Post in our forum for parents, teens - You! - at ConnectSafely.org.
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."
Labels: Free Realms, kids virtual worlds, multiplayer games, Sony Home
Wednesday, September 24, 2008
Battle of the MMOGs?
With "MMOGs," I'm referring to massively multiplayer online games, and the "battle" that's shaping up is between 10 million-member World of Warcraft and just-launched Warhammer Online: Age of Reckoning. USATODAY says the newcomer might "siphon off" some of WoW's success, but there's probably room - if not in players' schedules, then - in the huge and growing MMOG market for a lot of new games. A few facts about MMOGs in general and WoW in particular: The US market alone (WoW has players in many countries) is "expected to amount to about $800 million this year," up from $700 million last year and $332 million in 2004," USATODAY reports, citing data from market researcher DFC Intelligence. WoW players spend $40-60 up front to buy the game's software, then $15/month to play. Warhammer is published by Electronic Arts and was created by Mythic Entertainment. [See also this item about when WoW passed the 10 million mark (about a quarter of those players are in North America).]
Labels: multiplayer games, Warhammer, World of Warcraft
Friday, June 20, 2008
Here comes social gaming
There's hearts, checkers, chess, Texas hold 'em, Dolphin Olympics, a form of Scrabble, and on and on. Which - if you're a game aficionado - can make the social Web a 24/7 party (it can also give young gamers 24/7 access to communities of players of all ages, but more on that in a moment).
"Online social gaming has been around for years, available on Yahoo and other sites. But its popularity is surging, piggybacking on the success of Facebook, MySpace, Bebo, and other social networks," the San Jose Mercury News reports. There are now business conferences gathering the corporate players and advertisers in the social gaming space. Kongregate.com alone has more then 4,500 games, the Merc adds, and "more than $30 million in venture funding has been invested in Silicon Valley start-ups that specialize in social games." This is distinct from the multibillion-dollar digital gaming industry dominated by Electronic Arts, Sony, Nintendo, and Microsoft, it adds. The difference between social gaming and the "old" kind is that you're interacting with people, not software (multiplayer online games such as World of Warcraft-type worlds and the real-time chat of Xbox Live always did involve real-people contact). Interacting with people adds mostly fun and unpredictability but also an element of risk that gamers need to be alert to, if a game is associated with chat and other means of non-game communication with other players.
Social gaming, kid-style
Virtual worlds are social-gaming environments for kids, and they're multiplying like rabbits. The BBC calls this "boom time for virtual playgrounds." "Worlds" such as Webkinz.com, ZooKazoo.com, and ClubPenguin.com and services such as AddictingGames.com are "places where your children can interact with other children, and they are becoming a central part of the business plans of the people who make TV programs, toys and cereal," the New York Times reports.
Disney's newest world is "Dgamer," part virtual world and part social-networking site for kids, accessible via computer or Nintendo DS, the Washington Post reports. The Post says Dgamer gives parents a lot of control by allowing them to sign up for various levels: "At the most basic level, they can only message one another with preselected words and phrases. On higher levels, they are allowed more freedom, but there are filters for profanity." But the service is free, so it's not clear how parents could control kid workarounds. Dgamer joins Disney's Pirates of the Caribbean, Cars, and recently acquired ClubPenguin. "According to research firm eMarketer, 12 million kids between ages 3 and 17 will regularly access virtual worlds this year. The firm expects that figure to rise to 20 million by 2011."
Worlds to watch for
Coming in the next six months or so, according to the New York Times piece: Spore (which will be playable via computer, phone, or NintendoDS), BarbieGirls.com, World of Neopia (Neopets' world), LegoUniverse, and PixieHollow.com (to go with Disney's soon to be released animated film Tinker Bell).
Downsides & how to deal with them
There are many positives involved in online gaming, we see in the research: e.g., the collaborative action in World of Warcraft guilds, individual and collective strategic thinking, thinking under pressure, and the informal learning associated with group activity involving multiple ages.
But there are downsides too, usually associated with the real-time chat around online gaming. For example, Doof.com, a brand-new UK-based social-gaming site. Have its creators thought about what parents might think about their kids participating when they read this heading on its About page: "Connect with Friends and Strangers," under which is listed Doof's "Private Messages" feature?
With household rules or in family discussion, parents might consider advising their gamers to make sure that...
Chat sticks strictly to game-related topics, nothing personal
No private one-on-one chat with people unless about it's just about the game and they tell a parent about it
They turn off their headphones or stop chatting if the trash talk gets to be too much
They come talk to you if anyone starts getting too abusive or tries to get uncomfortably close or overly friendly.
Kids need to know that getting lots of compliments can potentially be worse than trash talk and other abusive online behavior. Flattery can be one form of online grooming (see "How to recognize grooming," "Police on gaming community risks," and "How social influencing works."
Virtual worlds are by definition highly immersive. So parents may also want to be alert to signs of obsessive play. Besides the risk factors involved in real-time communication, there are concerns about something called "videogame addiction." Here's the US News & World Report's focus on younger gamers in this area (see also "'SIGNS' of Internet addiction."
Related links
"Are ads on children's social networking sites harmless child's play or virtual insanity?" in The Independent
"Fair game? Assessing commercial activity on children’s
favourite websites and online environments" from Childnet International and the UK's National Consumer Counsel
"Building social currency in online games" at ClickZ.com.
"Notable fresh videogame findings" at NetFamilyNews
"Online social gaming has been around for years, available on Yahoo and other sites. But its popularity is surging, piggybacking on the success of Facebook, MySpace, Bebo, and other social networks," the San Jose Mercury News reports. There are now business conferences gathering the corporate players and advertisers in the social gaming space. Kongregate.com alone has more then 4,500 games, the Merc adds, and "more than $30 million in venture funding has been invested in Silicon Valley start-ups that specialize in social games." This is distinct from the multibillion-dollar digital gaming industry dominated by Electronic Arts, Sony, Nintendo, and Microsoft, it adds. The difference between social gaming and the "old" kind is that you're interacting with people, not software (multiplayer online games such as World of Warcraft-type worlds and the real-time chat of Xbox Live always did involve real-people contact). Interacting with people adds mostly fun and unpredictability but also an element of risk that gamers need to be alert to, if a game is associated with chat and other means of non-game communication with other players.
Social gaming, kid-style
Virtual worlds are social-gaming environments for kids, and they're multiplying like rabbits. The BBC calls this "boom time for virtual playgrounds." "Worlds" such as Webkinz.com, ZooKazoo.com, and ClubPenguin.com and services such as AddictingGames.com are "places where your children can interact with other children, and they are becoming a central part of the business plans of the people who make TV programs, toys and cereal," the New York Times reports.
Disney's newest world is "Dgamer," part virtual world and part social-networking site for kids, accessible via computer or Nintendo DS, the Washington Post reports. The Post says Dgamer gives parents a lot of control by allowing them to sign up for various levels: "At the most basic level, they can only message one another with preselected words and phrases. On higher levels, they are allowed more freedom, but there are filters for profanity." But the service is free, so it's not clear how parents could control kid workarounds. Dgamer joins Disney's Pirates of the Caribbean, Cars, and recently acquired ClubPenguin. "According to research firm eMarketer, 12 million kids between ages 3 and 17 will regularly access virtual worlds this year. The firm expects that figure to rise to 20 million by 2011."
Worlds to watch for
Coming in the next six months or so, according to the New York Times piece: Spore (which will be playable via computer, phone, or NintendoDS), BarbieGirls.com, World of Neopia (Neopets' world), LegoUniverse, and PixieHollow.com (to go with Disney's soon to be released animated film Tinker Bell).
Downsides & how to deal with them
There are many positives involved in online gaming, we see in the research: e.g., the collaborative action in World of Warcraft guilds, individual and collective strategic thinking, thinking under pressure, and the informal learning associated with group activity involving multiple ages.
But there are downsides too, usually associated with the real-time chat around online gaming. For example, Doof.com, a brand-new UK-based social-gaming site. Have its creators thought about what parents might think about their kids participating when they read this heading on its About page: "Connect with Friends and Strangers," under which is listed Doof's "Private Messages" feature?
With household rules or in family discussion, parents might consider advising their gamers to make sure that...
Kids need to know that getting lots of compliments can potentially be worse than trash talk and other abusive online behavior. Flattery can be one form of online grooming (see "How to recognize grooming," "Police on gaming community risks," and "How social influencing works."
Virtual worlds are by definition highly immersive. So parents may also want to be alert to signs of obsessive play. Besides the risk factors involved in real-time communication, there are concerns about something called "videogame addiction." Here's the US News & World Report's focus on younger gamers in this area (see also "'SIGNS' of Internet addiction."
Related links
favourite websites and online environments" from Childnet International and the UK's National Consumer Counsel
Labels: multiplayer games, social gaming, videogames, virtual worlds
NetFamilyNews.org