Club Penguin in the context of Virtual world


Club Penguin in the context of Virtual world

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⭐ Core Definition: Club Penguin

Club Penguin was a massively multiplayer online game (MMO) that ran from 2005 to 2017. The game featured a virtual world that included a wide range of online games and activities. It was created by New Horizon Interactive (now known as Disney Canada Inc.). Players used cartoon penguin avatars and played in an Antarctic-themed open world. After beta-testing, Club Penguin was made available to the general public on October 24, 2005. It expanded into a large online community, such that by late 2007, Club Penguin reported that there were more than 30 million user accounts. In July 2013, Club Penguin had more than 200 million registered user accounts.

While free memberships were available, revenue was predominantly raised through paid memberships, which allowed players to access a range of additional features, such as the ability to purchase virtual clothing, furniture, and in-game pets called "Puffles" for their penguins through the usage of in-game currency. The success of Club Penguin led to New Horizon being purchased by the Walt Disney Company in August 2007 for the sum of 350 million U.S. dollars, with an additional 350 million dollars in bonuses if specific targets were met by 2009.

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Club Penguin in the context of Generation Z

Generation Z, often shortened to Gen Z and informally known as Zoomers, is the demographic cohort succeeding Millennials and preceding Generation Alpha. Researchers and popular media use the mid-to-late 1990s as starting birth years and the early 2010s as ending birth years, with the generation typically being defined as people born from 1997 to 2012. Most members of Generation Z are the children of Generation X, and it is expected that many will be the parents of the proposed Generation Beta.

As children in the mid-late 2000s and 2010s, Generation Z was the first social generation to grow up with Web 2.0 and digital technology as an established commodity. From a young age, they have watched online videos and web series (often via YouTube), and played online games like Club Penguin and Minecraft. As adolescents and young adults in the 2010s and 2020s, members of the generation were dubbed "digital natives", even if they were not necessarily digitally literate and might struggle in a digital workplace.

View the full Wikipedia page for Generation Z
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Club Penguin in the context of Gen Z

Generation Z, often shortened to Gen Z and informally known as Zoomers, is the demographic cohort succeeding Millennials and preceding Generation Alpha. Researchers and popular media use the mid-to-late 1990s as starting birth years and the early 2010s as ending birth years, with the generation typically being defined as people born from 1997 to 2012. Most members of Generation Z are the children of Generation X, and it is predicted that many will be the parents of the proposed Generation Beta.

As children in the mid-late 2000s and 2010s, Generation Z was the first social generation to grow up with Web 2.0 and digital technology as an established commodity. From a young age, they have watched online videos and web series (often via YouTube), and played online games like Club Penguin and Minecraft. As adolescents and young adults in the 2010s and 2020s, members of the generation were dubbed "digital natives", even if they were not necessarily digitally literate and might struggle in a digital workplace.

View the full Wikipedia page for Gen Z
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