“…Club Penguin, therefore, contains many of the features of other virtual worlds for children, such as the use of a market-based system in which shopping is a key activity and the tight control of user engagement through the design of the site, but it also has distinct features, such as the lack of in-world marketing and the provision of a range of written texts beyond game instructions and shopping resources. Virtual worlds for children have been the focus of a range of critique, not least because the producers often embed sophisticated data mining software, which enables surreptitious surveillance of users' online practices (Chung & Grimes, 2005), and they are located within a complex, multimedia world of commercial products aimed at children and parents. Further, Club Penguin is now part of the Disney corporation, a longstanding focus for critical analysis by political economists and cultural theorists who have pointed to its corporate manufacture of imperialist fantasy (Wasko, 2001).…”