds I’ve met in this hopping virtual world are amicable types. Here’s what happened when I (ChillyLily) approached a group of cheery looking penguins dancing outside the lighthouse:

    Me: Hi I am ChillyLily and I am KEWL

    Dancing Penguin 1: R not

    Me: Hannah Montana Rules

    Dancing Penguin 2: Weirdo

    Dancing Penguin 3: We r going to a members only party

    Me: Can I come?

    Dancing Penguin 1: Ewww no!

    Me: PLZ

    Dancing Penguin 2: (angry face emoticon)

    Me: (sad face emoticon)

    Dancing Penguin 3: Go away or I M reporting U

    Report me? As in clicking the monitor badge icon on my player card to tell the CP powers that be that I am behaving inappropriately (which wasn’t true at all)? Couldn’t Dancing Penguin 3 just click on the ghost icon and ignore me for a while (meaning none of the messages I send will show up in bubbles on her screen until she decides to reinstate me to her inner circle)? If I get reported, the monitors could silence me. Or worse yet, they could ban me from Club Penguin altogether! And then what good would I be as an undercover penguin? In the name of damage control, I took the hint and slunk away.

    Mom Break: Like so many aspects of children’s virtual worlds, I found Club Penguin’s buzzing social scene to be a mixed bag of fun, fascination, and concern.

    I’ll start in the Pro column. When we were growing up, kids ran around the neighborhood with their friends until stars filled the sky. But today not so much. (Why? Because oodles of extracurriculars, mounds of homework, a generally anxiety-ridden parental population, and the advent of the formal playdate have rendered such informal socialization among children ancient practice, but that’s a whole different parenting post.) Consequently, many contemporary kids experience unprecedented feelings of isolation, loneliness, and stress. Virtual social networking, when done safely and in moderation, can provide children with a comforting sense of companionship and community – and not just in the digital realm. Many kids I chatted with in my real world focus sessions reported meeting up with their school friends on Club Penguin at night and on weekends. Social networking at a young age (in secure and kid-oriented environments) helps build critical digital literacy in children while giving parents an opportunity to teach their kids appropriate online behavior and safety rules early in the game.

    And now for the Cons. Despite the fact that Club Penguin, like many other sites, works overtime to keep the chat civil, believe me, social cruelty is rampant. A virtual playground is, after all, still a playground with all the classic bullying and power plays. But unlike a real-world playground, there are no parents or teachers around to set the mean kids straight. And, in my mind at least, the website monitors don’t count. (Would you trust a babysitter to watch your kids if she was also responsible for watching millions of other kids at the same time? I think not.) In my first five days on Club Penguin, I was called "weirdo" three times, "nerd" four, and hit with numerous mean face emoticons. I was excluded from eight private igloo parties, told to go away six times, and pummeled with more snowballs than I can count. And as for my encounter with those snobby dancing penguins, well, it felt like junior high all over again. Sure the CP filters prevented them from saying anything blatantly inappropriate, but the penguins' cattiness and cruelty come through like a bullhorn.

    I managed to snag some screenshots of (what I consider to be) cyberbullying on Club Penguin. As you look at them, try to imagine how you would feel as a little kid sitting alone in front of a computer screen reading such messages.

    Note from editor Anne Collier: For more kinds of cyberbullying in kids' virtual worlds, see "Top 8 workarounds of kid virtual-world users" that I wrote, based on an interview with Sharon last summer. For an index of the complete Undercover Mom series to date, please click here.

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    Friday, March 13, 2009

    Undercover Mom in ClubPenguin, Part 4: The 'dating' game

    by Sharon Duke Estroff

    I'm not exaggerating when I tell you that at any given moment in any given corner of any given chatroom on ClubPenguin.com, there is someone saying something to the effect of “boys say i” or “beautiful girls come over here” or “are you single?” or “will u be with me?” - which is exactly what Cowboy217 asked me one moonlit night in his igloo.

    We’d met earlier that evening at the pizza parlor when I’d heeded Cowboy’s open call for available girls. By the time we got to Cowboy’s crib (which, I might add, was the Taj Mahal of igloos), we’d already swapped at least a dozen heart emoticons. We played a few rounds of “Spin the Lava”, a popular CP party game involving a lava lamp, some truth or dare, and tons of Eskimo kissing, (I’m not kidding with screenshots to prove it) before he popped the question, and I (trying not to think about how appalled Cowboy217 would be if he knew he’d just asked a married, mother of four to go steady) accepted.

    Mom Break: I want to start out by recognizing that Club Penguin has excellent safety measures in place to prevent predators from tracking down children via their website. But keeping our kids safe online doesn't simply mean keeping them away from cyber-predators. It means ensuring their social, emotional, intellectual, moral, and physical well-being in both the real and virtual realms. Which is why, of all my undercover mom surprises to date, I found Club Penguin’s sexual undercurrent by far the most unsettling. It's not that every penguin I encountered on CP was engaged in some kind of flirting or dating behavior, but many were. Many, many, many were. It all makes sense if you think about it. The anonymity and lack of adult supervision in children’s virtual social worlds like Club Penguin make them natural spaces for curious kids to act out sexual themes they see in the media, even before they're ready in real life. There's no doubt that pretend romantic play is part of the course and magic of childhood, but Club Penguin is not a kindergarten dress up corner. It is a vastly populous virtual playground where digital natives of all ages and maturity levels share the same turf...and grow up faster together. (I continue to grapple with scope, implications, and complexity of this issue and welcome your insight on the screenshots that follow.)

  • "Come here all beautiful girls"
  • "Where the boyz are"
  • "Spin the lava at my iggy"
  • "Me playing spin the lava"
  • "Looking for the ladies"
  • "Are u takin?"
  • "One of many prom invites I received"
  • At the nightclub: "Who is single?" (we're talking 9-to-12-year-olds!)
  • Invitation to a "Boys Meet Girls Party" at someone's igloo
  • Dating drama at the pizza parlor - Sharon explained, "The pizza parlor is one of the most popular destinations in ClubPenguin - there's one in every chatroom, so technically there are hundreds, and there always seems to be lots of dating-related talk in them."

    Note from editor Anne Collier: One thing I hope this installment illustrates is why we as a society - as we address child online safety together - can't afford to be focused on fear- instead of research-based messaging about predation online. Predatory behavior, power abuse, and bullying occur at all ages (but so does developmentally appropriate sexual exploration). We also can't afford to focus only on the negative behaviors and experiences in virtual worlds because - though clearly they are not the new Saturday-morning cartoons - there are so many good things occurring in them, including informal learning (see "Serious informal learning: Key online youth study). Sharon's reporting is important - I have seen nothing like it as I survey youth-tech and online-safety news each day. But my other hope is that readers who find this report disturbing will consider the context Sharon's expertise in child development gives it and help channel concerns into a renewed societal effort to teach ethics and citizenship - offline as well as online. Because civil, mindful behavior is protective (see "Social media literacy: The new Internet safety").

    For an index of the Undercover Mom series, click here. Next week: Cyberbullying penguins?

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  • Friday, March 06, 2009

    Undercover Mom in ClubPenguin, Part 3: Anybody here speak English?!

    By Sharon Duke Estroff

    I’m beginning to understand why kids are so obsessed with Club Penguin. It’s a posh ski vacation via DSL connection. There’s snow tubing, ski lifts, and an ice hockey rink; a coffee shop, pizza joint, and discothèque; even a beach complete with surfboards, sun umbrellas and an outdoor fire pit (photo links below). And they’re all packed like sardines with friend-seeking penguins (upwards of 20 million of them, estimates UK-based virtual-worlds research firm K Zero). I feel so hip, so happening, so popular!

    Next day: Not feeling quite so hip and popular today. Mainly because all my would-be penguin pals seem to be speaking a foreign language. Sure I recognize a few words, like “hi” and “igloo.” I’m even holding my own at deciphering the horrific misspellings (sorry, it’s the teacher in me). But ROTFL? NVM? What is this, penguinese?

    Following some snooping around the Internet for an English-Penguinese translation guide, I’ve surmised that the mysterious lexicon is actually a series of cryptic acronyms and shorthand that kids use to communicate online. More Pig Latin than Greek, you might say. "ROTFL" is “rolling on the floor laughing” and "NVM" is “never mind.” Kids also use “emoticons” (e.g., the smiley face) to communicate their moods of the moment.

    Mom Break: From a parental supervision standpoint, this is not good news. Not only are our kids hanging out in a parallel universe, they’re speaking in alien tongues while they’re at it. This generational fluency gap is bound to result in millions of parents not understanding what their kids and their friends are discussing. Worse yet, not every cyber-acronym is innocuous (i.e. "PRW," or "Parents Are Watching"). Granted, the Disney Company - which acquired Club Penguin in 2007 in a 700 million dollar deal - has filters in place to prevent shady shorthand from infiltrating the conversational landscape. But the reality remains that staying a cyberstep ahead of the Net generation can be tough - even for Mickey Mouse. I found one clever penguin inserting an extra letter in order to use language that's not allowed in Club Penguin: He asked someone, "Are you gay?"

    Next week: "Cold Shoulders." Here are my intro to Undercover Mom and Part 1 and Part 2 of Sharon's series.

    Undercover Mom's screenshots [Anne here: Sorry I can't embed them in this blog at the moment!]

  • ChillyLily437 on the Beach
  • Downtown Club Penguin
  • Penguinese spoken here
  • Textual workaround

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  • Thursday, February 26, 2009

    Undercover Mom in ClubPenguin, Part 2: Let's get this party started!

    by Sharon Duke Estroff

    I have to admit I’m pretty darn cute. My avatar, ChillyLily437, that is. I’m plump, perky, and very pink. Only one more hurdle to jump before I can make my cybersocial debut on Club Penguin: an emailed permission slip from my parents.

    Rather than submitting my real email address (this is a stealth operation after all!), I open up an alias email and have the CP powers-that-be send the consent form there. Within milliseconds my new inbox is flashing with a message informing me of "my child's" Club Penguin registration, I’ve clicked the requisite activation link, and my undercover snowball is officially rolling.

    Mom Break: Okay, I promised myself I wasn’t going to put my mom hat back on until at least Day 3. I mean, what’s the good of going undercover if you keep taking off your disguise? But PLEASE! Does Club Penguin really think that this parent email permission click deal is a viable safety measure? I created an alias email account in, what, two seconds? Our digital native offspring could easily do the same. I’m not saying that my child or your child would use a fake parent email to gain access to Club Penguin or a similar social network site. Or that one of their friends would use a fake parent email to grant Club Penguin access to every kid at school. I’m just saying….

    So you may be thinking, "What’s the big deal? Club Penguin is not MySpace or Facebook, it’s a kid-oriented website for heaven’s sake." But that’s precisely my point. The target market for social network sites like Club Penguin is ages 6 to 14 (more realistically 6-12, as few teens would be caught dead on such a “babyish” cyber-hangout). These are not teens, but elementary-aged children who need consistent parental presence, supervision, and direction in their lives. The ease with which kids can sidestep Club Penguin’s parental consent process - one of the Web site's most basic safety measures - represents but the tip of a very precarious iceberg indeed.

    Next week: "Snow Day"; here are my intro to Undercover Mom and Part 1 of Sharon's series.

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    Friday, September 05, 2008

    Virtual Worlds field trip

    One of the most interesting comments made at the second-annual Virtual Worlds Conference I attended in L.A. this week was from Jon Landau, producer of Titanic and of a project-in-progress called Avatar. Landau said, "I grew up being taught to worry about 'big brother'; with the Internet we have to worry about little brother." I don't think anybody else heard that quite as acutely as an advocate of children's online safety would. Not only is little brother watching, little brother (of any age, basically everybody on the user-driven, fixed and mobile network) is commenting, uploading, producing, entertaining, collaborating, socializing, and exploring identity, as well as creating imposter profiles, gaming the game system, sending nude phone-snapped photos, etc. We're dealing with a new set of blended conditions, with online life not just mirroring "real life" but changing it as well, in subtle ways we don't yet fully understand.

    One thing that's clear from the research but was confirmed (in my head, not yet by speakers) everywhere I turned at the conference: digital ethics and citizenship have to be central to the discussion as we learn how to negotiate this new space where – definitely for kids, in any case - the line between online and offline is fading. Learning how to behave ethically in community whether digital or physical is central to children's well-being online, right now and increasingly as we move forward.

    Really exciting projects are going on in and with virtual worlds in schools around the US and world. Check out the collaborative work between schools in California, Japan, and Australia at PacRim Exchange; with libraries in Teen Second Life and youth librarians of the Eye4You Alliance; on virtual islands for public school students (Ramapo Islands) in Teen Second Life; and in Second Life and New York City with nonprofit Global Kids, which aims to help "transform urban youth into successful students as well as global and community leaders" (I want to zoom in on some of these powerful projects in future posts).

    I spoke with a northern California principal, Patti Purcell of Bel Aire Elementary School, about Bel Aire's six-week pilot project teaching students digital citizenship "in-world" and in the classroom with the help of children's virtual world Dizzywood. Patti told me she felt students needed a space where they could actually practice what they learned in character education, which has long been part of the curriculum. One lesson was in collaborative tree-planting. Dizzywood co-founder Scott Arpajian told me certainly any child can plant a tree in Dizzywood, but the "game" is designed so that planting gets "exponentially faster [and a lot more fun] when they help each other out." Students are given time to explore the virtual world (they're given "agency," a sense of place and ownership in-world), but the experience is structured too, with in-world activities always followed by classroom discussion. "Graduation" included presentations by the students before an audience of parents who were very interested in how character ed was taught in a virtual world. Patti said, "It's very empowering for a 10-year-old to be able to explain their space to a group of adults." Two other cool elements: students participate in creating their own code of ethics, and Scott told me Dizzywood lets them look "under the hood" - learn about how Dizzywood's techies and graphic designers create its activities and habitat (something aspiring designers and software engineers would be fascinated with).

    A few general virtual-world-industry themes I picked up on (signs of where things are headed): not making users download special software, but bringing virtual environments to them right through their Web browsers; whether kid virtual worlds should "grow up" with their users (as has happened with about 10% of Whyville.net's users, now in college); predictions of a merging of social networking and virtual worlds; your avatar going wherever you go on the Web (not locked into a single virtual world); and other signs of interest in or movement toward interoperability.

    Going to this conference was a déjà vu kind of experience for me. Though it wasn't just about kid products and services, it felt a lot like Jupiter Media's "Digital Kids" conferences in the late-'90s: a very young industry trying to get a fix on metrics, markets, and competition folding in lots of start-ups, a handful of well-established B2B and B2C companies (Whyville.net, There.com, Second Life, Multiverse) and one or two old, giant media players (e.g., Disney) barreling ahead, seemingly announcing a new "world" about every six months (Pirates of the Caribbean, ClubPenguin acquisition, PixieHollow.com, forthcoming Cars world). Lots of numbers were tossed around (some admitted by the speaker to be educated estimates because research is limited): a current 100 million+ virtual-world residents worldwide, 75% between the ages of 8 and 24, with virtual worlds "about to collide" with the Web's 550 million social networkers worldwide, and a current $1.5 billion market in virtual goods (e.g., weapons in World of Warcraft, clothes and furniture in Second Life). One number that has been researched – by the conference's organizers – is that there are now more than 150 virtual worlds for youth 3-17 either available or in development (see this post).

    Related links

  • "ClubPenguin's newest competition"
  • "Top 8 workarounds of kid virtual-world users"
  • "Here comes social gaming"
  • "Xbox Live with avatars"
  • "Benefits from having virtual selves"
  • Virtual World News

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  • Thursday, August 28, 2008

    ClubPenguin's newest competition

    The New York Post calls it competition for Disney's kid virtual world, but it looks a whole lot more like competition for MGA Entertainment's Be-Bratz.com, the online world for Bratz doll fans, and Mattel's BarbieGirls.com (all three so very pink and purple - girls do like other colors!). The new kid on the block is ZwinkyCuties.com, now in beta testing and launching in mid-September, the Post reports. Interestingly, founder Barry Diller told the Post that his company, IAC, created ZwinkyCuties after "turning away thousands of users who attempted to register for [its two-year-old teen site] Zwinky.com, but didn't meet the site's age requirement of at least 13 years old." Like ClubPenguin, ZwinkyCuties will be subscription-based, not advertising-based (unlike at Zwinky.com, where teens users "purchase virtual currency on an a la carte basis using credit cards and PayPal accounts"). For insights into what sometimes goes on in kids' online worlds, see "Top 8 workarounds of kid virtual-world users."

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    Wednesday, December 05, 2007

    ClubPenguin members can give to charity

    Parents of penguins probably already know that gold coins are earned by playing games in the site. With them, penguins can now not only feed and care for their puffles, and buy surfboards, etc. They can give to charity, the Associated Press and the in-site Penguin Times report (I like that my 10-year-old started reading that paper unbeknownst to me). "Starting Dec. 14 and running through Dec. 24, kids can choose to donate their virtual money to support the environment, children's health or children's education. The company will then split $1 million real dollars among three charities, including the World Wildlife Fund, the Elizabeth Glaser Pediatric AIDS Foundation and Free The Children." This started before ClubPenguin was acquired by Disney, according to the AP. "The Canadian website donated a little more than $30 million to charity after Disney agreed to pay $350 million for the company earlier this year."

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    Friday, October 19, 2007

    Kids' virtual worlds hot

    There's a mini boom of kids' virtual world afoot, CNET reports, probably fueled the success of Webkinz and Neopets and Disney's acquisition of ClubPenguin. One reason: "more kids are flocking to imaginative, character-driven environments. An expected 53% of children on the Web will belong to a virtual world within four years, more than doubling the current population of 8.2 million members," reports CNET citing eMarketer figures. Other worlds and services CNET mentions are WebbliWorld.com from the creators of Wallace & Gromit, GaiaOnline.com, Stardoll.com, and Nickelodeon's Nicktropolis. I would add Whyville.net as another prominent one, and possible Finland-based Habbo.com, though it probably skews slightly older. A related CNET article asks, "Are kids ready for ads in such spaces?". Since this interactive advertising goes well beyond cereal boxes and TV spots to immersive games and other forms of direct involvement for children, it's a good question to ask.

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    Friday, September 28, 2007

    'What kids like to do online'

    Fun article at Slate.com by mom and author Emily Yoffe, who polled her 11-year-old's peer group about the question implied in the headline. Among other things, the "focus group" confirmed (qualitatively, anyway) my suspicion that one of the appeals (for the kids) of online play is that it's just kid stuff right now - Mom or Dad can't possibly know about all the sites they use and if s/he does, s/he doesn't have time to keep up with all their ins and outs. It'll be a while before we catch up with our digerati, kids know very well.

    Anyway, with the group, Emily visits several tween-targeting virtual-world sites that have some things in common, including buying stuff for your avatar with virtual money. "To purchase this fake clothing and furniture [in virtual world sites] requires fake money, and to earn it, players are required to play a series of arcade-style games. What better lesson can we teach our kids: If you've just blown through your home-equity loan, you can always avoid bankruptcy by spending a couple of days in Vegas." The kids, she found, don't ask Mom or Dad to pay for the paid version of these sites because that would only "draw undue attention to [the kids' online] leisure activities." So her daughter and friends currently prefer a site by General Mills called Millberry.com.

    As for avatar friends in these virtual worlds (e.g., ClubPenguin), one child "thought the befriending feature was something of a sham. First of all, these penguin friendships were too meaningless even for kids who do much of their real-life socializing online. Second of all, because she wasn't a [paying] member, Ellie was embarrassed to invite people to her barren igloo because it looked 'pathetic'." Many parents will sympathize with Emily's conclusion about the sadness of on-screen play replacing the old hands-on kind we pre-Digital Age types engaged in. But the nostalgia in this response, plus too much exposure to very negative media and political hype about online risks, may keep us from helping our kids take advantage of the benefits of the social Web for youth.

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    Thursday, August 02, 2007

    Disney's ClubPenguin now

    Penguins at your house might not notice, but ClubPenguin's moving into the Disney igloo. "Disney said it would pay $350 million in cash for the website aimed at 6-to-14-year-old kids. As much as $350 million more will be added if the Canadian company's founders reach profit targets through 2009," the Los Angeles Times reports. Here's the Associated Press on this development.

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