Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 “Boom” in Children’s Virtual Worlds Development

Date

2018-09

Journal Title

Journal ISSN

Volume Title

Publisher

Sage Journals

Abstract

According to various media and academic sources, the virtual worlds landscape underwent a profound transformation in 2008, with the arrival of numerous new titles designed and targeted specifically to young children. Although a growing body of research has explored some of the titles involved in this shift, little remains known of its overall scope and contents. This article provides a mapping of the initial “boom” in children’s virtual worlds development and identifies a number of significant patterns within the ensuing children’s virtual worlds landscape. The argument is made that while the reported boom in children’s virtual worlds has been exaggerated, a number of important shifts for online gaming culture did unfold during this period, some of which challenge accepted definitions of “virtual world” and “multiplayer online game.” The implications of these findings are discussed in light of contemporary developments and trends within children’s digital culture and within online gaming more broadly.

Description

Keywords

children's virtual worlds

Citation

Grimes, S. M. (2018). Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 “Boom” in Children’s Virtual Worlds Development. Games and Culture, 13(6), 624-644. https://doi.org/10.1177/1555412016638755

DOI

10.1177/1555412016638755

ISSN

1555-4120

Creative Commons

Attribution-NonCommercial-NoDerivatives 4.0 International

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