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.