Post in our forum for parents, teens - You! - at ConnectSafely.org.
Thursday, January 14, 2010
Moderator wisdom: Virtual worlds' youth-safety experts
Virtual worlds are a red-hot topic these days, probably because of their rapid growth and the US Federal Trade Commission's report on their content (see "Related links" below). I can think of two more reasons to add: ConnectSafely's brand-new safety tips for parents (shameless plug, links below) and insights from master virtual-world moderators in a recent 3-part series on the subject at ShapingYouth.org and in a white paper, "How to Moderate Teens and Tweens," at eModeration, London-based provider of community management in 31 languages.
Three points – one each about moderating kids, tweens, and teens – really leaped out at me as I read these contributions (just a sampler of the insights in them), and I think parents will find them helpful:
1. Two types of virtual-world moderators: In Part 3 of Shaping Youth's series, eModeration describes how virtual worlds are evolving, as illustrated by moderation techniques: The more traditional silent moderator "stays in the background, blocking offensive material from participants, warning users, defusing confrontation and reacting to abusive or illegal behavior. The second and increasingly popular type is the in-game moderator, who actively participates as a character or avatar ... encouraging children to explore and try new things and have as positive experience as possible, but stay safe and secure while doing so.” Gazillion Entertainment's director of user engagement Izzy Neis describes the former as the "elephant in the corner"; eModeration compares the latter to the fun, engaging host of a kids' birthday party. I think the latter type – because kid users tend to look up to this cool, fun "older avatar" – presents a tremendous opportunity for modeling civil behavior and good in-world citizenship.
2. Tween VW behavior is as dynamic as the real-world kind. Moderators are finding that, just as tweens move back and forth between children's play and playing at being adults in the real world, they do the same in virtual worlds. EModeration's Littleton quotes Neis as saying, "It's not always one or the other – often tween users balances between the two, depending on how their day went, or what escapism they need, or what reinforcement/acknowledgement they crave. They're taking the experiences they've had, applying imagination and exploring new territory (mainly adult situations)." She says virtual worlds see "the same playground problems kids have every day: bullying, heartache, betrayal, etc." That's why it's just as important, as we say in our VW safety tips, for parents to talk with their kids about what's going in their virtual worlds as what's going on at school. But moderation in all things (no pun intended). Kids also need some space. Virtual worlds, Neis says, "provide an outlet and a chance to develop other aspects of their personalities [which] they feel unable to explore during real life for fear of rejection, or sometimes they're just trying something to try it - an opportunity to fail without physical consequence.”
3. The delicate balance between over- and under-moderating teens: An experienced moderator in the UK, Amy Rountree, told Littleton that “moderating [youth] 16+ communities is about balance." She says that, if virtual world rules and moderators are too heavy-handed, users go elsewhere. If the moderation's too easygoing, both the company and its users are at risk. This echoes what we say at ConnectSafely.org about safety on the social Web: If parents are too controlling, kids – who have many workarounds and access points – tend to go "underground" to sites parents may've never heard of, to friends' houses where rules are more lax, to establish alternate "stealth" profiles and accounts parents aren't aware of, etc., etc., all of which spells even less parental input and guidance. Kids are safer when parents, like moderators, find the balance between "over- and under-moderating" and keep the communication lines open (see also "'Soft power' parenting works better").
Note Tamara Littleton's bottom line in her white paper: "Our view is that if you [a virtual world company] are inviting teens or tweens into your online space, you are in effect throwing a huge round-the-clock party for them. And what parent in their right mind would send out invitations worldwide, then leave the keys to the liquor cabinet with their 15-year-old and go away for the weekend?"
Related links
ConnectSafely.org's virtual world safety tips for parents of kids and teens, and tech policy expert Adam Thierer's review of them
"Virtual Parentalism," by Washington & Lee University law professor and dad Joshua Fairfield – the first of three parts at the Tech Liberation Front blog
Crisp Thinking's thinking on VW safety: SocialMediaPortal.com's interview on "detection and analysis of inappropriate online behavior" with Rebecca Newton, head of safety at Crisp Thinking, a provider of moderation technology for virtual-world companies
Shaping Youth series on moderating kids, Part 1, Part 2, and Part 3
"How to Moderate Teens and Tweens" by Tamara Littleton, CEO of eModeration
The FTC's "Virtual Worlds & Kids: Mapping the Risks"
My virtual world news roundup last month last month
Virtual world numbers
"Top 8 workarounds of kid virtual-world Users"
Three points – one each about moderating kids, tweens, and teens – really leaped out at me as I read these contributions (just a sampler of the insights in them), and I think parents will find them helpful:
1. Two types of virtual-world moderators: In Part 3 of Shaping Youth's series, eModeration describes how virtual worlds are evolving, as illustrated by moderation techniques: The more traditional silent moderator "stays in the background, blocking offensive material from participants, warning users, defusing confrontation and reacting to abusive or illegal behavior. The second and increasingly popular type is the in-game moderator, who actively participates as a character or avatar ... encouraging children to explore and try new things and have as positive experience as possible, but stay safe and secure while doing so.” Gazillion Entertainment's director of user engagement Izzy Neis describes the former as the "elephant in the corner"; eModeration compares the latter to the fun, engaging host of a kids' birthday party. I think the latter type – because kid users tend to look up to this cool, fun "older avatar" – presents a tremendous opportunity for modeling civil behavior and good in-world citizenship.
2. Tween VW behavior is as dynamic as the real-world kind. Moderators are finding that, just as tweens move back and forth between children's play and playing at being adults in the real world, they do the same in virtual worlds. EModeration's Littleton quotes Neis as saying, "It's not always one or the other – often tween users balances between the two, depending on how their day went, or what escapism they need, or what reinforcement/acknowledgement they crave. They're taking the experiences they've had, applying imagination and exploring new territory (mainly adult situations)." She says virtual worlds see "the same playground problems kids have every day: bullying, heartache, betrayal, etc." That's why it's just as important, as we say in our VW safety tips, for parents to talk with their kids about what's going in their virtual worlds as what's going on at school. But moderation in all things (no pun intended). Kids also need some space. Virtual worlds, Neis says, "provide an outlet and a chance to develop other aspects of their personalities [which] they feel unable to explore during real life for fear of rejection, or sometimes they're just trying something to try it - an opportunity to fail without physical consequence.”
3. The delicate balance between over- and under-moderating teens: An experienced moderator in the UK, Amy Rountree, told Littleton that “moderating [youth] 16+ communities is about balance." She says that, if virtual world rules and moderators are too heavy-handed, users go elsewhere. If the moderation's too easygoing, both the company and its users are at risk. This echoes what we say at ConnectSafely.org about safety on the social Web: If parents are too controlling, kids – who have many workarounds and access points – tend to go "underground" to sites parents may've never heard of, to friends' houses where rules are more lax, to establish alternate "stealth" profiles and accounts parents aren't aware of, etc., etc., all of which spells even less parental input and guidance. Kids are safer when parents, like moderators, find the balance between "over- and under-moderating" and keep the communication lines open (see also "'Soft power' parenting works better").
Note Tamara Littleton's bottom line in her white paper: "Our view is that if you [a virtual world company] are inviting teens or tweens into your online space, you are in effect throwing a huge round-the-clock party for them. And what parent in their right mind would send out invitations worldwide, then leave the keys to the liquor cabinet with their 15-year-old and go away for the weekend?"
Related links
Labels: Amy Jussel, Crisp Thinking, eModeration, FTC, Izzy Neis, moderators, online safety, Tamara Littleton, virtual worlds
Thursday, May 28, 2009
Kids' virtual-world numbers: Update
Some 8 million US kids and teens spent time in virtual worlds on a regular basis last year, according to eMarketer, which expects that figure to grow to 15 million by 2013. The market research firm estimates that 37% of kids 3-11 play in virtual worlds at least once a month, and 54% will by 2013. According to conference organizer Virtual Worlds Management, as of this past January, there were 112 virtual worlds aimed at people under 18, with another 81 in development. Here's a comprehensive look at a new one aimed at that full under-18 age range, Free Realms, by master moderator of kids' virtual worlds, Izzy Neis.
Labels: eMarketer, Izzy Neis, kids virtual worlds, Virtual World Management, virtual world traffic
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.
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....
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.
Labels: ClubPenguin, Izzy Neis, Sharon Estroff, Undercover Mom
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