Latest news with #ClubPenguin
Yahoo
18-07-2025
- Entertainment
- Yahoo
The disappearance of online safe spaces for children
The earliest virtual world for children was created in 1999. Adam Powell and Donna Williams released Neopets with their original target as university students, yet its popularity soared among a much younger user base. Its brightly colored games, competitions, and ability to socialise with others made it particularly appealing. The golden age of children's online worlds Disney followed suit in 2003, releasing ToonTown online. Shortly after, 2005 saw the release of the iconic Club Penguin, as well as Webkins. Unlike Neopets, Club Penguin and Webkins were intentionally designed for children with colorful graphics, dress-up and customisation features, games, and prizes. They placed importance on internet safety, with reminders to keep your passwords safe and report bullies, as well as implementing safe chat features. Safe chat became a staple as curse words were automatically censored. The success of these sites ushered in a golden age for children's virtual worlds. Wizard 101, Pirate 101, Pop Tropica, Moshi Monsters, Roblox, and Bin Weevils all arrived in the following years, garnering enormous user bases. In 2007, Disney acquired Club Penguin, and in 2009, Sony released Free Realms, both of which helped push the virtual world genre into the mainstream. Brands that were even vaguely marketed towards children had virtual worlds, too. Coca-Cola had 'MyCoke' in which you could earn in-game currency by drinking virtual cokes. An emphasis on safety Despite a rise in expensive memberships, these virtual worlds offered fun and safe environments for children on the internet to play games, dress up, and chat with other people their own age in a monitored environment. Messaging around online safety was targeted to both children and their parents. Often, sites took time to educate parents on the potential dangers their child might face, and how to check in with them, making internet safety a collaborative project between parents and children. The overtake of social media As social media became more popular, the virtual worlds began to fall. Disney shut down ToonTown and Pixie Hollow in 2013. This was put down to a shift in development to focus on mobile apps. Sony's Free Realms shut down in 2014. Panfu, Moshi Monsters, Pirate 101, and, most notably, Club Penguin, all shut down in the 2010s. As subscription numbers dropped off, virtual worlds became too expensive to run, and it became more profitable for brands to target children through influencer marketing and online ad campaigns on social media, rather than spending millions of dollars on dedicated virtual worlds. Websites have consequently transformed, as can be seen on the web design museum website, a treasure trove of sites from the 90s onwards. used to have games, quizzes, and message boards. Now, the website has a few shows to click on and mostly directs users to a subscription to Paramount Plus. Many other sites are similar. for example, was filled with games and printable activities, while now it simply redirects users to a Disney+ subscription or holidays to the resorts. The future of children's spaces online For children, the internet of 2025 looks bleak. Dedicated spaces for them are few and far between, and their easy access to social media sites and apps like TikTok, X (formerly Twitter), and Instagram is becoming increasingly more concerning. The contrast between what young children can access on these sites and the safer spaces that used to be available is stark. As opposed to being banned from Club Penguin for swearing or bullying, young people are now exposed to a range of harmful material, from pornography to suicide and self-harm content, discriminatory abuse, and hate speech. Governments are taking action Despite the virtual world boom of the 2000s being ultimately a money-grabbing exercise, they at least provided safe and sometimes educational spaces for young people's first foray onto the internet. Now, young people are bombarded with fast fashion hauls, supplements, and unnecessary anti-aging, multistep skincare routines. Governments are taking action, with the UK's Online Safety Act set to be fully implemented by 2026, as well as the Australian ban on under-16s from social media platforms. However, it does make you wonder if there is not a better way. It seems that the idea of creating child-friendly online spaces is falling by the wayside in favour of outright bans. "The disappearance of online safe spaces for children" was originally created and published by Verdict, a GlobalData owned brand. The information on this site has been included in good faith for general informational purposes only. It is not intended to amount to advice on which you should rely, and we give no representation, warranty or guarantee, whether express or implied as to its accuracy or completeness. You must obtain professional or specialist advice before taking, or refraining from, any action on the basis of the content on our site.
Yahoo
02-06-2025
- Entertainment
- Yahoo
Bella Ramsey praises online games for opportunity to explore gender identity
Bella Ramsey explored their gender identity through online gaming. The 21-year-old star – who identifies as non-binary and uses they/them pronouns – appreciated the anonymity of the virtual world because it was a "free and open space" for them to pose as different characters. They told Them magazine: 'When you get to choose a girl character or a boy character, I would pick the boy one because I could. 'Gaming is such an amazing place to explore. I think there is often a narrative of it not being a safe space, and in some cases, yes, but in so many others, it is such a free and open space.' And children's game 'Club Penguin' - where every avatar was an identically-sized penguin distinguishable by username and colour choices - was pivotal for Bella. They said: 'Club Penguin is where I explored my gender identity. 'My penguin was called Tomboy Bella and was red. I did karate on the freaking Karate Hill. I was loving life in 'Club Penguin' world. You can be whoever you want behind that avatar.' Bella never had any desire to be a wild or rebellious teenager, but has enjoyed living out that experience as Ellie in 'The Last Of Us'. They said: 'I was looking up and seeing teenagers be so mean to their parents. I made a very conscious decision when I was 11 or 12, I wasn't going to do that. 'I got to do that through Ellie." The former 'Game of Thrones' star is excited for the career challenges ahead, and is particularly keen to get the opportunity for a trans or non-binary role. They said: 'I've never played a nonbinary person in anything or a trans person. Getting to do that would feel very special. 'I want to be challenged, continually challenged.' Bella admitted recently that they have "never really enjoyed" being in the spotlight. They told Interview magazine: "It's always felt quite trivial, and I've never really enjoyed it, but I can just accept I'm going to go and do it, it'll be what it will be, and then it will be done. I was so terrified of signing on to 'The Last of Us' and the idea of reaching a level of fame that doesn't go away, not being able to backtrack from that. "But I realise now that actually, you reach this level of fame that stays for a few months while the show's coming out, and then it does sort of die off. If you don't do anything to maintain that level of fame, the world moves on, which I'm so grateful for."


Perth Now
02-06-2025
- Entertainment
- Perth Now
Bella Ramsey praises online games for opportunity to explore gender identity
Bella Ramsey explored their gender identity through online gaming. The 21-year-old star – who identifies as non-binary and uses they/them pronouns – appreciated the anonymity of the virtual world because it was a "free and open space" for them to pose as different characters. They told Them magazine: 'When you get to choose a girl character or a boy character, I would pick the boy one because I could. 'Gaming is such an amazing place to explore. I think there is often a narrative of it not being a safe space, and in some cases, yes, but in so many others, it is such a free and open space.' And children's game 'Club Penguin' - where every avatar was an identically-sized penguin distinguishable by username and colour choices - was pivotal for Bella. They said: 'Club Penguin is where I explored my gender identity. 'My penguin was called Tomboy Bella and was red. I did karate on the freaking Karate Hill. I was loving life in 'Club Penguin' world. You can be whoever you want behind that avatar.' Bella never had any desire to be a wild or rebellious teenager, but has enjoyed living out that experience as Ellie in 'The Last Of Us'. They said: 'I was looking up and seeing teenagers be so mean to their parents. I made a very conscious decision when I was 11 or 12, I wasn't going to do that. 'I got to do that through Ellie." The former 'Game of Thrones' star is excited for the career challenges ahead, and is particularly keen to get the opportunity for a trans or non-binary role. They said: 'I've never played a nonbinary person in anything or a trans person. Getting to do that would feel very special. 'I want to be challenged, continually challenged.' Bella admitted recently that they have "never really enjoyed" being in the spotlight. They told Interview magazine: "It's always felt quite trivial, and I've never really enjoyed it, but I can just accept I'm going to go and do it, it'll be what it will be, and then it will be done. I was so terrified of signing on to 'The Last of Us' and the idea of reaching a level of fame that doesn't go away, not being able to backtrack from that. "But I realise now that actually, you reach this level of fame that stays for a few months while the show's coming out, and then it does sort of die off. If you don't do anything to maintain that level of fame, the world moves on, which I'm so grateful for."


Buzz Feed
28-03-2025
- Entertainment
- Buzz Feed
Create A Custom Pizza That's As Unhinged (Or Delicious) As You Are
Hot Topic 🔥 Full coverage and conversation on the BuzzFeed Arcade I've loved pizza for as long as I can remember — but my true pizza obsession started with the Pizzatron 3000 game on Club Penguin. So naturally, I had to make a pizza generator to bring that nostalgia back in the most creative way possible. And yes, dessert pizzas are absolutely on the menu. What kind of pizza did you build? Post it below so we can all judge accordingly.