This document discusses virtual worlds for kids, teens, and tweens. It lists several popular virtual worlds including Whyville, Webkinz, Teen Second Life, Doll Palace, Furcadia, World of Warcraft, and Club Penguin. It distinguishes between virtual worlds and games, noting that virtual worlds are persistent, multiuser environments that mimic real-world activities. The document also notes that Gartner Research predicts virtual world usage will increase significantly by 2011. It argues that libraries should be involved in virtual worlds because patrons are using them, they are growing educational platforms, and librarians can serve as guides within these worlds.
2. Virtual worlds for kids and
teens
? Whyville
? Webkinz
? Teen Second Life
? Doll Palace
? Furcadia
? World of Warcraft
? Club Penguin
3. ¡°Game¡± versus ¡°virtual
world¡±
? Virtual world -
persistent, multiuser, economy, activities like
the real world, web browser, real world
activities
? Game ¨C Try to earn
points, fighting, goals, etc.
? Avatars ¨C digital representation of person in
both
4. Virtual worlds update
? Gartner Research Group predicts by 2011, 80
percent of Internet users will be using virtual
worlds
? Immersive environments ¨C Kids can learn
about all kinds of things and experience them
and engage in them, learn by doing
? New virtual worlds appearing all the time
5. Why should libraries be
involved in virtual worlds?
? Our patrons are there ¨C we need to be where
our patrons are!
? Usage of virtual worlds is increasing
? New education platform
? New role for librarians as information guide
and information experience designers