European online youth are starting to engage with virtual worlds in significant numbers — around 13% are using one or more of these applications, and levels of awareness are sky-high. Given the fast-moving nature of this new space and the large number of new worlds launching "soon," will 2008 be a breakthrough year for youth-centric virtual worlds? As with any application targeted at minors, virtual world owners need to take care to ensure a secure, safe, and friendly environment — and make sure that claims of exploitation can't be leveled at them or their commercial partners.
TABLE OF CONTENTS
The Evolution Of Consumer Virtual Worlds
How Are European Online Youth Using Virtual Worlds?
WHAT IT MEANS
Get Ready For The Second Growth Spurt Of Virtual Worlds
Supplemental Material
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