October 29, 2007

Logging In Over Going Out: Kids’ Virtual Worlds Continue to Grow
On Sunday, the NY Times featured an illuminating piece on the expanding universe of children’s online worlds, ranging from the predominantly virtual, like Disney-owned Club Penguin, to those that encourage the purchase of offline toys for online play, like the extremely popular Webkinz. The article reports on the increasing number of children joining virtual communities and interacting with online rather than real-life toys and peers, with the number of unique monthly visitors to Club Penguin more than doubling in the last year (jumping from 1.9 million to 4.7 million) and Webkinz.com seeing a 600% growth in the same period (growing from less than 1 million to 6 million visitors).
With many of these sites offering free general membership but pay-for upgrades and premium features, the ramifications of commodifying (and digitizing) children’s playtime becomes a concern. The article points out one site, PAYjr.com, that sells a prepaid card for online purchases to children 13 and older, a concept that many parents might cringe at.
The lessons gleaned from these virtual interactions and games are disputable. Some argue the sites are nothing new, that kids have always wanted toys and these online spaces are even “teaching children to make smart choices they are going to need to make in the real world,” as a spokeswoman for Club Penguin argues. Others, however, fear these ever upgradeable worlds are instructing children little more than how to accumulate more and more virtual junk. The reality is probably a varying mix of the two, as the story of one avid Club Penguiner reflects:
[Six-year-old] Trevor used Club Penguin’s virtual coins to buy his eclectic igloo furnishings, but his parents spent real money for four tangible toy Puffles from the Club Penguin shop at $4.95 each. Watching the action from a sofa, his father, Gregory Pennett, 53, a consultant to country clubs, said he appreciated how Club Penguin made Trevor earn his imaginary coins by working — for instance, virtually unloading bean bags from a truck. But he summed up the virtual play by saying: “It’s teaching them consumption.”
[via NY Times]





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