Skip to main content

Children’s Virtual Worlds: The Latest Commercialization of Children’s Culture

  • Chapter
Childhood and Consumer Culture

Part of the book series: Studies in Childhood and Youth ((SCY))

Abstract

The Internet has been praised for offering an unlimited means of accessing and sharing information, as well as new forms of entertainment and diversion. While a good deal of attention has been directed at adult role-playing games (such as World of Warcraft), social networks (such as MySpace and Facebook), and virtual communities (such as Second Life), less is known about websites aimed at children.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Barnes, B. (2008) “Web Playgrounds of the Very Young,” New York Times, December 31.

    Google Scholar 

  • Benkler, Y. (2007) The Wealth of Networks: How Social Production Transforms Markets and Freedom. Yale University Press.

    Google Scholar 

  • Castronova, E. (2008) Exodus to the Virtual World: How Online Fun Is Changing Reality. New York: Palgrave Macmillan.

    Google Scholar 

  • Center for Media Education (CME) (1996) Web of Deception: Threats to Children from Online Marketing. Washington, DC: CME.

    Google Scholar 

  • De Mesa, A. (2008) “Toy Brands Don’t Play Around in Virtual Worlds,” brandchannel.com, July 14. Online at http://brandchannel.com/start1.asp?fa_id=430.

  • Grimes, S. and L. Shade (2005) “Neopian Economics of Play: Children’s Cyberpets and Online Communities as Immersive Advertising in NeoPets.com,” International Journal of Media and Cultural Politics 1:2.

    Article  Google Scholar 

  • Healy, J. (1999) Failure to Connect: How Computers Affect Our Children’s Minds — and What We Can Do About It. New York: Simon & Schuster.

    Google Scholar 

  • “Hottest Products of 2007: Kids Face Webkinz Shortages” (2007) http://www.bloggingstocks.com/2007/11/24/hottest-products-of-2007-kids-face-webkinz-shortages/

  • Jenkins, H. (2006) Convergence Culture: Where Old and New Media Collide. New York: New York University Press.

    Google Scholar 

  • Jesdanun, A. (2007) “Sites Introduce Preteens to Online Networking,” USA Today, 13 July. Accessed online at http://www.usatoday.com/tech/products/2007-07-12-3370531937_x.htm.

  • Montgomery, K. (2001) “Digital Kids: The New On-Line Children’s Consumer Culture,” in Dorothy G. Singer & Jerome L. Singer (eds), Handbook of Children and the Media. Thousand Oaks, CA: Sage Publications, pp. 640–643.

    Google Scholar 

  • Montgomery, K. (2007) Generation Digital: Politics, Commerce, and Childhood in the Age of the Internet. Boston: The MIT Press.

    Google Scholar 

  • Mosco, V. (1996) Political Economy of Communication. London: Sage.

    Google Scholar 

  • Nairn, A. (2008) “‘It Does My Head in … Buy It, Buy It, Buy It!’ The Commercialisation of UK Children’s Web Sites,” Young Consumers Vol. 9, No. 4, pp. 239–53.

    Article  Google Scholar 

  • Nelson, M. G. (2007) “Virtual Worlds Aren’t Just for Reaching Adults Anymore,” Clickz, July 5. Accessed online at http://www.clickz.com/3626340.

  • Olsen, S. (2007) “Are Kids Ready for Ads in Virtual Worlds?” CNET, Oct. 16. Online at http://news.cnet.con/Are-kids-aready-for-ads-n-virtual-worlds/2009-1024_3-6213661.html.

  • Schor, J. B. (2004) Born to Buy: The Commercialized Child and the New Consumer Culture. New York: Scribner.

    Google Scholar 

  • Seiter, E. (2005) The Internet Playground: Children’s Access, Entertainment, and Mis-education. New York: Peter Lang.

    Google Scholar 

  • Shirky, C. (2009) Here Comes Everybody: The Power of Organizing Without Organizations. New York: Penguin.

    Google Scholar 

  • Takahashi, D. (2009) “More than 200 Kids Virtual Worlds in Development,” Venutre Beat, Jan. 26. Accessed on line at http://venturebeat.com/2009/001/26/more-than-200-kids-virtual-world-in-development/.

  • Taylor, T. L. (2009) Play Between Worlds: Exploring Online Game Culture. Boston: MIT Press.

    Google Scholar 

  • “Tweens: A Consuming Army,” (2005) Playthings, September, pp. 42–50.

    Google Scholar 

  • Wasko, J. (2001) Understanding Disney: The Manufacture of Fantasy. Cambridge: Polity Press.

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Copyright information

© 2010 Janet Wasko

About this chapter

Cite this chapter

Wasko, J. (2010). Children’s Virtual Worlds: The Latest Commercialization of Children’s Culture. In: Buckingham, D., Tingstad, V. (eds) Childhood and Consumer Culture. Studies in Childhood and Youth. Palgrave Macmillan, London. https://doi.org/10.1057/9780230281844_8

Download citation

Publish with us

Policies and ethics