Are Webkinz Good for Kids?

If it hasn’t happened already, it’s only a matter of time. Even if you own a real pet, your child will fall in love with a virtual pet. In the past, it might have been a robot that resembled an animal, a keychain gadget that beeped for attention or even a large-eyed two-dimensional figure on a computer monitor or a cell phone screen. Today, it’s likely to be Webkinz, furry toys equipped with special codes that give kids access to a secret online world where they can design a virtual world for their own pet and interact with other pet owners. These toys have become so popular with 6-13 year olds that they simply aren’t available in many parts of the country.

Whatever form they take, virtual pets are cute and responsive. Do things to make them “happy”, and they purr, smile, wag their tails or do tricks. Neglect them or treat them poorly, and they will whimper and look miserable. Thanks to artificial intelligence, each new generation of virtual pets is better at blurring the lines between machines and living creatures. Young children often describe these objects as “sort of alive”, according to Dr. Sherry Turkle, an MIT researcher, and that creates interesting questions about how kids use “relational technology.”

Some children become extremely attached to their virtual pets. They spend lots of time tending them and become distressed if the pet “gets sick” or “runs away.” Other kids seem underattached. Their main interest is putting the pet into confusing or dangerous situations to see how it will respond.

Whether this looks like healthy curiosity or vaguely abusive behavior depends upon whether parents emphasize the “pet” or the “virtual” part of virtual pets. A pet, of course, needs nurturing and responsible care. Virtual experiences, on the other hand, are valuable precisely because they simulate real world experiences without real world consequences.

So are virtual pets machines? Not exactly. Kids don’t get attached to toasters. Are they games? Not really because you can’t win. The reward is ongoing interaction with the pet. Of course, virtual pets aren’t alive either. They don’t bite, bark, shed or chew the furniture. They also aren’t capable of genuine attachment or, for that matter, suffering. And they don’t require the ‘til death do us part commitment of a living animal. Abandoning a Webkinz isn’t anything like dropping a puppy off at the side of the road.

Perhaps the best way to think about Webkinz and other virtual pets is as entertainment. A child who reads an engrossing book or watches a gripping movie may become deeply involved with the characters and use them in his or her own play and fantasies. At the same time, nobody is surprised, much less, dismayed when a child moves on to another book and another set of fantasies. Thinking about virtual pets as entertainment also helps parents come to terms with other issues to be considered as they decide when and whether virtual adoption is an option.

• Content. Most virtual pets including Webkinz are an improvement over video games because they get kids to think about keeping something alive rather than destroying things. On the other hand, the pets do engage children in a storyline, and parents need to be sure the plot is age appropriate and aligned with their values. In Webkinz, for example, kids must earn enough to support their pets. Some parents may like the idea that kids are doing a simple sort of budgeting. Other parents may object to the idea that kids can win free prizes by spinning the Wheel of WOW which resembles a roulette wheel.
• Creativity. A virtual pet’s software limits the number of things a child can do with it. Although kids can design the rooms for their Webkinz, they are limited to the features provided by the program. As a result, children may spend more time trying to figure out the software and less time in creative play. To assess—and perhaps enhance—the creative impact of a virtual pet, ask questions: How is the virtual pet the same as--and different from—a real pet? What does your child most enjoy doing with the pet? What does he or she find annoying? Does the pet do anything surprising? How could the pet be better? In the case of Webkinz, try expanding the creative possibilities of the toy by encouraging your child to create a three-dimensional home by using boxes and other household items.
• Commercialization. Once upon a time, a story was a story. Now much of the media intended for children seems like an excuse to sell them merchandise. Virtual pets are no exception. A Webkinz, for example, comes with a one year license. After that, you have to buy a new Webkinz to participate on the website. Also, many of the experiences on Webkinz and other pet sites are designed by companies to expose children to their brands.
• Socialization. Webkinz is the first virtual pet that allows kids to enter a “community” of other kids who also own Webkinz. In the basic site, interaction is strictly limited because kids can only use prescripted messages. In the “plus” section of the site, kids can type their own messages, but are blocked if they try to send numbers, place names or other inappropriate content. Even though kids may enjoy this kind of “networking”, it shouldn’t be allowed to nudge out the richer, more complex communication involved in a face-to-face playdate.

In short, having your child fall in love with a virtual pet isn’t so different from having him or her fall in love with a book, movie or cartoon character. First, the infatuation is likely to be intense but will often be short-lived. Second, it’s up to parents to be sure a virtual pet really deserves a child’s affection and time.

Carolyn Jabs is a former Contributing Editor for Family PC and mother to three computer-savvy kids.

@ Copyright, 2007, Carolyn Jabs. All rights reserved.





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