| ON: Content is age-appropriate for kids this age. | |
| PAUSE: Know your child; some content may not be right for some kids. | |
| OFF: Not age-appropriate for kids this age. | |
| NOT FOR KIDS: Not appropriate for kids any age. |
Parents need to know that the imaginative virtual world Second Life is
an appealing hangout for kids of all ages, but is rife with adult-themes
and conversations that are best left to the adults or older teens.
There is no longer a Teen Second Life, which once was a safer, monitored
virtual world with minimal adult content. Instead, everyone is now
routed to SecondLife.com, where they are able to chart their own course
and socialize (via text or voice) with any of the millions of registered
users from all over the world who also hang there. Areas are rated PG
or Mature, but without the restrictions that existed with the teen
version, there’s more opportunity for teens to end up chatting with an
adult posing as a kid or wandering into some of the adult areas that
exist (potentially exposing them to brothels, pornography, etc.).
Customizable 3-D avatars are a big draw, and options range from skin
color and hair styles to costumes and bust size, so the customization
possibilities are practically endless. The site is free to join, but it
has limitations unless you upgrade to a monthly membership. The site’s
currency, Linden Dollars, can be purchased with U.S. dollars or earned
by selling created items.
The open-ended environment of this virtual community is part of SECOND
LIFE'S appeal and charm, and there’s ample opportunity for kids to flex
their creative muscles (though the tools to do so are somewhat clunky).
Visitors will find socializing, entertainment, games, and abundant
opportunities for learning (sit in on a classroom discussion, run a
business, learn to play an instrument). Plus, they can buy, sell, and
develop land; build structures, and shop. Avatars can even fly!
Certainly, there’s nearly as much to do in this world as there is in the
real world. But that’s what also makes it a dangerous environment for
kids. Without the safeguards that were in place at Teen Second Life,
teens are more likely to wander into -- intentionally or unintentionally
-- adult-themed areas or overhear inappropriate conversations or chat
with someone who isn’t who they claim to be. Yes, it’s an engaging,
creative place full of endless possibilities. But left unchecked or
unmonitored, that may also present the biggest concern.
Families can talk about what virtual communities are. What appeals to
kids about using an avatar rather than a true identity? Families can
also discuss consumerism in virtual worlds. What are users really
getting by buying pretend stuff in this pseudo-world?
Families can also talk about the importance of protecting your privacy
and staying safe in a virtual world. What steps can you take to stay private and safe?
How are virtual worlds places for marketers to sell virtually
anything? How are products and brands tied into such sites, and what
makes them such great arenas for selling stuff? How can you be a savvy consumer and not buy into the virtual hype?
| Genre: | Virtual Worlds |
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