A Teen's Take On Tween Online Communities
- June 8th, 2010
- 6 Comments
Today we finish off our Ypulse Youth Advisory Board series on “Digital Identities” with YAB member Julia Tanenbaum who relates her own wired childhood to the growing number of virtual worlds and social networks hoping to hook kids and tweens pre-Facebook.
As always you can communicate directly with any member of the Ypulse Youth Advisory Board by emailing them at youthadvisoryboard at ypulse.com…or just leave a comment below.
Growing Up And Out Of Tween Social Networks
Beginning from a young age, I’ve spent a lot of my free time online. While now that time is mostly spent on Facebook, back then I used different social games and another social network. Here’s how I got from there to here..
As many of you might know from popular sites like Club Penguin, and Webkinz, a lot of virtual world communities aimed at kids operate in the same way: A player gets an avatar and a house, and then plays games to earn currency to purchase more outfits, and furniture. While this might sound boring to adults, it can be appealing for a child who doesn’t have real world purchasing power, especially when combined with addicting casual games. According to Nielsen/NetRatings, kids spend 45 minutes a month on Club Penguin.
Another key to many of these worlds is the toys. In games like Webkinz, the more real toys a child buys, the more virtual currency they get. Personally, I tried many of these types of sites as a kid, and grew bored of them pretty quickly. Unfortunately for the parents who end up footing the bill, there are a lot of different types of sites (some with real world components, some without), and there will probably be one to cater to most kid’s interests. For, tweens who like celebrities and fashion there’s Stardoll, for little girls who like fairies, Disney has created a social network revolving around their Tinkerbell franchise. Nick also created their own virtual world, as did Cartoon Network though Cartoon Network’s is more like an online RPG [role-playing game].
Personally I only went on one social network regularly when I was younger: Virtual Magic Kingdom (now closed). This was a temporary network created for Disney’s anniversary. It took a similar approach to games like Webkinz, except it was integrated into the theme parks. You could win prizes for your avatar by visiting the park and taking on quests. I actually learned about the game from a visit to Disneyland. We had annual passes at the time, so I visited pretty frequently and when I was at home I would go on the network a few times daily. Although I can’t remember exactly, I would estimate I used it from about ages eight to eleven. The site was aimed at kids around that age, but adults and teenagers populated the world too.
Most were there just to play games and hang out, but there was also some pushing of boundaries. The truth is despite moderators, chat filters, and only being able to use certain words, there was occasionally underground activity. Players could visit each others’ rooms, and some of the things that went on were not appropriate. Even when Disney limited it to certain words, it was easy to get around filters. For instance, if you wanted to tell someone your age, you added “on” and “to” until you got to the correct number. It wasn’t all that difficult to create a code. Some sites now have started to limit phrases, and only let kids use a set of pre-made sentences, but I personally would leave the game if this was done. It makes it difficult to say anything at all. For example, if I was a tween girl, I couldn’t ask another player if she watched ICarly, even though that’s a harmless question, because that would not be included in the set phrases. Who really wants to have a conversation using sentences like “What is your favorite color?” and that’s it? I can’t imagine this is too fun for kids. Super filtering chat just takes out the fun and most kids aren’t looking for trouble (they have enough street smarts not to give out their address or last name).
Another challenge for these communities comes as kids grow older. For me it was around age 11-12, when I made the transition from using sites like I previously mentioned, to sites like Facebook. Even back in 2008 Chief Marketer data surveying 10-14 year olds shows 72% have a profile on at least one social networking site, 64% visit social networking sites at least once per day, and 34% spend four or more hours per week on social networking sites. 54% have a MySpace profile, and 35% have a Facebook profile This matches my personal experience. I had a friend who played Webkinz in middle school, but she was too ashamed to admit it to anyone but me. Tweens are so eager to become teenagers they tend to start using sites like Facebook early on.
My opinion that it doesn’t matter how safe developers try to make these games, kids will still experiment with what they can say and do… and eventually grow up and leave them for free-range networks like Facebook. Each generation has matured earlier on, and Gen Y is no exception. On the whole, I’m guessing what’s important to kids today is what was important to me— playing fun games and exploring a fantasy world.
About Julia
Julia is a freshman in high school in Claremont California. A self proclaimed Otaku (anime obsessive person) she strives to complete her immersion into the world of Japanese pop culture. In between school and homework she watches the latest Japanese anime on the internet, reads manga, plays video games, and practices Japanese. Though she is not a fabulous writer by nature, Julia does enjoy writing fan fiction related to said interests and occasionally immersing herself in online role-play sessions. In addition, she loves mashing up anime and game clips into anime music videos which she posts on YouTube, participating in her school’s debate team in novice LD, and of course reading. Julia is incredibly excited to be on the Youth Advisory Board, and able to express her opinions, which she has plenty of.

Julia,
I’m so thrilled to see your wonderful, well-written, article about your experience in Online Tween Communities. I’m especially glad because I believe you represent the majority as opposed to the minority who misbehave, look for trouble, and generally create problems for others. The majority of young people DO want to have fun, and play games, and meet other people. Yet the media generally paints a picture of the dangerous, horrible, scary internet where kids should be muzzled and watched every second (implying that young people aren’t intelligent enough to behave well online). In fact, you’d have to live under a rock to not have heard about online safety IF you’re culturally savvy enough to find online tween communities, that is).
Bravo for telling it like it is. I managed VMK back in the day and we knew the players would create their own language if overly restricted (and overly restricted VMK players were!). This only created an exclusivity that kept many young people out of the “inner circle of VMK.” Our advice fell on deaf ears, I’m afraid.
But how wonderful for you to be able to express your experience so well and with such eloquence.
Thanks for your article. It brings back fun memories but also speaks important words about how important creative expression is to successful online communities (and offline communities).
Rebecca Newton
Chief Community & Safety Officer
Mind Candy Ltd.
I loved VMK! Who were you? I was on all the stinkin’ time! It was so well developed and such a sanctuary for kids. It’s such a shame it’s not around anymore.
[...] to talk about their experience using similar online communities. I found this one from their advisory board member Julia to be very insightful. Kids invest a lot of themselves in these communities, they work hard to get [...]
[...] to talk about their experience using similar online communities. I found this one from their advisory board member Julia to be very insightful. Kids invest a lot of themselves in these communities, they work hard to get [...]
My twin daughters are on something new called facechipz. We actually heard from the school PTA about it, as a safe alternative to myspace. So far the girls seem to be enjoying it and staying off of myspace—which is a relief to me and my husband.
[...] try to make these games, kids will still experiment with what they can say and do,” says Julia Tanenbaum, who just finished her freshman year in high school and serves on the Ypulse Youth Advisory Board. [...]