Thursday, January 14, 2010
Moderator wisdom: Virtual worlds' youth-safety experts
Three points – one each about moderating kids, tweens, and teens – really leaped out at me as I read these contributions (just a sampler of the insights in them), and I think parents will find them helpful:
1. Two types of virtual-world moderators: In Part 3 of Shaping Youth's series, eModeration describes how virtual worlds are evolving, as illustrated by moderation techniques: The more traditional silent moderator "stays in the background, blocking offensive material from participants, warning users, defusing confrontation and reacting to abusive or illegal behavior. The second and increasingly popular type is the in-game moderator, who actively participates as a character or avatar ... encouraging children to explore and try new things and have as positive experience as possible, but stay safe and secure while doing so.” Gazillion Entertainment's director of user engagement Izzy Neis describes the former as the "elephant in the corner"; eModeration compares the latter to the fun, engaging host of a kids' birthday party. I think the latter type – because kid users tend to look up to this cool, fun "older avatar" – presents a tremendous opportunity for modeling civil behavior and good in-world citizenship.
2. Tween VW behavior is as dynamic as the real-world kind. Moderators are finding that, just as tweens move back and forth between children's play and playing at being adults in the real world, they do the same in virtual worlds. EModeration's Littleton quotes Neis as saying, "It's not always one or the other – often tween users balances between the two, depending on how their day went, or what escapism they need, or what reinforcement/acknowledgement they crave. They're taking the experiences they've had, applying imagination and exploring new territory (mainly adult situations)." She says virtual worlds see "the same playground problems kids have every day: bullying, heartache, betrayal, etc." That's why it's just as important, as we say in our VW safety tips, for parents to talk with their kids about what's going in their virtual worlds as what's going on at school. But moderation in all things (no pun intended). Kids also need some space. Virtual worlds, Neis says, "provide an outlet and a chance to develop other aspects of their personalities [which] they feel unable to explore during real life for fear of rejection, or sometimes they're just trying something to try it - an opportunity to fail without physical consequence.”
3. The delicate balance between over- and under-moderating teens: An experienced moderator in the UK, Amy Rountree, told Littleton that “moderating [youth] 16+ communities is about balance." She says that, if virtual world rules and moderators are too heavy-handed, users go elsewhere. If the moderation's too easygoing, both the company and its users are at risk. This echoes what we say at ConnectSafely.org about safety on the social Web: If parents are too controlling, kids – who have many workarounds and access points – tend to go "underground" to sites parents may've never heard of, to friends' houses where rules are more lax, to establish alternate "stealth" profiles and accounts parents aren't aware of, etc., etc., all of which spells even less parental input and guidance. Kids are safer when parents, like moderators, find the balance between "over- and under-moderating" and keep the communication lines open (see also "'Soft power' parenting works better").
Note Tamara Littleton's bottom line in her white paper: "Our view is that if you [a virtual world company] are inviting teens or tweens into your online space, you are in effect throwing a huge round-the-clock party for them. And what parent in their right mind would send out invitations worldwide, then leave the keys to the liquor cabinet with their 15-year-old and go away for the weekend?"
Related links
Labels: Amy Jussel, Crisp Thinking, eModeration, FTC, Izzy Neis, moderators, online safety, Tamara Littleton, virtual worlds
Thursday, December 10, 2009
FTC's milestone report on virtual worlds
The report goes into measures these 27 VWs surveyed take to keep minors away from explicit content, including "age screens" designed to keep minors from registering below a site's minimum age (what the FTC calls "only a threshold measure"); "adults only" sections requiring subscriptions or age verifications (see "'Red-light district' makes virtual world safer"); abuse reporting and other flagging of inappropriate content; human moderation; and some filtering technology. "The report recommends that parents and children become better educated about online virtual worlds" and that virtual-world "operators should ensure that they have mechanisms in place to limit youth exposure to explicit content in their online virtual worlds." In the two pages of Appendix A (of the full, 23-page report + appendices), you'll find a chart of all the virtual worlds the FTC reviewed. [See also my VW news roundup last week and "200 virtual worlds for kids."]
This is a great start. As purely user-driven media, virtual worlds are a frontier for research on online behavior. The FTC was charged by Congress "merely" with determining the level of harmful content, not behavior – I really think because adults continue to think in a binary, either-or way about extremely fluid environments that are mashups of content and behavior. Where is it really just one or the other, what is "content" in social media, and how do we define "harmful"? We also need to define "virtual worlds." Some of these properties are largely avatar chat, some are games (with quests), some are worlds with games but not quests in them. Still, we've got some great talking points and very useful data to build on.
Labels: age verification, FTC, online safety, Second Life, social media, social Web, virtual worlds
Tuesday, December 08, 2009
Quest Atlantis, VWs & academic situational awareness
Labels: education technology, MacArthur Foundation, Quest Atlantis, Sasha Barab, virtual worlds
Monday, December 07, 2009
Virtual-world news update
1. Avatar PR
Now (if not yesterday or last year) is a good time to fold avatars into family discussion about reputations and self-representation online. Even if your child's favorite avatar is waddling around in Club Penguin, it would be good to ask to see the penguin, if you haven't already, talk about that penguin's favorite activities in-world, how many friends it has, and what sorts of things they do together. Why am I telling you all this? Early lessons in social Web spin control – not to mention early prep for the business world.
By the end of 2013, 70% of businesses will have behavior and dress code policies for employees whose online avatars represent their organization," Virtual World News reports. Gartner recently published "Avatars in the Enterprise: Six Guidelines to Enable Success," CNET reports.
As for the littlest VW citizens, Virtual Worlds News recently reported that, at 27% growth between now and 2015, children aged 5-9 are the biggest growth sector of a global virtual world population (which itself will grow from 186 million to 640 million by 2015). VW News was citing Strategy Analytics figures. For insights into day-to-day life in a teen virtual world, check out this YPulse interview with Gaia Online's Joe Hyrkin.
2. Two new arrivals
3. Second Life's booming economy
On average, users of virtual world Second Life spend 100 minutes in-world per visit, adding up to more than 1 billion hours so far, PC World reports. Even more interesting, though, is the virtual world's very real economy. "The equivalent of more than US$1 billion has been transacted between residents in Second Life, who purchase virtual goods and services from one another." The in-world economy grew 54% year-over-year (between third quarter 2008 and third quarter this year), Virtual Worlds News reported more recently. This is a multinational economy: "Users from the United States accounted for 37% of the economy, followed by Germany and Italy at 8% each, France at 7%, and the UK at 5%." Here's a list of dozens of businesses that have a presence in Second Life – in retail, manufacturing, technology, travel, real estate, finance, communications, etc. (I couldn't find anything more recent than this, but I doubt the number has gone down.)
4. Avatars in MySpace
MySpace, which has always been as much a self-expression tool as a social utility is expanding those self-expression features. In an arrangement with the newly profitable teen virtual world Meez Nation, MySpace users can now create avatars, Ad Week reports (CNET mentioned Meez's profitable status).
Meez and MySpace have music and other media sharing in common, Meez CEO John Cahill said in an interview with YPulse. "Our users watch popular videos together, listen and dance to music together, and we're always offering new virtual goods and "Roomz" tied to events like Halloween, for example. See YPulse for more.
5. Virtual worlds in the movies
Hollywood's all over it – not so much making money in virtual worlds as telling stories about them, the San Jose Mercury News reports. There's Second Skin (which I blogged about here), recently released Gamer and Surrogate, James Cameron's Avatar in December, and next year's Tron Legacy from Disney and Christopher Nolan's Inception. [See also "'Red-light district' makes virtual world safer."]
Related link
KZERO, a virtual worlds research and consulting firm in the UK, has a slide show showing more than 10 dozen companies marketing in virtual worlds (with screen shots of their locations) here. [They put out great resources but are not great at returning press calls.]
Labels: avatars, kidcommand, online safety, Second Life, Shidonni, virtual worlds
Friday, November 13, 2009
My avatar, my self
Labels: avatars, fMRI, MMORPGs, neuroscience, virtual worlds, World of Warcraft
Wednesday, October 28, 2009
Virtual Halloween, real fun
Labels: halloween, virtual worlds, WeeWorld
Wednesday, October 07, 2009
Virtual world shakeout?
Labels: conventional media, social media research, virtual worlds
Wednesday, September 23, 2009
Thin avatar, thinner self?
I'm telling you all this because a new study indicates that people's avatars can be aspirational or motivational, at least in terms of appearance. It found that "creating a thin and physically fit online avatar may encourage people to become healthier and more physically fit in real life," Triangle Business Journal reports. The study, by RTI International, found that that "80% of respondents who reported high levels of physical activity for their avatars also reported participating in high levels of physical activity in their real lives." The article appeared in the August issue of the Journal of Virtual Worlds Research.
Labels: avatars, RTI International, virtual worlds
Monday, August 31, 2009
Starring students: Real-world projects in virtual world
Labels: 21st century learning, education technology, project-based learning, UK schools, virtual worlds
Monday, July 27, 2009
Virtual economies & kids
Labels: Gaia Online, Pixie Hollow, virtual economy, virtual world traffic, virtual worlds, Webkinz
Friday, June 12, 2009
Social site + virtual world = Hi5
Labels: Hi5, SmallWorlds, social networking, virtual economy, virtual worlds
Wednesday, November 12, 2008
Virtual-word murder, real-life arrest
Labels: virtual worlds
Monday, September 08, 2008
5, er, 6 new 'worlds'
Labels: kids virtual worlds, virtual worlds
Friday, September 05, 2008
Virtual Worlds field trip
One thing that's clear from the research but was confirmed (in my head, not yet by speakers) everywhere I turned at the conference: digital ethics and citizenship have to be central to the discussion as we learn how to negotiate this new space where – definitely for kids, in any case - the line between online and offline is fading. Learning how to behave ethically in community whether digital or physical is central to children's well-being online, right now and increasingly as we move forward.
Really exciting projects are going on in and with virtual worlds in schools around the US and world. Check out the collaborative work between schools in California, Japan, and Australia at PacRim Exchange; with libraries in Teen Second Life and youth librarians of the Eye4You Alliance; on virtual islands for public school students (Ramapo Islands) in Teen Second Life; and in Second Life and New York City with nonprofit Global Kids, which aims to help "transform urban youth into successful students as well as global and community leaders" (I want to zoom in on some of these powerful projects in future posts).
I spoke with a northern California principal, Patti Purcell of Bel Aire Elementary School, about Bel Aire's six-week pilot project teaching students digital citizenship "in-world" and in the classroom with the help of children's virtual world Dizzywood. Patti told me she felt students needed a space where they could actually practice what they learned in character education, which has long been part of the curriculum. One lesson was in collaborative tree-planting. Dizzywood co-founder Scott Arpajian told me certainly any child can plant a tree in Dizzywood, but the "game" is designed so that planting gets "exponentially faster [and a lot more fun] when they help each other out." Students are given time to explore the virtual world (they're given "agency," a sense of place and ownership in-world), but the experience is structured too, with in-world activities always followed by classroom discussion. "Graduation" included presentations by the students before an audience of parents who were very interested in how character ed was taught in a virtual world. Patti said, "It's very empowering for a 10-year-old to be able to explain their space to a group of adults." Two other cool elements: students participate in creating their own code of ethics, and Scott told me Dizzywood lets them look "under the hood" - learn about how Dizzywood's techies and graphic designers create its activities and habitat (something aspiring designers and software engineers would be fascinated with).
A few general virtual-world-industry themes I picked up on (signs of where things are headed): not making users download special software, but bringing virtual environments to them right through their Web browsers; whether kid virtual worlds should "grow up" with their users (as has happened with about 10% of Whyville.net's users, now in college); predictions of a merging of social networking and virtual worlds; your avatar going wherever you go on the Web (not locked into a single virtual world); and other signs of interest in or movement toward interoperability.
Going to this conference was a déjà vu kind of experience for me. Though it wasn't just about kid products and services, it felt a lot like Jupiter Media's "Digital Kids" conferences in the late-'90s: a very young industry trying to get a fix on metrics, markets, and competition folding in lots of start-ups, a handful of well-established B2B and B2C companies (Whyville.net, There.com, Second Life, Multiverse) and one or two old, giant media players (e.g., Disney) barreling ahead, seemingly announcing a new "world" about every six months (Pirates of the Caribbean, ClubPenguin acquisition, PixieHollow.com, forthcoming Cars world). Lots of numbers were tossed around (some admitted by the speaker to be educated estimates because research is limited): a current 100 million+ virtual-world residents worldwide, 75% between the ages of 8 and 24, with virtual worlds "about to collide" with the Web's 550 million social networkers worldwide, and a current $1.5 billion market in virtual goods (e.g., weapons in World of Warcraft, clothes and furniture in Second Life). One number that has been researched – by the conference's organizers – is that there are now more than 150 virtual worlds for youth 3-17 either available or in development (see this post).
Related links
Labels: ClubPenguin, disney, dizzywood, Global Kids, Jon Landau, kids virtual worlds, Second Life, Teen Second Life, virtual worlds, Whyville, World of Warcraft
Friday, August 29, 2008
'Law 'n' order' in virtual worlds
Labels: Cellufun, community policing, kids virtual worlds, online citizenship, Second Life, virtual worlds, World of Warcraft
Thursday, August 28, 2008
150+ virtual worlds for youth now
For a whole range of man-on-the-street views of virtual worlds, see this fun video from Global Kids in New York, or read coverage of a conference in youth learning in virtual worlds last fall from CNET. See also my recent item on ways kids have found to game the system in virtual worlds, sometimes for the purposes of cyberbullying.
Labels: Gaia Online, kids virtual worlds, virtual worlds
ClubPenguin's newest competition
Labels: Barbie, Bratz, ClubPenguin, disney, girls sites, kids virtual worlds, virtual worlds, Zwinky, ZwinkyCuties
Wednesday, August 06, 2008
Mental health care in virtual worlds
Labels: clinical psychology, health, health care, virtual worlds
Friday, July 18, 2008
Top 8 workarounds of kid virtual-world users
Having occasionally watched my own son waddle around and play games in Club Penguin and thought it was pretty cute, I asked her why. Sharon - who will tell you that she's definitely not an overreactor where parenting's concerned - proceeded to tell me what she learned about digital pre-adolescent behavior in CP (and I have no doubt similar experiences are to be had in every other virtual playground on the Web).
Not that her CP time was all bad, of course, but there were some "Lord of the Flies moments" just like in real-life elementary school, and I thought you'd like to know what the virtual versions look like - techniques kids have developed for beating the system so they can move all that social behavior at school, good and bad, online. Simply put, they're "workarounds"- some but not all about meanness or bullying. So I boiled the behavioral parts of what Sharon told me down to a list of eight (note how sophisticated these workarounds' young creators are):
1. Beating the language filter. Putting consecutive words in separate message "bubbles," spaces between letters, creative capitalization and punctuation, etc. - whatever it takes to say what they like, including mean stuff and invitations to "visit me alone in my igloo."
2. Code lingo. Not just POS ("parent over shoulder") or ROTFL ("rolling on the floor laughing"), but text-formatting tricks that get around safe-language rules: e.g., if language filters don't allow numbers, kids share their ages by expressing them in dots. For example, they ask, "How many dots are you?" and get back: "I'm ........."
3. ID theft, kid-style. One of the cardinal rules of online safety is never to share your password because best friends sometimes become non-friends and can impersonate and embarrass you. Password-sharing, however, is rampant in kid virtual worlds - a popular way of offering and accepting best-friend status. It becomes a problem when your "best friend" logs on as your avatar and makes it break the rules so you get kicked out.
4. Stealing virtual possessions. Kids also use peers' passwords to steal their virtual clothes, furniture, and other in-world possessions so the victims have to start over or walk around as naked avatars and so the thief, succumbing to some sort of pre-adolescent digital version of "keeping up with the Joneses," can add to his/her in-world prestige (as well as the real-world kind - because, Sharon said, a lot of penguins know each other as humans at school too).
5. Abusing abuse reporting. The digital version of tattling: being mean by reporting avatars just so they get privileges taken away. "Kids can report other kids for all kinds of vague reasons, but they don't have to give a reason - all they have to do is press a button on the player card and the complaint goes straight to the monitor," Sharon said.
6. Using safety features to bully. Using blocking, ghosting, ignoring, and other in-world user-security tools to ostracize a kid or make it clear he's not a member of "the club" - whatever the club-of-the-moment is.
7. Digital "Spin the Bottle." Those pre-teen games for exploring dating and sexuality have moved into cyberspace. Kids manipulate their avatars and a virtual world's systems to create opportunities to explore virtual sexuality too. An example in Club Penguin: "Spin the Fish," only the fish doesn't spin; "you have to pretend it does," according to young CP lifestyles blogger Imatweetybrd, whose blog Sharon found. "You either say 'I'll spin!' or someone will tell you to spin. Then, most likely, you are just going to say 'spin,' then 'it landed on [the penguin's name that you like most]. At that point, you go up the person and say 'mwah.' Then your turn's over. Your penguin might like you back and ask you out or maybe you want to ask him out, then you guys can leave the game or whatever."
8. Kid avatars have cheats too. Just because the person behind the avatar is only nine years old certainly does not mean s/he's any less savvy about how to find cheats to beat the game and make coins or points a lot faster in order to have a bigger place of residence and more clothes, puffles, and furniture. The kid just types the name of an in-world game into a Web search engine and turns up hundreds of tips, or "cheats," as they're called - situation normal in the world of videogames (clearly also for people of younger and younger age, we now see).
My takeaways
First it should be acknowledged that there are plenty of positive and just plain fun things about Club Penguin too (check out its kid philanthropy feature). It's possible the average child user (probably 7-10 - not teen hackers like Mike 92 in Related links below) could experience or use one or two of the above workarounds, but not likely all, unless he or she is looking for trouble, feeling mean, or really into power in a social sort of way. Putting all the workarounds together here is designed only to help parents ask intelligent questions.
My 11-year-old was an avid CP user for a few weeks last year, but he never noticed any of the above except a few cheats (penguins a little too good at some games) and occasional meanness - trigger-happy abuse reporters or safety-feature abusers - and none of it ruined his fun in CP, but CP also wasn't the all of his entertainment or social life (balanced lives do help us not take certain things too seriously). The workarounds only confirm for me that, wherever kids are online, alertness and critical thinking are needed on the part of children as well as parents. Club Penguin and other kid virtual worlds are not babysitters! But they are great social-networking training for both participants and parents. They offer many teachable moments for learning all kinds of things: e.g., how to treat others online as well as offline, how to be a good citizen and friend, how to detect social and commercial manipulation, how to deal with peer pressure and group think, and even how to be a leader.
Readers, we'd love to hear about your children's virtual-world experiences in the ConnectSafely.org forum. Email's ok too, via anne@netfamilynews.org.
Related links
Labels: cyberbullying, kids sites, social networking, virtual worlds
Thursday, July 17, 2008
Griefers: Gamer worlds' bullies
Labels: cyberbullying, griefers, videogames, virtual worlds
NetFamilyNews.org