Teen Second Life
Bianca — August 4, 2007 — Life-Stages
References: teen.secondlife
Teenagers don't want to miss out on the fun of the popular online virtual world, Second Life. With the launch of Teen Second Life, 13 to 17 year olds can socialize in a safe, fun atmosphere.
They can let their avatars roam and let their alter-egos explore new social situations in the online world. Teens can get jobs, learn new skills and even hang out at the Coffee Spot.
The basic account is free and safe - your teen's identity will be kept confidential. There is a page for parents to visit in case they have any concerns.
They can let their avatars roam and let their alter-egos explore new social situations in the online world. Teens can get jobs, learn new skills and even hang out at the Coffee Spot.
The basic account is free and safe - your teen's identity will be kept confidential. There is a page for parents to visit in case they have any concerns.
Trend Themes
1. Virtual World for Teens - Creating a virtual world specifically designed for teenagers to socialize and explore new social situations.
2. Safe Online Environments for Teens - Developing online platforms that provide a safe and secure space for teenagers to engage with others and express themselves.
3. Virtual Learning and Skill Development for Teens - Integrating educational elements into virtual worlds to offer teenagers an opportunity to learn new skills and gain real-world experience.
Industry Implications
1. Gaming and Entertainment - Exploring how the gaming industry can leverage virtual worlds to create immersive and engaging experiences tailored specifically for teenagers.
2. Online Social Networking - Capitalizing on the demand for safe online social spaces, industry players can create platforms that foster positive interactions and connections among teens.
3. Edtech and E-learning - Incorporating virtual worlds into educational systems to provide interactive and hands-on learning experiences for teenagers.
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