Negative
22Serious
Neutral
Optimistic
Positive
- Total News Sources
- 1
- Left
- 1
- Center
- 0
- Right
- 0
- Unrated
- 0
- Last Updated
- 14 days ago
- Bias Distribution
- 100% Left
Dedicated Online Safe Spaces for Children Disappear Globally
Children's virtual worlds began gaining popularity in 1999 with Neopets, which, despite being aimed at university students, attracted younger users with its colorful games and social features. This success led to a wave of child-focused virtual worlds in the early 2000s, including Disney's ToonTown, Club Penguin, and Webkins, all emphasizing internet safety through features like safe chat and parental education. These platforms created monitored, engaging environments where children could safely play, customize avatars, and interact with peers, supported by ongoing messaging to both children and parents about online safety practices. The Entertainment Software Rating Board (ESRB), led by Patricia E. Vance, plays a crucial role in protecting young video game players by assigning age and content ratings and enforcing industry marketing guidelines. Over time, as social media rose in popularity, the prominence of these virtual worlds declined, but they remain a key chapter in the development of safe online spaces for children. The combined efforts of virtual world creators and regulatory bodies have shaped safer digital experiences for young users.

- Total News Sources
- 1
- Left
- 1
- Center
- 0
- Right
- 0
- Unrated
- 0
- Last Updated
- 14 days ago
- Bias Distribution
- 100% Left
Negative
22Serious
Neutral
Optimistic
Positive
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