Post in our forum for parents, teens - You! - at ConnectSafely.org.

Wednesday, February 17, 2010

Kids' virtual world that plants real trees

Arbopals is a children's virtual world with very real environmental impact. During its just-launched beta test phase, the Toronto-based virtual world's nonprofit partners in more than 20 countries will plant a tree for each of the first 1,000 users who sign up (so far, kids in 43 countries have) – because "the UN says that to compensate for the damage we have all done to the environment, we should be planting '14 billion trees every year for 10 consecutive years'," Arbopals says on its home page. [Disclosure: I'm a member of the virtual world's Advisory Council.] Aimed at children aged 5-10, the beta site and world (called Arboria) at this point have games, a store, and the Arbopedia, a searchable encyclopedia "designed to complement school curricula." Here, too, is the world's YouTube channel, featuring Arbopals characters Treesa and Forrest. The site is expected to launch right before Earth Day, April 22. [In other recent NFN coverage, see "Moderator wisdom" and "Virtual world news update."]

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Wednesday, January 20, 2010

Haiti relief from kid virtual worlds

As we mention in our VW safety tips, some worlds offer opportunities for charitable giving in the "real world" – even for up-to-the-minute relief efforts like Haiti's. For example, Sony's FreeRealms.com offers $10 donations for Haiti with purchases of specific virtual goods in-world; GaiaOnline.com "is matching up to $10,000 in donations to the Red Cross and setting aside a dedicated forum for discussing and coordinating relief efforts by its users"; and Sanrio's HelloKittyOnline.com "is gearing up for a guild-based event asking teams to craft virtual goods in a race to build up a donation to Doctors Without Borders and an aid effort to Haiti," VirtualWorldNews.com reports. Other charitable teen and kid worlds are MyYearbook.com (whose users have donated $250,000 so far), WiglingtonandWenks.com, and Xeko.com. Meanwhile, Haiti's only film school, Cine Institute, is now rubble, but its "young filmmakers have been tirelessly been documenting" the earthquake's, tech education pundit Derek Baird blogs. They've been using social media to share eyewitness reports via Twitter, Vimeo, and the institute's own site, Baird adds. Meanwhile, in Brooklyn, N.Y., this Friday, there will be a very "real world" Haiti Solidarity Benefit organized by students at Global Kids and the High School for Global Citizenship.

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Thursday, October 15, 2009

Fledgling star reporters in kids' virtual worlds

The people who help protect kids in virtual worlds have noticed an interesting trend: More and more kids are posting news, cheats (workarounds), and pictures from their favorite online worlds and games in their own blogs. "Essentially, the kids act as reporters for the virtual world by taking screenshots of parties and events in addition to reporting on various issues," writes Chase Straight in the blog of Metaverse Mod Squad, a virtual-world moderation company. It adds that these young bloggers – who are, in effect, co-creators or -producers of these worlds – are also skilled in creating and posting videos from in-world (or "machinima"), including music videos and tutorials or how-to's for in-world activity. "Some kid bloggers have developed such a large following that emerging virtual world sites have entered into financial partnerships with them in order to reach their fanbase. Their star power and celebrity status have inspired other children to create blogs of their own, hoping to attract the same level of readership." [See also "Top 8 workarounds of kid virtual-world users" and our "Undercover Mom" series by NFN contributor Sharon Duke Estroff.]

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Thursday, September 24, 2009

Adult & kid judges picked Dizzywood

Dizzywood, a virtual world for kids aged 8-12, has won the 2009 NAPPA Gold award in the software, Web site, and videogame category, Parenthood.com reports, which administers the awards. Both adult experts and a team of children of appropriate ages for the products and services participated in the review process, seeking "the most entertaining, appealing, safe, educational and age-appropriate products." Previous winners in the category include UK-based Moshi Monsters, Club Penguin, and Whyville.net, according to Parenthood.com (NAPPA stands for National Parenting Publications Awards). I'm excited about Dizzywood's award because of a pilot digital-citizenship project Bel Aire Elementary School conducted with Dizzywood. Principal Patti Purcell told me she felt students needed a "space" they could actually practice what they learned in character education, which has long been part of the Tiburon, Calif., school's curriculum (for more on this, see the 4th paragraph of my original post about Bel Aire and Dizzywood here. [See also NetFamilyNews contributor Sharon Duke Estroff's series, Undercover Mom in Virtual worlds.]

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Friday, July 17, 2009

More on virtual world growth

Heard of Spineworld? I hadn't. But a 10-year-old I know told me he's seeing it everywhere in his circles. Now we know from UK-based market researcher K Zero that its population (registered users) has more than doubled since first quarter '09, from 1 million then to 2.8 million now, according to VirtualWorldsNews. Overall, "the total number of registered accounts in the virtual worlds sector totaled 579,000,000 in the April-June quarter, 2009. That's an increase of 38.6% from the prior quarter when the tally was 417,000,000." K Zero adds that 60% of all virtual world users are between the ages of 10 and 15, "followed closely" by 5-to-10-year-olds, reports in its 2nd-quarter '09 update The problem is, its eye-grabbing chart is pretty imprecise, making it appear that more than 75% of the total VW population are 10-15 years old and that 5-to-9-year-olds represent about a quarter, with nothing left over at all for users 16+. As for individual kid worlds, besides Spineworld's, some of the biggest gains were seen by Stardoll, which added 8 million users; Club Penguin (6 million); Nicktropolis (3.1 million); and UK-based Moshi Monsters (3 million). The reports says Poptropica gained 36 million users, but that must be a typo, right? [See also "Undercover Mom in Poptropica" and in Stardoll, and our complete Undercover Mom series.]

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Wednesday, June 17, 2009

Virtual world populations to skyrocket

At 27% growth between now and 2015, children aged 5-9 are the biggest growth sector of a global virtual world population that will grow from 186 million to 640 million by 2015, Virtual Worlds News reports. Citing just-released figures from market researchers Strategy Analytics, the report says "that's almost 100 million new players a year, a nearly 25% compounded annual growth rate." The current biggest growth demographic, tweens and teens, is expected to grow 21% in the next six years, and adult virtual world users will just triple. So from now till 2015, the actual numbers given are 5-to-9-year-olds, 50 million to 209.9 million; 10-to-17-year-olds, 125m-395.6m; and adults, 11.5m-32.5m. As for how VWs will make money: microtransactions, largely, which means sales associated with virtual objects such as clothes, furniture, pets, transportation, weapons, armor, spells, real estate - some for VWs simulating RL (real life), some for quests and other aspects of multiplayer online game play. Though some, such as Disney's Pixie Hollow and Webkinz and Webkinz Jr also have associated real-world objects for sale, e.g. Webkinz stuffed animals (for the latest on that, see this). Virtual Worlds News says microtransactions will account for 86% of all VW revenue, growing from over $1 billion now to $17.3 billion in 2015. Business Week linked to this story here.

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Tuesday, June 09, 2009

Webkinz for little kids

Now there's a Webkinz virtual world for preschoolers, the New York Times reports in its "Kid Tech" blog. The price of admission to Webkinz, Jr. "is a plush animal about a third larger than a traditional Beanie Baby, with a proportionally higher price of about $18." The games are good, as good as pricier sites for this age group, and parents have a good deal of control over their children's experience in the VW, writes blogger Warren Buckleitner, but "children also can figure out that they can add more $18 pets to their account, and then switch between their animals." Shopping is part of the experience too, with play money, of course. But, hmm, is the site also teaching preschoolers how to shop?

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Saturday, June 06, 2009

Undercover Mom in Poptropica, Part 2: The Apple Jacks of kids' virtual worlds

By Sharon Duke Estroff

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

  • Video Game Overtones. Gallant educational effort aside, my suspicions were correct. Kids aren’t flocking to Poptropica.com by the tens of millions out of a quest for learning, they’re flocking there for the highly addictive video games. No sooner had I entered an Aztec ruin on Shark Island than I found myself hopping, flipping, and climbing Nintendo-style to a secret passage (a task that took me a good 30 minutes to nail down as I kept missing my landing targets and being tossed back to Go). Indeed, everywhere I turned on Poptropica held similar gaming challenges. It’s safe to say that for every second a kid spends reading educational tidbits on Poptropica, he spends hundreds more in videogame la-la land.

  • To Cheat or Not to Cheat. Let there be no mistake about it. Poptropica games are HARD. For a prehistoric parent like me, they border on downright impossible. At a loss for how I’d ever manage to sedate that Great White and save Shark Island, I turned to two of my joystick-savvy sons (ages 9 and 14) for assistance. But alas, they too failed miserably. That’s when I began combing the kiddie masses (at school, birthday parties, Chuck E. Cheese and the like) for advice on how to succeed in Poptropica. The consensus was clear and simple: I needed to Google "Poptropica Cheats." My search yielded no less than 36,000 results including this unsettling video on YouTube of two children explaining how to cheat on the site - a great opportunity, I'd say, for family discussion about "cheating" in game and virtual worlds vs. in the real world: Ask your kids the similarities and differences are.

  • Advertising All Around. I’m not naïve. I understand that for a free virtual world like Poptropica to be profitable it needs to feature paid advertisements. The Apple Jacks banners flanking the site didn’t bother me a bit. Nor did the Cinnamon Toast Crunch game that has kids collecting pieces of cereal. But is it really necessary to launch a full-screen pop-up ad every time a kid (or a mom) moves the mouse a millimeter too far to the right or left? Worse yet, the pop-up ads prevented me from returning to the Poptropica page where I’d been previously playing, forcing me to start the game all over again with a brand new avatar – five times. (Hmm, might such repeat registration have something to do with those reported 20 million Poptropica accounts? Hey, I’m just saying.)

    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

  • Apple Jacks everywhere
  • Immersive advertising: Embedded Cinnamon Toast Crunch
  • Many, many Poptropica cheats

    For an index of the complete Undercover Mom series to date, please click here.

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  • Friday, May 29, 2009

    Undercover Mom in Poptropica, Part 1: Virtual World with educational elements

    By Sharon Duke Estroff

    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


  • Underlying Storylines. In contrast to some children's virtual worlds that are essentially animated chatrooms, Poptropica consists of a collection of uniquely themed islands with equally unique underlying storylines. Shark Tooth Island, for example, has a distinctly reggae-like feel and is being tormented by a vicious shark. Time Tangled Island is set 50 years in the future (complete with a wrinkled, decrepit version of your avatar) and revolves around a malfunctioning time machine that has distorted history.

  • Overlying Purpose. Whatever the island's particular problem may be, it's up to you, the kid, to find the solution. Such active quests engage children from the get-go while minimizing boredom-induced troublemaking behaviors such as cyberbullying. I was also pleased to find a virtual world where kids' ultimate purpose was something besides getting and spending money.

  • Helpful, Directive Avatars. Logging onto a virtual world for the first time can be a confounding and oddly isolating experience. Poptropica takes good care of its "newbies" by sending out resident avatars to greet kids and give them the skinny on the particular mission at hand. These avatars also provide players with clues and props to assist in their mystery-busting endeavors.

  • Drop-Down Q&As. Unlike many virtual worlds that offer the option of free (albeit monitored) chat, Poptropica conversation is limited to a series of pre-selected drop-down questions and answers. While such constraints might feel like a straitjacket in more schmoozing-focused virtual worlds, it works nicely in Poptropica. Kids’ interactions remain positive and upbeat while the pre-set choices teach children how to engage in socially appropriate conversation in virtual worlds at large.

  • Educational Undertones. I was happy to discover that Poptropica does indeed boast an admirable educational dimension. Kids travel back in time and meet historical figures like Leonardo daVinci and Thomas Edison. They traipse through Aztec Ruins and learn about the dorsal fins of Great White sharks. Children who want to learn more about a particular subject can click a button that links them directly to more info at FEN's FactMonster.com.

    Next week: What I'm not so crazy about in Poptropica.

    Screenshots

  • Online chat, Poptropica-style
  • Me 'n' Leonardo Davinci
  • Solving mysteries for the betterment of mankind (kinda)

    For an index of the complete Undercover Mom series to date, please click here.

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  • 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.

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    Wednesday, April 22, 2009

    Sony's new virtual world & parent guide

    Is Sony's Free Realms, now in beta testing, a virtual world or a massively multiplayer online role-playing game (MMORPG)? The latter is what Sony calls it, but I think it's both. Available online through a Web browser, the free version is more virtual world (with eight environments to choose from) which includes mini games in 14 categories (e.g., cooking, kart racing, mining, demolition derby, and music conducting). The $4.95/mo. version is the MMORPG involving quests and leveling as in the multi-million-player World of Warcraft. With both versions, you choose an avatar or "job." Member jobs sound a bit like some of WoW's - wizard, blacksmith, medic, archer, and warrior; free ones to be available at launch ninja, brawler, chef, miner, kart driver, card duelist, pet trainer, and postman (the game includes trading cards). Both members and free players can buy virtual goods for their avatars through "micro-transactions" with credit cards. Since the game's for all ages (likely starting at age 7 or 8), there are pretty robust-sounding parental controls (if kids are truthful about their ages). If you or your child would like to beta test Free Realms, email me at anne(at)netfamilynews.org, and I'll forward your request. Meanwhile, Sony has just released its "Let the Kids Game" guide for gamers' parents. The free booklet, downloadable here, offers advice for healthy gaming and pulls together third-party research about the positives of videogaming, saying it "can help kids socialize, improve cognitive abilities, and strengthen family ties."

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    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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    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 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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    Thursday, January 29, 2009

    200 virtual worlds for kids

    That's virtual worlds for youth that are now "live, planned, or in active development," according to Virtual Worlds Management. In its coverage, CNET reports that "the under-7 market (if there is such a thing) is the most heavily targeted with 107 worlds aiming for market share," with "the teen market ... relatively wide open." Virtual Worlds Management also found an increase in virtual worlds aimed at families with kids 3+, CNET says. The array of countries where these "worlds" are based is amazing: Besides North America, they're in Spain, China, Ukraine, France, Israel, Hong Kong, Denmark, Singapore, Japan, Finland, Belgium, Austria, New Zealand, Sweden, Germany, and Poland - virtually all linked to from the Virtual Worlds Management page above.

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    Wednesday, October 22, 2008

    Virtual presidential elections: Kid picks

    This is a great way to do voter education. Kids' virtual world Dizzywood.com's "candidates" are Kat De Claw, promising to "rebuild the road from Wildwood Forest to Canal City," and Cecil Sideshuffle, promising to "put an end to the evil Emperor Withering's corruption.” Kidzui, the kids' version of the Web, presents cartoon-y versions of Barack Obama and John McCain and their running mates. Dizzywood's 8-to-12-year-old users register, campaign for their candidates, poll and vote in a special election in-world. They learn critical thinking and "the importance of participating in real-world civic activities," Dizzywood says (they can also find virtual posters and t-shirts at the De Claw and Sideshuffle campaign headquarters). At Kidzui, virtual voting results, interestingly, are matching a recent Gallup poll for the "real world" election: Kidzui members favor Obama by a 10% margin, with Obama at 52% and McCain at 42%. "In addition to befriending their favorite presidential candidates, KidZui lets kids view each candidate’s profile page, which includes [candidates'] sites, videos and pictures," Kidzui reports. Older youth show very different preferences: In Facebook, 78% favor Obama and 22% McCain; in MySpace, Obama's at 81% and McCain 19%, Kidzui says.

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    Friday, October 10, 2008

    New sites & services for kids, tweens, teens

    I haven't done this in a while - written about products and services - so here's the caveat up front: These are not product reviews or tests; they're meant to spotlight options for parents to consider and trends in youth tech.

    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:

  • Kidzui - walled garden plus new social-networking features to be unveiled next week! Designed for kids 3-12 (with a 6-10 "sweet spot"), this browser+ now contains 1.5 million pre-approved Web sites, images, and videos. Kidzui has also gotten the most media attention of late. Both free and paid versions ($4.95/month or $49.95/year) are available, the latter with Homework Help for pre-K-8 and extra parental tools. Kidzui employs 50 "editors," who preview all content (a lot of it YouTube videos, I'm sure) and who are parents and teachers all over the US (kids tag and vote on content). "Social-networking" features include a Facebook-like newsfeed.

    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."

  • Glubble - walled garden plus family-only "social networking." Speaking with one of its founders in Amsterdam, it occurred to me that the word "glubble" could be a cute, kid-like way of saying "global." Certainly, Glubble's the most global of these children's offerings, with offices in the Netherlands, the UK, Costa Rica, and the US (Palo Alto) and partnerships on both sides of the Atlantic. Free for the downloading, Glubble has two parts: the walled garden for children ideally around ages 6-10 (2,500 pre-approved sites in 100 collections or "glubbles," such as the Nickelodeon one - parents can also add their own picks) and the family-interaction part (calendar, photo album, chat, and - soon - a family blog).

    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.

  • KidThing - like a children's book that has been moved online. It even looks like a storybook (quite beautiful). In KidThing, kids (ages 3-8) are on their computers, not the Web, and they're interacting with content (which you buy and access with KidThing's free downloadable media player), not with other kids or anyone else. Certainly this is fine for little kids (and peace of mind for parents!). Content for purchase (the price range is $.99 to $7.99) includes books, games, coloring, and videos from the publishers of many much-loved titles and brands: e.g., The Little Engine that Could, Corduroy, The Icky Bug Alphabet Book, Dr. Seuss, The Berenstain Bears, and Wee Sing. Most books are narrated for pre- and early readers.

  • Kidsnet - designed for kids to about age 12, it's the granddaddy of safe Web playgrounds. I first wrote about it back in 2004 , but it reached the ripe age of 10 last month, and the company is still reviewing and adding to its database of safe Web pages. The collection has reached 800 million pages (Kidsnet is quite probably the largest collection of human-reviewed Web sites in the world). The Kidsnet filter is usually $49.95, but CEO Bob Dahstrom tells me NetFamilyNews readers can download it for free till the end of the year here . You can install with one click if onto a PC. Mac and Linux computer owners will have to install the software manually. You can also have your kids use the Hazoo.com search engine, which turns up results that are only in the Kidsnet safe database (if you want them only to use that search engine, you'll probably have to establish a family rule, because they wouldn't otherwise be restricted to Hazoo searches).

    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:

  • Yoursphere.com - billed as safe, teen-only social networking, Yoursphere is subscription-based and offers users rewards for participating in content creation, contests, etc. (see this at the Sacramento Business Journal). The message to users is "we keep adults out of your business" - parents by easing their fears for your online safety and adult "creepers" by requiring verifiable parental consent and checking all who register against a database of convicted sex offenders, then blocking said.
  • NewMoonGirls.com - ad-free media-sharing and social site (chat's moderated) for girls 8-12, based on the magazine of that name
  • Hangout.net (presenting itself here ) - private virtual-world spaces, or "3D rooms" for voice chat, media-sharing, and product-placement-based e-commerce that target 16-to-24-year-olds
  • BlahGirls.com (presenting itself here ) - "celebrity pop culture environment, a celebrity blog, a blah, blah, blog for teen girls," according to founder and actor Ashton Kutcher
  • Shryk.com (presenting itself here ) - online banking and financial-literacy ed for three age groups, 5-to-11-year-olds, 12-to-17-year-olds, and 18-to-24-year-olds
  • Tweejee.com (self- and user-presented here ) - a moderated social site for tweens to play games, host their pages, send email, and share their creations
  • UBFunkeys.com - Mattel's virtual game world Terrapinia for tweens (more likely boys) that picks up on the urban vinyl trend, selling cute little vinyl figures (Funkeys) that go with the world (the Webkinz model). The vinyl toys become their owners' in-world avatars.
  • Pixie Hollow - Disney's virtual world for primarily elementary-school-age girls, who create their Fairy avatars to interact and play games in the Pixie Hollow world. "Clickables," or real-world products that "connect real-world friends and unlock special treasures" in the game (e.g., "Friendship Bracelets" and charms) can be purchased separately.
  • AnnesDiary.com and AnnesWorld.com - named in honor of Anne of Green Gables, these are safe chat and blogging sites for girls 6-12 and 13-15, respectively. The company uses ID verification of parent or guardian and fingerprinting to secure a child's experience.

    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 - and, with your permission, we publish them.

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  • Monday, September 08, 2008

    5, er, 6 new 'worlds'

    More signs of where virtual worlds are heading. The new "worlds" (defined loosely as such by Virtual World News) are a service that blends social networking and a virtual-world-like (3D) online environment; two new MMOGs (massively multiplayer online game), one for peer-to-peer learning and one sort of like a World of Warcraft with a twist; a 3D-world feature for the Web browser; and technology that turns a digital camera aims into a tool for "merging the virtual and real worlds." They're being unveiled at the TechCrunch conference this week (you can watch presentations live on that Web page). In TechCrunch50.com, I watched the presentation by a founder and two young users of a sixth world, Tweegee.com, a soon-to-be-launched competitor to ClubPenguin that claims to be safe and have features not found in any other kid sites. There are so many of these popping up - Tweegee's not even on Virtual Worlds Management's list of 150 live and developing worlds for youth (see this).

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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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  • Kid-driven community 'newspapers'

    The big city dailies could be a little discouraged. The Club Penguin Times "is more widely read than the New York's Daily News, the Chicago Tribune or the Dallas Morning News. And it's not even 3 years old," the Los Angeles Times (bravely) reports. Assuming all penguins in Disney's kid virtual world read the CP Times, its circulation is 6.7 million. And this is user-generated journalism. The paper "attracts 30,000 daily submissions from children, who pose questions to Dear Abby-inspired 'Aunt Arctic,' compose verse for the poetry corner, tell a joke or review a party or event." Someone should do a comparative study of kid virtual world papers. Possibly a precursor to Club Penguin's paper is the Whyville Times of Whyville.net, which launched way back in 1999. Yasmin B. Kafai, a professor of learning sciences at the University of Pennsylvania, told the L.A. Times that the Whyville Times "provides a mixture of standard newspaper features, such as TV reviews, along with reader-submitted essays. Such digital forums can promote literacy, Kafai said, because they encourage kids to do it on their own, without prodding from teachers or parents."

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    Friday, August 29, 2008

    'Law 'n' order' in virtual worlds

    It's a fledgling concept, but there are some interesting community-policing efforts afoot in virtual worlds such as Second Life, VZones, World of Warcraft, and mobile-phone-based Cellufun for mobile phone users, the Washington Post reports. For example, "in World of Warcraft, a popular online fantasy game, a character who is acting out runs the risk of being attacked by a group of self-appointed sheriffs. While the avatar doesn't face official penalties, the interference from other players can deter future crimes." In one of Worlds.com's worlds, users created a novel sort of virtual scarlet letter: "an animated bird that drops an unpleasant [virtual] substance on the heads of outlaws, known as 'griefers' in virtual-world lingo." There needs to be a flip side too, of course. I love the way London-based Childnet International put it recently: "Digital citizenship isn’t just about recognising and dealing with online hazards. It's about ... using your online presence to grow and shape your world in a safe, creative way, and inspiring others to do the same" (see this item) - an important focus for parenting and schooling going forward along the lines of "an ounce of prevention," "a stitch in time," etc., etc.... Speaking of which, virtual world safety expert Izzy Neis recently blogged about how a kids' world itself will be used to teach civility. She wrote that Dizzywood.com for kids 8-12 was "selected by the YMCA of San Francisco to enhance the youth program’s technology curriculum ... to reinforce its program emphasis on activities that promote values such as caring, honesty, respect and responsibility."

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    Thursday, August 28, 2008

    150+ virtual worlds for youth now

    If anyone had doubts about rapid growth in the virtual-worlds sector of cyberspace, this should clear them up. There are now more than 150 virtual worlds - either open now or in development - targeting people 18 and under, up from around 100 just last April, according to Virtual Worlds Management (VWM). [The full list is at that link, though the definition of "virtual world" seems to be broad - I noticed one site that's largely avatar chat, not a whole "world."] "In all there are 95 youth worlds currently live. Another 68 are in concepting, development, or testing phases. Tweens' worlds (for ages 8-12) lead at 88 of the 150+, kids' (7 and under) come in second with 72, and teens' third with 60. Disney alone has nine in development, VWM reports. The New York Post cites eMarketer research showing that estimate that "more than half" of all online youth 3-17, or about 20 million young people "will visit virtual worlds by 2011, up from 34%, or 12 million, this year." Here's some analysis about the VWM report from its authors. I noted a comment in it about virtual worlds "aging with their users" from Craig Sherman, CEO of Gaia Online, a world targeting 13-to-18-year-olds. He told VWM that 30% of Gaia users were now 18+ and the site had, "accordingly, grown a little edgier" (inevitable, undoubtedly, but something for parents to be alert to, with kids and adults sharing an online community). It's logical that people wouldn't suddenly drop away from a site targeting youth just because they turned 18.

    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.

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    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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