Adult virtual world chat avatar

18-Feb-2017 12:35 by 5 Comments

Adult virtual world chat avatar

The avatars roaming many online virtual communities may be cartoonish and their activities inconsequential, but the recent sale of Club Penguin to Disney for $350 million (with $350 million in earn out) demonstrates that the business of casual immersive worlds, or virtual hangouts, is not entirely child’s play.Virtual hangouts are where people can engage each other using imaginary characters in imaginary environments.

Second Life, for example, does not explicitly promote adult behavior but has become notorious for it nonetheless.Many virtual worlds say they’re for adults only and try to verify that visitors are over 18 before allowing them to enter.But a posted age requirement may not stop kids — especially curious teens — from finding their way in, either accidentally or otherwise.Some, such as Second Life and Active Worlds, put you in 3D-rendered environments with first person points of view in an attempt to approximate virtual reality.Others, such as Gaia (“the world’s fastest growing online world hangout for teens”) and Barbie Girls, use sprites (two-dimensional pre-rendered figures) to provide a bird’s-eye view of characters moving around in largely static settings.Some virtual worlds are intended for children: they have built-in protections to keep their experience age-appropriate. Virtual worlds can be accessed in various ways: some are massive, multi-player games, often accessed through a gaming console; others are online communities where avatars’ activities rely on their users’ imaginations.

The anonymity that avatars provide can encourage people to “act out” behaviors that may be considered inappropriate, particularly for tweens and teens.While adults are presumably drawn to these services because they provide the opportunity for escapism, younger audiences may treat these products as interactive cartoons and toys.Thus, while all of these services provide a similar opportunity to hang out virtually, they may possess fundamentally distinct appeals for different demographics.Even further down the immersion scale, the “worlds” of certain services such as Cyworld and Neopets are produced simply using HTML images and Flash animations.Hangouts intended for younger audiences are generally less immersive than those meant for more mature audiences.Start by talking to them about where they’re going online — and how they’re getting there, if not through the family computer.