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.