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World of Whyville

An Introduction to Tween Virtual Life

Bibliographic Data

ID2409424
AuthorsYasmin B Kafai (0000-0003-4018-0491, University of Pennsylvania, corresponding author)
Year2010
Volume5
Issue1
Pages3-22
Publication date2010-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412009351264
OpenAlexW1978399142
LanguageEN
Citations received4
References cited19

Virtual worlds have become the new playground for millions of tweens but we know little what it takes to become a player in a virtual community. This paper focuses on one virtual world, called Whyville.net, which at the time of our study hosted over 1.2 million players ages 8 to16 years, with the average player 12.3 years old. Girls represent over 68% of all players. A guided tour to the various places in Whyville, the different types of science games, and the range of players' activities provides insights into what players talk about, with whom they socialize, what they like to play, and how they engage in investigations. In 2005, a group of researchers set out to study Whyville by recruiting hundreds of participants online and offline in classrooms and after school clubs and by conducting observations, surveys, and interviews about their online activities. In addition, we collected log files that captured their online movements and chat interaction during a six month period. We discuss ethical issues of conducting research as adults in tween virtual communities and limitations of capturing the complexities of interactions simultaneously in online and offline spaces. The paper concludes with an overview of following papers in the special issue that cover players' avatar designs, representation of race, cheating practices, learning how to throw virtual mudballs, and participation in virtual epidemic

Avatar · Cheating · Human–computer interaction · Internet privacy · Metaverse · Multimedia · Set (abstract data type · The Internet · Virtual reality · Virtual world · World Wide Web · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Psychology · Social Media and Politics · Social Psychology

  • Computational CAM

    B Foucault Welles•Journal of Children and Media•2016

  • Lessons From Whyville

    Open Access•J L Lemke•Games and Culture•2010

  • Penguins, Hype, and MMOGs for Kids

    Open Access•Sara M Grimes•Games and Culture•2016

  • Young Children's Literacy Practices in a Virtual World

    Open Access•J Marsh•Reading Research Quarterly•2011

  • Gender play

    Barrie Thorne•Gender play•1993

  • Hanging Out, Messing Around, and Geeking Out

    Open Access•Mizuko Ito, Judd Antin et al.•Hanging out, messing around, and…•2009

  • Virtual Ethnography

    Christine Hine•Virtual Ethnography•2000

  • The Hidden Life of Girls

    Open Access•Marjorie Harness Goodwin, Majorie Harness Goodwin•The Hidden Life of Girls•2006

  • Play Between Worlds

    Open Access•T L Taylor•Play between worlds•2006

  • Psychological Research Online

    Robert Kraut, Robert E Kraut et al.•American Psychologist•2004

  • Blacks Deserve Bodies Too

    Open Access•Yasmin B Kafai, Melissa S Cook et al.•Games and Culture•2010

  • Coming of Age in Second Life

    Tom Boellstorff•Coming of Age in Second Life•2008

  • How Computer Games Help Children Learn

    Open Access•David Williamson Shaffer, D Shaffer et al.•How Computer Games Help Children…•2006

  • The Serious Side of Jump Rope

    Marjorie Harness Goodwin•Journal of American Folklore•1985

  • Investigating the ''Why'' in Whypox

    Open Access•Yasmin B Kafai, Maria Quintero et al.•Games and Culture•2010

  • Knowing and Throwing Mudballs, Hearts, Pies, and Flowers

    Open Access•D A Fields, Deborah A Field et al.•Games and Culture•2010

  • Stealing From Grandma'' or Generating Cultural Knowledge

    Open Access•D A Fields, Deborah A Field et al.•Games and Culture•2010

  • Your Second Selves

    Open Access•Yasmin B Kafai, D A Fields et al.•Games and Culture•2010

  • Guest Editors' Introduction

    Open Access•Tanya Krzywinska, Henry Lowood•Games and Culture•2006

Unique citing works4
Citations per year0,25
Citation span2010 - 2016 (7)
Citation velocityhistorical
Highly citedNo
Citation typesNeutral: 4

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