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Exploring the virtual toy box: virtual worlds and young children

Published: 07 February 2012 Publication History

Abstract

Virtual Worlds such as Club Penguin and Poptropica attract millions of children ages 6-14. This ethnographic-based study examines the foundation for children's interest in virtual worlds and how choices about using the spaces are influenced by the interfaces. Significantly, children engage in activities of their own choosing, sometimes sidestepping the expectations of the virtual worlds. Initial observations suggest that the age range of users suggested by the respective games/websites do not necessarily match the competence and cognitive levels of the younger children, causing their play to lack direction and fail to take advantage of many of the features of the virtual worlds. However, this exploration may help to prepare them for more sophisticated virtual activities.

References

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Burley, D. 2010. Penguin life: a case study of one tween's experience inside Club Penguin. Journal of Virtual Worlds Research. 3, 2 (Dec.) Retrieved Sept. 12, 2011 from http://jvwresearch.org/index.php/past-issues/32-virtual-worlds-for-kids.
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Itō, M. 2009. Engineering play: a cultural history of children's software. MIT Press, Cambridge, MA.
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Itō, M., et al. 2010. Hanging out, messing around, and geeking out: kids living and learning with new media. MIT Press, Cambridge, MA.
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Juul, J. 2010. A casual revolution: reinventing video games and their players. MIT Press, Cambridge, MA.
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Lu, S. 2010. Growing up with Neopets: a personal case-study. Journal of Virtual Worlds Research. 3, 2 (Dec.) Retrieved Sept. 12, 2011 from http://jvwresearch.org/index.php/past-issues/32-virtual-worlds-for-kids.
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Marsh, J. 2010. Young children's play in online virtual worlds. Journal of Early Childhood Research, 8, 1 (Feb.): 23--39.
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Meyers, E. 2009. Tip of the iceberg: meaning, identity, and literacy in preteen virtual worlds. Journal of Education for Library and Information Science. 50, 4 (Fall): 226--236.
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Tuukkanen, T., Iqbal, A., & Kankaanranta, M. 2010. A framework for children's participatory practices in virtual worlds. Journal of Virtual Worlds Research. 3, 2 (Dec.) Retrieved Sept. 12, 2011 from http://jvwresearch.org/index.php/past-issues/32-virtual-worlds-for-kids.
  1. Exploring the virtual toy box: virtual worlds and young children

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    cover image ACM Other conferences
    iConference '12: Proceedings of the 2012 iConference
    February 2012
    667 pages
    ISBN:9781450307826
    DOI:10.1145/2132176

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    Association for Computing Machinery

    New York, NY, United States

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    Published: 07 February 2012

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    Author Tags

    1. kids
    2. social gaming
    3. user interface
    4. virtual worlds

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    iConference '12
    iConference '12: iConference 2012
    February 7 - 10, 2012
    Ontario, Toronto, Canada

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