I have seen the future of Virtual Worlds…
Tuesday, March 25th, 2008… and she is 8 years old.
We were visiting friends Sunday, and their daughter – along with most of her classmates – has discovered Webkinz, the pet-based virtual world created by toy company Ganz. Buying a Webkinz toy provides you with a code to enter this virtual world, where you must keep your pet healthy and entertained. There are things to buy, games to play, and limited chat and social networking features to allow interactions without creating privacy concerns.
Of course kids (who have access to them) are using computers younger and younger, and they’ll grow up not only familiar with technology but expecting certain things from it. While virtual worlds exist for adults today – ranging from Second Life to game-based worlds like World of Warcraft – I think we’ll see a fundamental shift in the way these worlds are used as the Webkinz generation grows up.
Many of these kids will do the majority of their online social networking in these worlds, graduating from Webkinz to tween- and then teen- oriented sites, and eventually go looking for the “grown up” version. Facebook will seem dull to them, and my suspicion is even MySpace will look too, well, “flat.” Of course they will play games, but they won’t be looking for a MMORPG: they’ll be looking for a world where they can continue the relationships they’ve had with their (usually real-world) friends in other virtual worlds.
I don’t know what that world will be yet. Will Second Life overcome some of its difficulties
and become the virtual destination of these youngsters in 6-10 years? (Second Life already has a teen version.) Will one of the current kid or tween sites branch off a version for older users? Or will it be someone completely off the radar right now?
I do think we’ll see more – and more popular – virtual worlds. But when – and who – I don’t have an answer for.