TheGamersEdition #1 | Page 2

Club Penguin is a virtual world where kids create an online persona, often called an avatar, in the form of a coloured penguin. They waddle around the virtual penguin world playing games, chatting with other penguins and visiting their igloos, attending parties and earning points to buy puffle pets, penguin clothes, and furnishings for their igloos. The bigger picture is that Club Penguin is one of a new breed of online communities designed specifically for kids between 8 and 13 years old. These kids' communities have been called training grounds for virtual worlds like Second Life and social networking sites like Facebook, which are popular with teens and young adults. The terms of use require people who use these sites to be at least 13 years old. As preteens often want to do what teens are doing, it was only a matter of time before someone created similar Web destinations for the pre-teen set. Tween sites are clearly a booming business. Disney paid Club Penguin's founders $350 million to purchase the site. The founders will continue to manage the site, and if they meet aggressive growth targets over the next few years, they will receive $350 million more, according to news reports. The Club Penguin website has more than 12 million active penguins. I remember in the 5th grade my friend introduced me to RuneScape, before when it was still on jagex.com. Back then, there was one server, everyone played for free, you lost everything when you died, the bank held only money, the world was Al Kharid, Varrock, Lumbridge, Barbarian Village, and Draynor Village. There was no log for quests. Over time, it has become a better