Study: Kids virtual worlds poised for growth spirt
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By 2011, more than half of the population of kids online will be residents of a simulated  world of animals and avatars.
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SAN FRANCISCO -  Philip Rosedale didn't create Second Life to be a game or a toy. He thinks he is remaking the Internet - taking it on a giant leap forward, much like the invention of the Mosaic browser or World Wide Web. "What would feel like success?" Rosedale says, pausing to think about it. He is in the funky, ragged cafeteria of the company he founded, Linden Lab, which built and runs the groundbreaking, buzz-generating online virtual world called Second Life. Half-eaten Costco-size bags of chips and bowls of fruit lie on bare tables. Rosedale is wearing jeans and an orange sweater, hair gelled and spiked. With his classic good looks and wide-eyed enthusiasm, Rosedale seems like a cross between Brad Pitt and Bill Nye the Science Guy.
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Virtual reality might finally be the medium that unites the passive experience of watching television with the interactive potential of the Web.
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As kids keep getting plugged into the Internet, toy makers are following them online.
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Even in a virtual world on the  Internet, teens long to be cool. And what can be cooler than a  Ramones T-shirt on your self-styled Web persona?
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Computer games are integral to many youngsters' lives and should be studied in school, academics argue.
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By Gretchen Losi, Daily Press, Victorville, Calif.  Sep. 16--VICTORVILLE -- Most children average five to six hours a day in front of the computer or television, according to childrentoday.com.  As a result, Web sites like Myspace, Gaia and Internet games plague many homes.
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Children who visit Webkinz.com, the popular virtual world for children who buy Webkinz stuffed animals, may also see advertisements on the site.
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Forget Second Life. The real virtual world gold rush centers on the grammar-school set.
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By Anne D'Innocenzio  As kids keep getting plugged into the Internet, toy makers are following them online.
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Orderly, pornography-free and safe for children, "meet-me," an online interactive virtual Tokyo, is Japan's answer to "Second Life." Or so its creators hope.
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Males stand further away when talking to other males in the virtual world of Second Life and are less likely to keep eye contact, according to a study that shows at least one aspect of human behavior carries over into the virtual realm.
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Who needs another video game? Teach kids how to watch their money grow.
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Approximately 65 percent of young children befriend imaginary companions, and nearly one-third continue to play with them through age 7, new research shows.
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The perception that children seem to grow taller overnight is likely true, researchers said on Thursday.
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Que Publishing held an online party in Second Life recently to fete the release of "Second Life: A Guide to Your Virtual World" -- 416 pages on navigating that user-generated community in which residents buy virtual property, go to virtual work, deal with virtual family members and do all of the ...
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As a petri dish for examining what makes many of us tick, Second Life reveals just how deep-seated the drive is to fit in, look good and get ahead.