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By Christy Matte, About.com Guide to Family Computing

Do Virtual Worlds Promote Consumerism in Kids?

Saturday May 31, 2008

Most virtual worlds for kids today have an economic system where you can earn virtual points/coins/tokens and use them to purchase virtual items. Typically users have some sort of room or house that they can decorate as well. I was just reading a discussing at Virtual Worlds Connect about this and the the concern that it promotes consumer culture. It's not the first time I've heard this issue raised.

Based on my experiences with kids and this type of virtual environment, I think it's more about power than about shopping. It gives kids a greater sense of control over their world, especially for the tween demographic who are desperately trying to assert their independence. When properly done, it also encourages delayed gratification. If you want a more expensive or rare item, you have to work for it and save. Of course, in some worlds, it's easy to earn enough for even the most expensive items. Webkinz World, for example, requires minimal effort for kids who are basically comfortable with the games. Neopets, on the other hand, takes a lot more patience. If you're hoping to buy a rare item there, it can take you weeks or months to save up. I still haven't been able to purchase some of the things I'd like!

This leaves me to ask, What are kids learning from these sites, if anything at all? Are they learning to be heavy consumers? Are they learning to be responsible caregivers as they feed their virtual pets? Do they learn to save money or do they learn that playing games is how to make it in the world? Does the message change as you factor in real-world financial investments, such as membership fees, stuffed animals (ala Webkinz and TyBabies 2.0) and other related gear?

What do you think? Visit the forum and let us know.

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