Uses of emerging technologies in 2008 and 2009: virtual worlds for children
One of the use of emerging technology in 2008 and 2009 is likely not going to be high tech at all. (At least not on the surface: the technology underneath the surface can be quite complex). If this article is from the New York Times is any indicator, it is going to virtual worlds for the very young. Here is the lede and the first part of the article
Forget Second Life. The real virtual world gold rush centers on the grammar-school set.
Trying to duplicate the success of blockbuster Web sites like Club Penguin and Webkinz, children’s entertainment companies are greatly accelerating efforts to build virtual worlds for children. Media conglomerates in particular think these sites — part online role-playing game and part social scene — can deliver quick growth, help keep movie franchises alive and instill brand loyalty in a generation of new customers.
Second Life and other virtual worlds for grown-ups have enjoyed intense media attention in the last year but fallen far short of breathless expectations. The children’s versions are proving much more popular, to the dismay of some parents and child advocacy groups. Now the likes of the Walt Disney Company, which owns Club Penguin, are working at warp speed to pump out sister sites.
“Get ready for total inundation,” said Debra Aho Williamson, an analyst at the research firm eMarketer, who estimates that 20 million children will be members of a virtual world by 2011, up from 8.2 million today.
The attraction to such virtual worlds is obvious: quick growth, brand loyalty, future customers, and proven success. I expect more and more companies, media and non-media, will try to build such sites in 2008 and 2009. For more details, see: