Wednesday, February 17, 2010
Kids' virtual world that plants real trees
Labels: Arbopals, Earth Day, kids virtual worlds, moderators
Wednesday, January 20, 2010
Haiti relief from kid virtual worlds
Labels: earthquake relief, Haiti, kids virtual worlds
Thursday, October 15, 2009
Fledgling star reporters in kids' virtual worlds
Labels: bloggers, blogs, kids virtual worlds, Metaverse Mod Squad, Undercover Mom, workarounds
Thursday, September 24, 2009
Adult & kid judges picked Dizzywood
Labels: dizzywood, kids virtual worlds, NAPPA Gold
Friday, July 17, 2009
More on virtual world growth
Labels: Club Penguin, kids virtual worlds, Moshi Monsters, Spineworld, Star Doll, Undercover Mom, virtual world traffic
Wednesday, June 17, 2009
Virtual world populations to skyrocket
Tuesday, June 09, 2009
Webkinz for little kids
Labels: kids virtual worlds, parenting, preschool technology, Webkinz
Saturday, June 06, 2009
Undercover Mom in Poptropica, Part 2: The Apple Jacks of kids' virtual worlds
Last week I detailed the good things I discovered in this popular kids' virtual world for 5-to-10-year-olds. This week...
What I wasn't crazy about
The Bottom Line
Ultimately, I found Poptropica to be a lot like the Apple Jacks cereal it plugs so aggressively - loops of empty calories dusted with vitamins and minerals. Nevertheless, in a virtual-world cafeteria line full of straight-out junk food, it makes for a pretty good choice.
Screenshots
For an index of the complete Undercover Mom series to date, please click here.
Labels: kids virtual worlds, Poptropica, Undercover Mom, virtual world
Friday, May 29, 2009
Undercover Mom in Poptropica, Part 1: Virtual World with educational elements
I chose Poptropica.com as the site of my latest undercover mom investigation because of its first-place ranking in the 5-to-10-year-old bracket. With 20 million unique accounts and counting, it is indeed a heavy hitter in the burgeoning children’s virtual world market.
But I was also intrigued by the Poptropica's educational spin. The site's parent company is Family Education Network (FEN), developers of one of my favorite teaching resources, Funbrain.com. As worthy a site as Funbrain may be, however, it’s not the kind a kid would visit voluntarily without the urging of a parent, educator, or academic tutor. Could a children’s Web site as hopping as Poptropica possibly be on the same educational plain as Funbrain? I was determined to find out what kind of fare this populous virtual world was really serving up.
What I Liked About Poptropica
Next week: What I'm not so crazy about in Poptropica.
Screenshots
For an index of the complete Undercover Mom series to date, please click here.
Labels: kids virtual worlds, Poptropica, Undercover Mom
Thursday, May 28, 2009
Kids' virtual-world numbers: Update
Labels: eMarketer, Izzy Neis, kids virtual worlds, Virtual World Management, virtual world traffic
Wednesday, April 22, 2009
Sony's new virtual world & parent guide
Labels: Free Realms, kids virtual worlds, multiplayer games, Sony Home
Child protection in virtual worlds
Labels: ClubPenguin, FusionFall, Habbo, kids virtual worlds, modera
Friday, March 20, 2009
Undercover Mom in ClubPenguin, Part 5: Cold shoulders
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.
Labels: ClubPenguin, cyberbullying, kids virtual worlds, Sharon Estroff, Undercover Mom
Friday, March 06, 2009
Undercover Mom in ClubPenguin, Part 3: Anybody here speak English?!
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!]
Labels: ClubPenguin, kids virtual worlds, Sharon Estroff, Undercover Mom
Thursday, February 26, 2009
Undercover Mom in ClubPenguin, Part 2: Let's get this party started!
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.
Labels: ClubPenguin, kids virtual worlds, Undercover Mom
Thursday, January 29, 2009
200 virtual worlds for kids
Labels: international social networking, kids virtual worlds
Wednesday, October 22, 2008
Virtual presidential elections: Kid picks
Labels: dizzywood, kids virtual worlds, Kidzui, presidential election, vote
Friday, October 10, 2008
New sites & services for kids, tweens, teens
1. Safe playgrounds for kids
It's like there's a "walled garden" trend afoot! Four of these services - three new ones and one tried and true - immediately come to mind. The one caveat about typical kids' safe playgrounds is that they're a lot more about consuming than producing media - in other words, pretty Web 1.0. Kidzui and Glubble are exceptions, you'll see. Though we want children to learn safe, constructive surfing and searching, kids' browsers are only one tool in the online-safety toolkit. Kids also need training wheels for constructive media-producing and -sharing in the very user-driven online environment they're growing up in. It's really a blend of 1) safe browsing, 2) civil and mindful play (virtual worlds, multiplayer gaming, etc.) and communications (phone texting, IMing, etc.), and 3) engaged parenting that foster kid-parent communication and therefore safe use of technology. So here are some creatively created walled gardens:
If not already, Kidzui social-networking features will be available starting this Monday, 10/13. They include the Zui avatar kid members create and customize to represent them in the service; profile pages that members can customize; member-created "channels" for the photos, videos, and sites they pick (KidZui lets kids see what members' collective top picks are); and a mini newsfeed like its big brother on Facebook (allows member to keep up on each other's moods, opinions, and personal news).
Parents can receive emails showing where their kids are spending time on this walled-off part of the Web. They can also choose to have kids locked into Kidzui (in "full-screen mode" that requires a password to use other software on the computer) or to have is as an option kids go into on a computer the whole family uses. Kidzui says "all friend requests are subject to mutual parent approval."
The idea behind the kids' section is that they learn how to surf, search, and chat only in this closed environment, unable to stumble upon any inappropriate content or contacts out on the Internet, and only with family members (they're locked into Glubble by default, behind a password the parent has as account admin). There's a monitoring tool for parents - not for spying but for the purpose of learning about their kids' interests and browsing patterns. Aimed at an online/offline balance in children's lives, Glubble also has non-Web content for kitchen-table activities such as printable pictures and cut-outs called "gotchas" for coloring and kid origami.
2. New social sites and virtual worlds
This is certainly not a comprehensive list (something more like that can be found at Virtual Worlds Management). You might call them a representative sample of new kids on the social-Web block:
Meanwhile, more and more teens are creating their *own* social-networking sites, their own mini MySpaces and Facebooks, at Ning.com, and new youth virtual worlds have mini apps that connect worlds to existing friends lists in MySpace and Facebook. As for some things to watch out for in virtual worlds, see also "Top 8 workarounds of kid virtual-world users."
Comments from readers on their own experiences with these products and services are most welcome (via anne[at]netfamilynews.org or the ConnectSafely forum
Labels: kid browsers, kid search, kids virtual worlds, safe playgrounds, walled gardens
Monday, September 08, 2008
5, er, 6 new 'worlds'
Labels: kids virtual worlds, virtual worlds
Friday, September 05, 2008
Virtual Worlds field trip
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
Labels: ClubPenguin, disney, dizzywood, Global Kids, Jon Landau, kids virtual worlds, Second Life, Teen Second Life, virtual worlds, Whyville, World of Warcraft
Kid-driven community 'newspapers'
Labels: informal learning, kids virtual worlds, newspapers
Friday, August 29, 2008
'Law 'n' order' in virtual worlds
Labels: Cellufun, community policing, kids virtual worlds, online citizenship, Second Life, virtual worlds, World of Warcraft
Thursday, August 28, 2008
150+ virtual worlds for youth now
For a whole range of man-on-the-street views of virtual worlds, see this fun video from Global Kids in New York, or read coverage of a conference in youth learning in virtual worlds last fall from CNET. See also my recent item on ways kids have found to game the system in virtual worlds, sometimes for the purposes of cyberbullying.
Labels: Gaia Online, kids virtual worlds, virtual worlds
ClubPenguin's newest competition
Labels: Barbie, Bratz, ClubPenguin, disney, girls sites, kids virtual worlds, virtual worlds, Zwinky, ZwinkyCuties
NetFamilyNews.org