Stories about kids' virtual worlds are becoming perennial because children 6-10 appear to be a growth market. Twenty million children are expected to be virtual-world members by 2011, up from 8.2 million right now, according to eMarketer figures cited by the New York Times. This latest article paints a pretty good landscape. There's Disney's new “Pirates of the Caribbean” world for kids under 11, with "worlds on the way for Cars and Tinker Bell, among others. Nickelodeon, already home to Neopets, is spending $100 million to develop a string of worlds. Coming soon from Warner Brothers Entertainment, part of Time Warner: a cluster of worlds based on its Looney Tunes, Hanna-Barbera and D. C. comics properties." I was glad to get an update from this piece on Neopets' protections for kids under 13 (in compliance with the US's Children's Online Privacy Protection Act, or COPPA): "Neopets restricts children under 13 from certain areas unless their parents give permission in a fax. Several Neopets employees patrol the site around the clock, and messaging features are limited to approved words and phrases."
NetFamilyNews – by Anne Collier
- Students called heroes in this 6th-grade class
- In the face of school violence, what do we default to?
- Popularity: The other kind of vulnerability
- FB & Oculus VR: The potential of a virtual-reality platform
- What’s (importantly) different about Snapchat
- We ‘like’ faces in social media: Study
- Yik Yak update: How the app came to geo-fence off US schools
- Smart safety: YouTube’s ‘neighborhood watch program’
Analysis & News – by Larry Magid
- Identity theft a problem from cradle to grave — Kids most vulnerable
- How to protect your family from Heartbleed security flaw (slideshow)
- Beware of Heartbleed inspired phishing scams
- Are sites you use vulnerable to Heartbleed security flaw?
- Microsoft ends support of Windows XP: Machines highly vulnerable to security risks
- The evolution of online safety: Lessons learned over 20 years
- Safety through mindfulness: Watch ‘The Science of Character’
- Adults spend 11 hour a day using electronic media