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 … [Read more...] about Moderator wisdom: Virtual worlds’ youth-safety experts
virtual worlds
FTC’s milestone report on virtual worlds
This is pioneering stuff on the part of the US government. The Federal Trade Commission today sent to Congress its close study of 27 online virtual worlds – 14 for children under 13 and 13 aimed at teens and adults – looking at the level of sexually explicit and violent content and what the VWs were doing to protect children from it. I think it's important for parents to keep in mind when reading … [Read more...] about FTC’s milestone report on virtual worlds
Quest Atlantis, VWs & academic situational awareness
In a virtual world, science students can be scientists. In Quest Atlantis, students explore scientific problems or quests, so that – in addition to learning scientific content on quests – they find themselves in situations where they have to put that new knowledge to actual use. In other words they're being scientists, not just learning science. What a "science class"! Prof. Sasha Barab, one of … [Read more...] about Quest Atlantis, VWs & academic situational awareness
Virtual-world news update
A lot of news about virtual worlds has crossed my laptop lately, so – since this is a big growth sector of cyberspace (with the global VW population growing from 186.5 million now to 638 million by 2015, according to Strategy Analytics) – I thought I'd package it up for you....1. Avatar PRNow (if not yesterday or last year) is a good time to fold avatars into family discussion about reputations … [Read more...] about Virtual-world news update
My avatar, my self
Neuroscientists are looking into the relationship between self and avatar. A study of World of Warcraft players in their 20s (14 men and 1 woman) who spend an average of 23 hours a week in the game/world was recently presented at the Society of Neuroscience, NewScientist.com reports. From fMRI scans of the players' brains, the study found "next to no difference" in activity in the areas of the … [Read more...] about My avatar, my self