%0 Journal Article %T Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 ¡°Boom¡± in Children¡¯s Virtual Worlds Development %A Sara M. Grimes %J Games and Culture %@ 1555-4139 %D 2018 %R 10.1177/1555412016638755 %X According to various media and academic sources, the virtual worlds landscape underwent a profound transformation in 2008, with the arrival of numerous new titles designed and targeted specifically to young children. Although a growing body of research has explored some of the titles involved in this shift, little remains known of its overall scope and contents. This article provides a mapping of the initial ¡°boom¡± in children¡¯s virtual worlds development and identifies a number of significant patterns within the ensuing children¡¯s virtual worlds landscape. The argument is made that while the reported boom in children¡¯s virtual worlds has been exaggerated, a number of important shifts for online gaming culture did unfold during this period, some of which challenge accepted definitions of ¡°virtual world¡± and ¡°multiplayer online game.¡± The implications of these findings are discussed in light of contemporary developments and trends within children¡¯s digital culture and within online gaming more broadly %K children¡¯s virtual worlds %K children¡¯s MMOGs %K commercial culture %K history %K political economy %U https://journals.sagepub.com/doi/full/10.1177/1555412016638755