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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NetFamilyNews – by Anne Collier
- Zooming in on social norms (sidebar)
- Beginning of the end of #purge, revenge porn or social cruelty?
- For our kids & ourselves: Presence in a digital age
- Manage Net risk but focus more on opportunities: Researchers
- Proposed ‘rightful’ framework for Internet safety
- Social media in Saudi schools … sort of
- Textbook case of what NOT to do in teen sexting cases
- Breadth of videogames’ benefits to kids may surprise
Analysis & News – by Larry Magid
- Safety, security and privacy risks of fitness tracking and ‘quantified self’
- Don’t let stalkers or abusers and creeps track your phone’s location
- Let’s stop persecuting ‘Auschwitz selfie girl’ for smiling at a camera
- EFF launches free Privacy Badger for Firefox and Chrome to block hidden trackers
- Privacy and security tips for newly-minted college students
- Google to stop labeling apps with in-app purchases as ‘free’
- Home automation and ‘Internet of things’ is great — but think about privacy and security
- Time for public to weigh in on ‘net neutrality’