Playhut opens kids' virtual world
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The real-world toy maker joins Mattel and Hasbro in catering to children online.
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Dryad's new user interface aims to make it easier for novices to create realistic objects for virtual worlds.
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The "dino-bot" is an open-source toy that lets users create new emotions and movements that they can share with others.
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A free web-based tool is launched that allows people to build a virtual world in less than a minute.
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By 2011, more than half of the population of kids online will be residents of a simulated  world of animals and avatars.
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MySpace enters the casual gaming space.
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Seeing the world' the digital way on Second Life.
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Computer games can promote problem-solving and team-building in children, say games industry experts.
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The Cartoon Network is developing a "massively" multiplayer online game in the vein of "World of Warcraft" and "EverQuest" for kids 6 to 14.
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For its season opening, the Royal Liverpool Philharmonic went to the unusual extreme of building a new hall: a virtual environment in the online world Second Life.
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Players hope to connect their separate domains to form a 3-D Internet.
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Sweden-based Entropia Universe announced Wednesday it will create China&#39;s first cash-based virtual worlds where millions of people can work, socialize, learn and fall in love.
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Viruses go virtual For about two hours, the virtual landscape of Second Life filled with golden rings and the distinctive two-tone ding of Sega's popular Sonic the Hedgehog games.â¦
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Who needs another video game? Teach kids how to watch their money grow.
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Retailers and manufacturers are setting up shop in Second Life, the three-dimensional online world, hoping that users will steer their avatars to real world stores.
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By Anne D'Innocenzio  As kids keep getting plugged into the Internet, toy makers are following them online.
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DALLAS, Texas - Taking a step into the new frontier, NASA Ames Research Center, under the direction of Simon &quot;Pete&quot; Worden, has launched an island in Second Life, an online 3-D virtual world created, shaped, and owned by its participants.