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Growing up virtual

August 09, 2007

From my column in today's Guardian:

Compared to Club Penguin, Second Life, the much-hyped virtual world aimed at adults, is something of a ghost town. It's managed to attract only about 95,000 paid subscribers so far, a fraction of Club Penguin’s 700,000. In fact, all of the most popular virtual worlds are geared to kids and teenagers. The venerable Habbo Hotel, originally launched in Finland in 2000, attracts 7 million visitors a month, Sweden’s Stardoll attracts 5 million, Webkinz and Neopets attract 4 million each, and Gaia Online reports nearly 3 million monthly visitors ... Clearly, there are big commercial rewards to be had by enticing children to spend a lot of time exploring virtual worlds. What’s less clear, though, is the long-term effect on the kids themselves.

Read.

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Nick's new book: bigswitchcover2thumb.jpg "Future Shock for the web-apps era" -Fast Company

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Greatest hits

The amorality of Web 2.0

The editor and the crowd

Avatars consume as much electricity as Brazilians

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The love song of J. Alfred Prufrock's avatar

Sharecropping the long tail

The social graft

Steve Jobs' devices

MySpace's vacancy

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The recorded life

The end of corporate computing

IT doesn't matter

The parasitic blogger

The sixth force

Hypermediation

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