Who are cyber worlds for?

Cyber worlds are designed for specific age groups. However, in most cases these sites are open to users of all ages. The ages for which the site was designed is usually mentioned in the parental guide.
Parents and careers should be aware that when children below the stipulated age access a site, they could encounter content that is potentially harmful or meet with older players who could pose a threat to their well-being. The available features and content on any site are intended only for users of a above the designed age. Children can claim to be any age and there currently are no well-establish, widespread and foolproof tools to verify age.

Which type of player is your child?
Research conducted at the University of Westminster has indentified eight types of virtual world players. Being aware of these can assist parents and carers in understanding the type of online experience their children will be most likely to have.

Type of player
Interested in
Likely to be
Characteristics
Explorer-investigator
Following a quest, solving a mystery, going on a journey, being ‘outdoor’
The more confident children, no age or gender difference
Examines the detail, curious and communicative, imaginative engagement with the mystery
Self-stampers
Presenting themselves in the world
Both genders, possibly more older children
Boys and girls want to ‘make their mark’ on their avatar, perhaps with their own face; older girl want to dress-up and make up their avatars. Both boys and girls want to express themselves through the creation of home or “base”.
Social climbers
Ranking, social position within the environment
Both younger and older children; only some gender bias (boys slightly more than girl)
Competitive; concerned with ranking and exhibiting that ranking to others
Fighters
Death and destruction, violence, and superpowers
Male, slight bias towards older boys
Children express frustration when not having a means to express themselves; offering opportunities to “win” and “defeat opponents” lessens the frustration.
Collector-consumer
Accumulating anything of perceived value within the system
Older boys and girls
Collects pages and coins, seeks shops, gift-giving opportunities, an economy and place to put belongings
Power users
Giving everyone the benefit of their knowledge and experience
Expert in the games, the geography of the environment, the systems
Spend several hours at a time playing and exploring the games, with a deep interest in how the game works
Life-system builders
Creating new lands, new elements to the environment, populating the environment
Younger children (imagined worlds without any rules), and older children (imagined worlds with rules and systems – houses, schools, shops, transport, economy)
Children express frustration when not having a means to express themselves; systems (or lack of them) to govern the environment are appealing
Nurturers
Looking after their avatar and pets
Younger boys and girls, and older girls
Children want to meet and play with others, to teach their avatar skills such as swimming, and to have a place for their avatar to sleep. Virtual pets are also appealing.
-Excerpted from Gauntlett, David and Lizzie Jackson, Virtual worlds - Users and producers, Case study: Adventure Rock, Communication and Media Research Institute (CAMRI), University of Westminster, UK.
 
     
 
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