Notes
Slide Show
Outline
1
Virtual Worlds for Kids, Tweens, and Teens
  • A Brief Overview Presented by
    Tom Peters on January 25, 2008
2
Cusp of a VW Explosion?
    • Club Penguin
    • Webkinz
    • Teen Second Life
    • Whyville
    • According to eMarketer, 20 million kids will belong to virtual worlds by 2011 (up from 8.2 million now)
      (Brooks Barnes, NY Times, 12/31/07)
3
Issues
  • Product differentiation is so real-worldly
  • Population segmentation (by age, gender, geographic location, etc.)
  • Significant investment from for-profit companies that focus on pre-adults (Disney, Nickelodeon, Lego, Mattel, etc.)
  • How can libraries, museums, and other cultural institutions compete in pre-adult virtual worlds?
4
More Issues
  • Mash-up of virtual environments, social networks, role-playing, and online gaming
  • Surrogate for TV, movies, and the mall?
  • Blurring of fun and learning and creating?
  • Do start-up and born-virtual companies stand a chance?
  • Negative consequences for individual kids (obesity, addiction, etc.)?
5
Glimmers of Hope
  • Whyvillians are very interested in having an in-world library
  • VW’s may improve the creativity, social skills, and money management skills of pre-adults
  • Competition can be good
  • Eventually there may be a market shake-out, consolidations, etc.