ABSTRACT

Virtual worlds, computer-based online communities that create and sustain online spaces inhabited by users in the form of avatars, are becoming a major site of social interaction and entertainment for growing millions of young people. In 2010 virtual world registrations passed the 1 billion mark. 46% of this figure comes from registrants identifying as between 10 and 15 years of age (Kzero Worldswide, 2011). In all, users between the ages of 10 and 15 currently account for 468 million virtual world registrations. These figures suggest that a lot of children and young people are hanging out in the social and gaming spaces provided by virtual worlds. They are therefore sites of interest for those of us concerned with the ways in which texts are encountered and engaged with in online contexts.