Virtual worlds vs. social games
Recent market research have shown that Facebook is rapidly becoming one of kid’s preferred gaming platforms. Farmville and Cafe World are now among the top ten preferred games of kids 7 to 10 in France.
Beyond stating the obvious fact that the popularity of Facebook with the under 13 crowd shows that it is in clear violation of both its terms of service and US COPPA legislation, I thought it might be interesting to share a couple of thoughts on the difference between social gaming networks and kid-focused virtual worlds based on the experience we’ve had with Nooja.
Social games and kid-focused virtual share a strong gaming and social component but have radically different strategies on sharing of personal information. Social gaming is all about playing with people you know whereas virtual worlds are all about playing with people you don’t, may not or will never know. Social games are anchored in day-to-day social interaction with your friends whereas kid-focused virtual worlds are (generally) tightly moderated communities that prevent exchanges of personal information.
While preventing the sharing of personal information may seem like a daunting task in the Facebook era, I believe there are three areas in which kid-focused virtual worlds focusing on the protection of confidential info have a strong role to play :
First, safe havens need to exist in which parents can feel comfortable letting their kids interact. Parents can use filtering tools and spend time with their kids teaching them about safe conduct on the Internet but it’s also important to be able to propose safe, fun destination spots. Many parents understand this and are willing to pay for subscription-based services that provide this environment.
Second, moderated virtual worlds help educate kids about the risks of exchanging personal info with strangers. When we ban kids for exchanging personal info on Nooja, they generally come back to play with a new mindset and help create a community which auto-regulates itself. Creating an attractive, moderated destination is an opportunity to educate kids and create safer behavior which will (hopefully) be applied when they are in other environments.
Third, preventing exchange of personal information allows for a role play that isn’t possible with social networks. Players on Nooja are free to invent personalities for their avatars, to be someone they aren’t in daily life. Under the cover of their online persona, kids play in ways they cannot if they knew each other personally. They can dress their avatar as they want, they can escape from day-to-day existence and experiment with new social relations. By creating an environment in which their true identity is protected, kids are much more free to experiment, to create new personas and engage in the sort of role play which is an integral part of growing up…
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