The Future of Kid-Friendly Online Spaces
Back in the olden days of the early 2000s, the Internet enjoyed a golden age of free MMORPGs targeted toward children. Club Penguin, Wizard101, ToonTown, Webkinz, and Poptropica were all featured in the little password notebook I kept on my desk when I was eight (and had a better understanding of online safety). There were a wide variety of free online spaces to choose from, whether you wanted to be a fairy in Pixie Hollow, a horse girl in Bella Sara, or a dragonkeeper in JumpStart, each with their own flavor of gameplay.
Like many others, I spent my adolescence bouncing between sites, sampling their various assortments of minigames. I loved these games simply because they were the only ones I had access to. When I reached a paywall, I shrugged and skipped on to another site. If I got really invested in a certain title—Free Realms in particular captivated me because it was edgy—I’d beg my dad for a $10 gift card at the convenience store.
My fond memories of these games are tinted with rosy nostalgia and propped up by their stimulation of my own active imagination; I would be lying if I said they were remarkably designed, or even provided a great place for children to exist online. The minigames were often generic. The best content was barred behind microtransactions and paid memberships aggressively marketed toward the most vulnerable demographic (my Twilight-loving self couldn’t resist the siren call of the Free Realms wolf mount sold for $5.49). And, despite the limited communication features, I had my fair share of unpleasant encounters with other players.
Almost all of these sites have since shuttered, but one game has outlived its compatriots. When it comes to current kid-friendly MMORPGs, it’s no secret that Roblox has a monopoly. In August, Roblox broke Steam’s record for most concurrent users on a platform, with 47.3 million people playing at the same time. It is the tenth-largest video game company in the world by revenue.
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