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Most Influential Virtual Worlds of the '00s

Virtual Worlds That Changed the Game 2000-2009

From , former About.com Guide

Although they have been around in some form for decades, most people had never even heard the term "virtual world" prior to 2000. Now they are a common household name, especially in homes with children. Virtual Worlds are online spaces where people adopt avatars (a personal representation such as a picture or name), and interact with a persistent virtual environment. They navigate either via graphics or text and can enact change on their surroundings. Many worlds have social networks, commerce and even games. This list includes some of the most influential virtual worlds of the decade.

1. Second Life

Second Life Amusement ParkLinden Lab

Started in 1999 by Linden Lab, Second Life is still the virtual world front runner in terms of sophistication and virtual reality living. With an economic structure (and money that can be exchanged for real world currency), real estate system, user-owned businesses and more, you can easily lose yourself in the 3-D Second Life world. Second Life is used by a variety of businesses and organizations for meetings and seminars and has infiltrated Hollywood via shows like CSY: NY and The Office. Second Life has been a major player in the rise of mainstream awareness of virtual worlds from 2000-2009. It also holds the record for the "Most Financially Rewarding MMORPG" according to Guinness.

2. Whyville

Numedeon, Inc.
Whyville was most definitely a concept ahead of its time. Launched in 1999, Whyville stands out as one of the first (if not the first) virtual worlds designed to engage children in learning. Although Whyville isn't as sophisticated technologically as some of its peers, it has a strong membership of tweens and teens, as well as educational content spanning subjects from social studies to physics. Membership to Whyville is free, making it accessible to a wide range of young people. Whyville has shown that flashy graphics aren't the only important ingredient in worlds for kids.

3. Webkinz

WebkinzGanz
It's probably fair to say that no one anticipated the phenomenon that is Webkinz. Users purchase a stuffed animal and are able to unlock their pet - as well as a year-long membership - in the Webkinz online world. The closed environment, kid-friendly navigation and games, and commerce system made Webkinz an overnight sensation, spawning dozens of knock-offs. For children, the the ability to earn their own "money," save for purchases and buy goods to decorate their own virtual rooms is an empowering and addictive one. It doesn't hurt that the real-life stuffed animals are cute and collectible, as well.

4. World of Warcraft

World of WarcraftBlizzard

World of Warcraft is a bit different from other virtual worlds on the list. This MMORPG (massively multiplayer online role-playing game) is a video game that users buy and then subscribe to online. One of the most popular MMORPGs, World of Warcraft draws players of all ages, cultures and backgrounds. It holds the Guinness World Record for the Most Popular MMORPG, solidifying its role in turning geeky gamers into today's cool kids.

5. Club Penguin

Club Penguin/Disney Online Studios

Club Penguin launched in 2005 and quickly became a popular hang-out for teens and tweens. Unlike Webkinz, Club Penguin is designed for users to interact with each other through games and moderated chat. It's one of the first examples of social networking for younger kids and it's differentiated from Whyville by its emphasis on entertainment over education. Club Penguin became such a big phenomenon that it was purchased by the Walt Disney Company in 2007 for $350 million (another record). Although Disney already managed a MMOG (massively multiplayer online game) in Toon Town, Club Penguin is geared at a slightly older, and more social, crowd.

6. Runescape

Runescape ArtworkJagex Ltd.

Runescape is one of the most popular free MMORPGs. An optional subscription service is available, giving users access to additional features. Runescape, which launched in 2001, shows up on this list in part for its popularity, but also for the level of quality it puts forth as a free site. Runescape draws a variety of ages, but it extremely popular with teens. They hold the Guiness World Record for the Most Popular Free MMORPG and also the Most Prolifically Updated MMORPG.

7. Habbo (Habbo Hotel)

Habbo HotelSulake Corporation Oy

Habbo, or Habbo Hotel, is a virtual world and social networking site. Users can decorate rooms in the hotel, host parties and interact with each other in social groups. Habbo Hotel has an extremely strong international teen user base, which they encourage through partnerships with recording artists and franchises such as the popular Twilight: New Moon movie. Despite the extreme success, one of the biggest marks Habbo left on the virtual world arena this decade was when several users were accused of stealing more than $5000 worth of virtual furniture from another user. The theft brought up questions about the value of virtual belongings and the ability to police international spaces, and helped spur on discussions of Internet law. It holds the record as the "Largest Virtual Community for Teens."

8. Virtual Magic Kingdom

Virtual Magic KingdomDisney Online
Virtual Magic Kingdom was designed by Walt Disney Company as a virtual version of the attractions at the Disneyland and Magic Kingdom theme parks. When it launched in 2005, it was intended as a short-term celebration of the 50th Anniversary of Disneyland, but it gained popularity and remained online. In 2008, Disney announced that the site would close. Fans were devastated. They began protests and writing campaigns, but to no avail. The site closed in May, 2008. Some fans still maintain an active forum dedicated to the original Virtual Magic Kingdom as well as archive sites with thousands of screenshots. The VMK closing serves as a reminder that virtual worlds are even more transient than real world-communities.

9. Sony PlayStation Home

Sony PlayStation HomeSony Computer Entertainment
Sony PlayStation Home is available through the PlayStation 3 via the PlayStation Network. It stands out from the other virtual worlds in this list as being the only one available via console. This bold endeavor from PlayStation is free and includes community spaces, media, games, shops and private "apartments" among other things. Although PlayStation Home is still under development, it has taken virtual worlds from their solitary computer home to a more public TV venue (via the PlayStation 3 console). We'll have to see how this one plays out over the next decade.

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