Revision as of 13:34, 17 May 2008 view sourceAdavidb (talk | contribs)Autopatrolled, Extended confirmed users, Pending changes reviewers, Rollbackers121,865 edits reworded sentence; updated reference citation← Previous edit | Latest revision as of 20:54, 17 January 2025 view source QuantumFoam66 (talk | contribs)Extended confirmed users8,207 edits removed Category:Multiplayer online games using HotCat - this article has another category that's a subcategory of the one I removed. And diffusing all articles will take some time to do on my own. Would you mind helping me out a bit? | ||
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{{Short description|Massively multiplayer online game (2005–2017)}} | |||
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{{italic title}} | |||
{{Infobox VG | |||
{{redirect-distinguish|Puffle|Ruffle (disambiguation){{!}}Ruffle|Puffleg}} | |||
|title = Club Penguin | |||
{{for-multi|the franchise it spawned|Club Penguin (franchise){{!}}''Club Penguin'' (franchise)|its successors released in 2017|Club Penguin Island{{!}}''Club Penguin Island''|and|Club Penguin Rewritten{{!}}''Club Penguin Rewritten''}} | |||
|image = <!-- Deleted image removed: ] --> | |||
{{pp-semi-indef}} | |||
|caption = Club Penguin Logo | |||
{{use mdy dates|date=February 2019}} | |||
|developer = ] and ] | |||
{{Infobox video game online service | |||
|publisher = ] (Originally published by ]) | |||
| name = Club Penguin | |||
|engine = ] | |||
| title = ''Club Penguin'' | |||
|platforms = ] | |||
| image = Club Penguin Logo 2012 - 2017.png | |||
|beta test date = ], ] | |||
| caption = Final logo, used from 2012 to 2017 | |||
|released = ], ] | |||
| developer = New Horizon Interactive<br>RocketSnail Games<br>] | |||
|genre = ] | |||
| type = ] | |||
|modes = ] | |||
| launched = {{Start date and age|2005|10|24|df=no}} | |||
|media = Web interface | |||
| discontinued = {{Start date and age|2017|3|30|df=no}} | |||
|input = ], ] | |||
| platform = ] (]) | |||
}} | |||
| status = Discontinued and replaced by '']'' ({{End date|2017|03|30}}) | |||
'''Club Penguin''' is an ] developed by '']'' which was bought by the '']'' company. Using cartoon penguins as ], players waddle around, chat, play ]s, and participate in other activities with one another in a ]-covered ]. After ], Club Penguin was made available to the general public on ], ]<ref name="BillyBob2005a">{{cite web |url=http://blog.clubpenguin.com/2005/10/its-launched.html |title=Club Penguin - It's Launched! |accessdate=2006-09-08 |author=Billybob |date=2005-10-24 |work=Club Penguin Developer Blog |quote= }}</ref> and has since expanded into a large ]. In April 2008, Club Penguin opened its first international office in the UK for local support.<ref>{{cite web |url=http://www.clubpenguin.com/company/about.htm |title=About Club Penguin |accessdate=2008-05-17 |publisher=Club Penguin}}</ref> | |||
| members = | |||
| website = {{webarchive|url=https://web.archive.org/web/20170225030817/http://www.clubpenguin.com/|title=Club Penguin website|date=February 25, 2017}} | |||
}} | |||
'''''Club Penguin''''' was a ] (MMO) that ran from 2005 to 2017. The game featured a ] 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-] and played in an ]-themed ]. After ], ''Club Penguin'' was made available to the general public on October 24, 2005. It expanded into a large ], such that by late 2007, ''Club Penguin'' reported that there were over 30 million user accounts. In July 2013, ''Club Penguin'' had over 200 million registered user accounts.<ref name=":1">{{cite news |title='Star Wars' Takes Over Disney's Club Penguin |author=Graser, Marc |url=https://variety.com/2013/digital/news/star-wars-takes-over-disneys-club-penguin-1200561084/ |newspaper=Variety |date=July 11, 2013 |access-date=August 15, 2013 |archive-url=https://web.archive.org/web/20130814113840/http://variety.com/2013/digital/news/star-wars-takes-over-disneys-club-penguin-1200561084/ |archive-date=August 14, 2013 |url-status=live }}</ref> | |||
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 ]. The success of ''Club Penguin'' led to New Horizon being purchased by ] in August 2007 for the sum of 350 million dollars, with an additional 350 million dollars in bonuses should specific targets be met by 2009.<ref name= WSJAcquire>{{cite news | title=Disney Buys Kids' Social-Network Site – WSJ.com | work=Wall Street Journal | url=https://www.wsj.com/articles/SB118599768804085026?mod=hpp_us_whats_news | access-date=December 26, 2010 | first1=Merissa | last1=Marr | first2=Peter | last2=Sanders | date=August 2, 2007 | archive-url=https://web.archive.org/web/20180307214255/https://www.wsj.com/articles/SB118599768804085026?mod=hpp_us_whats_news | archive-date=March 7, 2018 | url-status=live }}</ref> | |||
==History== | |||
The game was specifically designed for children from 6 to 14, however, users of any age were allowed to play ''Club Penguin''. Thus, a major focus of the developers was on child safety,<ref name="Kiely" /> with a number of features having been introduced to the game to facilitate this. These features included offering an "Ultimate Safe Chat" mode, whereby users selected their comments from a menu; ] that prevented swearing and the revelation of personal information;<ref name="Kiely" /> and ] who patrolled the game.<ref name="Flanagan">{{cite news|last=Flanagan|first=Caitlin|date=July–August 2007|title=Babes in the Woods|work=]|url=https://www.theatlantic.com/magazine/archive/2007/07/babes-in-the-woods/5974/|url-status=live|access-date=May 24, 2008|archive-url=https://web.archive.org/web/20100914180133/http://www.theatlantic.com/magazine/archive/2007/07/babes-in-the-woods/5974/|archive-date=September 14, 2010}}</ref> | |||
Development on Club Penguin began in 2003 when Lane Merrifield and Lance Priebe, employees at New Horizon Productions (which became New Horizon Interactive in 2005) in ], ],<ref name="McKenna">{{cite news | last = McKenna | first = Barrie | date = ], ] | title = Children and penguins turn trio into kingpins | work = ] | url = http://www.theglobeandmail.com/servlet/story/RTGAM.20061113.wxclubpenguin13/BNStory/Technology/?cid=al_gam_nletter_maropen | accessdate = 2008-05-16 }}</ref> saw a need for "] for kids".<ref name="Richards">{{cite news | last = Richards | first = Jonathan | date = ], ] | title = How Club Penguin turned 750,000 British kids into penguins | work = ] | url = http://technology.timesonline.co.uk/tol/news/tech_and_web/article3831738.ece | accessdate = 2008-05-16 }}</ref> | |||
As Merrifield later described the situation, they decided to build Club Penguin when they were unsuccessful in finding "something that had some social components but was safe, and not just marketed as safe" for their own children.<ref name="Mlynek">{{cite news | last = Mlynek | first = Alex | date = ], ] | title = Q&A: Club Penguin's Lane Merrifield | work = ] | url = http://www.canadianbusiness.com/managing/ceo_interviews/article.jsp?content=20080428_198723_198723 | accessdate = 2008-05-16 }}</ref> Merrifield and Priebe approached their employer, David Krisko, with the idea of creating a spinoff company to develop the new product.<ref name="McKenna" /> After two years of testing and development, the first version of Club Penguin went live on October 24, 2005.<ref name="BillyBob2005a" />. | |||
On January 30, 2017, it was announced that the game would be discontinued on March 29, 2017. ''Club Penguin'' later shut down its servers on March 30, 2017, at 12:01 AM ]. The game was replaced by a successor, titled '']'' (which itself was discontinued the following year). Since being shut down, the original game has been hosted and recreated on a number of ] using ] files from the game's old website. Many of the private servers were shut down around May 15, 2020, after ] filings by the Walt Disney Company were sent on May 13, 2020.<ref>{{Cite web|title=DMCA (Copyright) Complaint to Google :: Notices :: Lumen|url=https://www.lumendatabase.org/notices/20957053|website=lumendatabase.org|access-date=2020-05-15|archive-date=May 15, 2020|archive-url=https://web.archive.org/web/20200515022746/https://www.lumendatabase.org/notices/20957053|url-status=live}}</ref><ref>{{Cite web|last=Kelly|first=Makena|date=2020-05-15|title=Club Penguin Online shuts down after receiving copyright claim from Disney|url=https://www.theverge.com/2020/5/15/21260122/club-penguin-dmca-disney-takedown-cponline-online|access-date=2020-12-21|website=The Verge|language=en|archive-date=May 15, 2020|archive-url=https://web.archive.org/web/20200515174623/https://www.theverge.com/2020/5/15/21260122/club-penguin-dmca-disney-takedown-cponline-online|url-status=live}}</ref> The most notable private server, '']'', a complete ] of ''Club Penguin'', had launched on February 12, 2017, and accumulated a large online community (in excess of 11 million users) among the consequences and restrictions from the ] and its ]. ''Rewritten'' was shut down on April 13, 2022, by the ] in compliance with a copyright investigation request by Disney.<ref name="VG247">{{Cite web |last=Kuhnke |first=Oisin |date=April 17, 2022 |title=The City of London Police have arrested three people over a Club Penguin fan server |url=https://www.vg247.com/the-city-of-london-police-have-arrested-three-people-over-a-club-penguin-fan-server |access-date=October 23, 2022 |website=] |archive-date=October 23, 2022 |archive-url=https://web.archive.org/web/20221023225655/https://www.vg247.com/the-city-of-london-police-have-arrested-three-people-over-a-club-penguin-fan-server |url-status=live }}</ref><ref name="Eurogamer">{{Cite web |last=Subhan |first=Ishraq |date=April 14, 2022 |title=Three people arrested for Club Penguin copyright infringement |url=https://www.eurogamer.net/three-people-arrested-for-club-penguin-copyright-infringement |access-date=October 23, 2022 |website=] |archive-date=October 23, 2022 |archive-url=https://web.archive.org/web/20221023223009/https://www.eurogamer.net/three-people-arrested-for-club-penguin-copyright-infringement |url-status=live }}</ref><ref name="TheVerge1">{{Cite web |last=Kelly |first=Makena |date=May 15, 2020 |title=Club Penguin Online shuts down after receiving copyright claim from Disney |url=https://www.theverge.com/2020/5/15/21260122/club-penguin-dmca-disney-takedown-cponline-online |url-status=live |archive-url=https://web.archive.org/web/20220621072149/https://www.theverge.com/2020/5/15/21260122/club-penguin-dmca-disney-takedown-cponline-online |archive-date=June 21, 2022 |access-date=September 2, 2022 |website=]}}</ref><ref name="NewYork">{{Cite web |last=Alter |first=Rebecca |date=April 13, 2022 |title=The Day the Puffles Cried: Disney Shuts Down Club Penguin Rewritten |url=https://www.vulture.com/2022/04/disney-shuts-down-club-penguin-rewritten-server.html |url-status=live |archive-url=https://web.archive.org/web/20220714161453/https://www.vulture.com/2022/04/disney-shuts-down-club-penguin-rewritten-server.html |archive-date=July 14, 2022 |access-date=September 2, 2022 |website=]}}</ref><ref name="Kotaku1">{{Cite web |last=Jiang |first=Sisi |date=April 14, 2022 |title=Club Penguin Remake Pulled By Disney, Three Arrested |url=https://kotaku.com/club-penguin-rewritten-disney-arrests-shutdown-london-p-1848794609 |url-status=live |archive-url=https://web.archive.org/web/20220621072149/https://kotaku.com/club-penguin-rewritten-disney-arrests-shutdown-london-p-1848794609 |archive-date=June 21, 2022 |access-date=September 2, 2022 |website=]}}</ref><ref name="Insider">{{Cite web |last=Epp |first=Julian |date=February 1, 2020 |title=The death of Club Penguin isn't the first time money killed an online community and it won't be the last |url=https://www.insider.com/club-penguin-died-disney-and-money-destroyed-a-community-2020-1 |access-date=October 23, 2022 |website=] |archive-date=January 11, 2023 |archive-url=https://web.archive.org/web/20230111184515/https://www.insider.com/club-penguin-died-disney-and-money-destroyed-a-community-2020-1 |url-status=live }}</ref><ref name="KVEOTV">{{Cite web |last=Puente |first=Nathaniel |date=April 18, 2022 |title=Club Penguin fansite shut down by Disney, three arrested |url=https://www.valleycentral.com/news/national-news/club-penguin-fansite-shut-down-by-disney-three-arrested/ |archive-url=https://web.archive.org/web/20220628074322/https://www.valleycentral.com/news/national-news/club-penguin-fansite-shut-down-by-disney-three-arrested/ |archive-date=June 28, 2022 |url-status=live |access-date=September 3, 2022 |website=]}}</ref><ref name="BBCScotland">{{Cite web |last=Mitchell |first=Harry |date=September 17, 2020 |title=How Club Penguin changed the internet |url=https://www.bbc.co.uk/programmes/articles/2Chgvsf7FJJXjv9DJhY1T0c/how-club-penguin-changed-the-internet |access-date=October 23, 2022 |website=] |archive-date=October 23, 2022 |archive-url=https://web.archive.org/web/20221023231913/https://www.bbc.co.uk/programmes/articles/2Chgvsf7FJJXjv9DJhY1T0c/how-club-penguin-changed-the-internet |url-status=live }}</ref><ref name="Vice">{{Cite web |last=Cox |first=Joseph |date=April 14, 2022 |title=Cops Arrest 3 People for Running 'Club Penguin Rewritten' Beloved by Millions |url=https://www.vice.com/en/article/bvn4nw/cops-arrest-3-people-for-running-club-penguin-rewritten-beloved-by-millions |url-status=live |archive-url=https://web.archive.org/web/20220621162332/https://www.vice.com/en/article/bvn4nw/cops-arrest-3-people-for-running-club-penguin-rewritten-beloved-by-millions |archive-date=June 21, 2022 |access-date=September 2, 2022 |website=]}}</ref>{{refbomb|date=January 2025}} | |||
Growth was rapid. Club Penguin started with 15,000 users, and by March that number had reached 1.4 million—a figure which almost doubled by September, when it hit 2.6 million.<ref name="McKenna" /> By the time Club Penguin was two years old, membership had reached 3.9 million users.<ref name="Shields">{{cite journal | last = Shields | first = Mike | year = 2007 | title = Avatar Nation | journal = MediaWeek | volume = 17 | issue = 44 }}</ref> At the point when they were purchased by Disney, Club Penguin had 12 million accounts, of which 70,000 were paid subscribers, and were generating $40 million in revenue.<ref name="Walmsley" /> | |||
== Plot and gameplay == | |||
Although the owners had turned down lucrative advertising offers and venture capital investments in the past,<ref name="McKenna" /> in August, 2007, they agreed to sell the company (both Club Penguin and the parent company) for the sum of $350 million.<ref name="Walmsley">{{cite news | last = Walmsley | first = Andrew | date = ], ] | title = Kids' virtual worlds are maturing nicely | work = Marketing }}</ref> In addition, the owners were promised bonuses of up to $350 million if they were able to meet growth targets by 2009.<ref name="Brooks">{{cite news | last = Brooks | first = Barnes | date = ], ] | title = Wary of Losing Out Online, Disney Buys Site for Children | work = ]}}</ref> In making the sale, Merrifield has stated that their main focus during negotiations was philosophical,<ref name="Mlynek" /> and that the intent was to provide themselves with the needed infrastructure in order to continue to grow.<ref name="Richards">{{cite news | last = Richards | first = Jonathan | date = ], ] | title = How Club Penguin turned 750,000 British kids into penguins | work = ] | url = http://technology.timesonline.co.uk/tol/news/tech_and_web/article3831738.ece | accessdate = 2008-05-16 }}</ref> | |||
''Club Penguin'' was divided into various rooms and distinct areas. Illustrator Chris Hendricks designed many of the first environments. Each player was provided with an igloo for a home. Members had the option of opening their igloo so other penguins could access it via the map, under "Member Igloos."<ref>{{Cite news|date=2021-10-28|title=Video game franchises we want raised from the dead|url=https://www.washingtonpost.com/video-games/2021/10/28/video-game-franchises-we-want-raised-dead/|access-date=2021-12-13|newspaper=Washington Post|language=en|archive-date=November 1, 2021|archive-url=https://web.archive.org/web/20211101132425/https://www.washingtonpost.com/video-games/2021/10/28/video-game-franchises-we-want-raised-dead/|url-status=live}}</ref> Members could also purchase larger igloos and decorate their igloos with items bought with virtual coins earned by playing mini-games.<ref name="Reid" /> At least one party per month was held on ''Club Penguin''. In most cases, a free clothing item was available, both for paid members and free users. Some parties also provided member-only rooms which only paid members could access. Some major ''Club Penguin'' parties were its annual ] and Holiday parties. Other large parties included the Music Jam, the Adventure Party, the Puffle Party, and the Medieval Party.{{citation needed|date=December 2012}} | |||
== History and development == | |||
==Safety features== | |||
=== Predecessors (2000–2004) === | |||
The first seeds of what would become ''Club Penguin'' began as a ] ] game called ''Snow Blasters'' that developer Lance Priebe had been developing in his spare time in July 2000.<ref name="BDODunwoody">{{cite web|url=http://www.bizactions.com/index.cfm/ba/e105/fa/68240602G627J357168P0P10056056T0/|title=BDO Dunwoody Announcement|work=BDO Dunwoody|archive-url=https://web.archive.org/web/20071016214213/http://bizactions.com/index.cfm/ba/e105/fa/68240602G627J357168P0P10056056T0/|archive-date=October 16, 2007|access-date=May 19, 2007}}</ref><ref>{{Cite tweet |user=rocketsnail |number=289216023683547138 |date=January 9, 2013 |title=@InfinityBitDF Snow Blasters was never finished. It become Experimental Penguins (the first Penguin Chat) |language=en |access-date=February 3, 2017 |archive-url=https://web.archive.org/web/20170209080023/https://twitter.com/rocketsnail/status/289216023683547138 |archive-date=February 9, 2017 |url-status=live}}</ref><ref>{{Cite tweet |user=rocketsnail |number=350638923585843200 |date= June 28, 2013 |title=Reading my original note book for Snow Blasters. I am amazed how many features are still in Mech Mice. |language=en |access-date=February 3, 2017 |archive-url=https://web.archive.org/web/20170210140826/https://twitter.com/rocketsnail/status/350638923585843200 |archive-date=February 10, 2017 |url-status=live}}</ref> Priebe's attention was brought to penguins after he "happened to glance at a '']'' cartoon featuring penguins that was sitting on his desk."<ref name=":2">{{Cite news|url=https://www.nytimes.com/2007/01/10/business/media/10adco.html|title=A Procession of Penguins Arrives on Madison Ave.|last=Elliott|first=Stuart|date=January 10, 2007|newspaper=The New York Times|issn=0362-4331|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170201234856/http://www.nytimes.com/2007/01/10/business/media/10adco.html|archive-date=February 1, 2017|url-status=live}}</ref> The project was never finished, and instead morphed into ''Experimental Penguins. Experimental Penguins'' was released through Priebe's company of employment, the ], ], ]-based online game and comic developer RocketSnail Games, in July 2000, though it ultimately went offline the following year.<ref>{{Cite web|url=http://rocketsnail.com/experimental-penguins|title=Experimental Penguins|website=RocketSnail|language=en-US|access-date=February 3, 2017|archive-url=https://web.archive.org/web/20170203163749/http://rocketsnail.com/experimental-penguins|archive-date=February 3, 2017|url-status=live}}</ref> It was used as the inspiration for ''Penguin Chat'' (also known as ''Penguin Chat 1''), a similar game which was released shortly after ''Experimental Penguins''<nowiki>'</nowiki> removal. Released January 2003, ''Penguin Football Chat'' (also known as ''Penguin Chat 2)'' was the second attempt at a penguin-themed ], and was created on FLASH 5 and used the same interface as ''Experimental Penguins.''<ref>{{Cite web|url=http://rocketsnail.com/penguin-chat/|title=Penguin Chat|website=RocketSnail|language=en-US|access-date=February 3, 2017|archive-url=https://web.archive.org/web/20170203162414/http://rocketsnail.com/penguin-chat/|archive-date=February 3, 2017|url-status=live}}</ref> The game contained various minigames; the premiere title of RocketSnail Games was ''Ballistic Biscuit'', a game that would be placed into ''Experimental Penguins'' and eventually be adapted into ''Club Penguin''<nowiki>'</nowiki>s ''Hydro Hopper''.<ref>{{Cite web|url=http://rocketsnail.com/games/|title=Games|website=RocketSnail|language=en-US|access-date=February 3, 2017|archive-url=https://web.archive.org/web/20170201035125/http://rocketsnail.com/games|archive-date=February 1, 2017|url-status=live}}</ref> RocketSnails Games' ''Mancala Classic'' would also be placed into the game as ''Mancala''. | |||
Lance Priebe, as well as co-workers Lane Merrifield and Dave Krysko, started to formulate the ''Club Penguin'' concept when the trio were unsuccessful in finding "something that had some social components but was safe, and not just marketed as safe" for their own children.<ref name="Mlynek">{{cite news|url=http://www.canadianbusiness.com/managing/ceo_interviews/article.jsp?content=20080428_198723_198723 |title=Q&A: Club Penguin's Lane Merrifield |last=Mlynek |first=Alex |date=April 28, 2008 |work=] |access-date=May 16, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20081219060236/http://www.canadianbusiness.com/managing/ceo_interviews/article.jsp?content=20080428_198723_198723 |archive-date=December 19, 2008 }}</ref> Dave Krysko in particular wanted to build a safe social-networking site their kids could enjoy free of advertising.<ref name=":0">{{Cite news|url=http://www.clubpenguin.com/company/about|title=About Club Penguin|newspaper=Club Penguin|language=en|access-date=January 19, 2017|url-status=dead|archive-url=https://web.archive.org/web/20170131182951/http://www.clubpenguin.com/company/about|archive-date=January 31, 2017}}</ref> In 2003, Merrifield and Priebe approached their boss, with the idea of creating a spinoff company to develop the new product.<ref name="McKenna">{{cite news|url=https://www.theglobeandmail.com/news/national/children-and-penguins-turn-trio-into-kingpins/article18176636/|title=Children and penguins turn trio into kingpins|last=McKenna|first=Barrie|date=November 13, 2006|work=]|location=Toronto|access-date=May 16, 2008|archive-url=https://web.archive.org/web/20160218111840/http://www.theglobeandmail.com/news/national/children-and-penguins-turn-trio-into-kingpins/article18176636/|archive-date=February 18, 2016|url-status=live}}</ref> The spin-off company would be known as New Horizon Interactive. | |||
Due to the focus on children, Club Penguin has maintained a strong focus on child safety.<ref name="Jesdanun">{{cite news | last = Jesdanun | first = Anick | date = ], ] | title = Safety questioned as younger kids flock to Internet - Parents need to set guidelines, limits | work = ] }}</ref> The game uses three basic approaches: controlled chat, filtered chat and high levels of ]. Beyond these primary measures, systems are in place to limit the amount of time spent online, and the site does not feature any advertisements, for, as described by Merrifield, "within two or three clicks, a kid could be on a gambling site or an adult dating site".<ref name="Garofoli">{{cite news | last = Garofoli | first = Joe | date = ], ] | title = I'm 8, I'm late for an online date with a cuddly penguin | work = ] }}</ref> | |||
=== Early history (2004–2007) === | |||
===Moderation=== | |||
Work commenced on the project in 2004, and the team settled on a name in the summer of 2005.<ref name=":2" /> The developers used the previous project ''Penguin Chat 2'' – which was still online – as a jumping-off point in the design process, while incorporating concepts and ideas from Experimental Penguins. Penguin Chat's third version was released in April 2005, and was used to test the client and servers of ''Penguin Chat 4'' (renamed ''Club Penguin'').<ref name="Priebe">{{cite web|url=http://rocketsnail.com/blog/2011/02/21/experimenting-with-penguins/|title=Experimenting with Penguins|last=Priebe|first=Lance|work=Rocketsnail Games|date=February 21, 2011 |access-date=May 12, 2012|archive-url=https://web.archive.org/web/20120429222843/http://rocketsnail.com/blog/2011/02/21/experimenting-with-penguins/|archive-date=April 29, 2012|url-status=live}}</ref> Variants of ''Penguin Chat 3'' included ''Crab Chat, Chibi Friends Chat, Goat Chat, Ultra-Chat, and TV Chat.'' Users from Penguin Chat were invited to beta test ''Club Penguin''. The original plan was to release ''Club Penguin'' in 2010, but since the team had decided to fast-track the project, the first version of ''Club Penguin'' went live on October 24, 2005,<ref name="Priebe" /> just after Penguin Chat servers were shut down in August 2005. While Penguin Chat used ElectroServer, ''Club Penguin'' would use SmartFoxServer.<ref>{{Cite tweet |user=rocketsnail |number=223980934335180800 |date=July 13, 2012 |title=@rewrite_1 Penguin Chat 3 used ElectroServer. We changed to SmartFoxServer 3 months after launching Club Penguin |language=en |access-date=February 3, 2017 |archive-url=https://web.archive.org/web/20170211041756/https://twitter.com/rocketsnail/status/223980934335180800 |archive-date=February 11, 2017 |url-status=live}}</ref> The developers financed their start-up entirely with their own credit cards and personal lines of credit, and maintained 100 percent ownership.<ref name="Jordan">{{cite news|url=http://www.bcbusiness.ca/people/lane-merrifield-club-penguin|title=Lane Merrifield: Club Penguin|last=Jordan|first=David|date=April 1, 2008|work=]|location=Toronto|access-date=November 28, 2013|archive-url=https://web.archive.org/web/20131203033854/http://www.bcbusiness.ca/people/lane-merrifield-club-penguin|archive-date=December 3, 2013|url-status=live}}</ref> ''Club Penguin'' started with 15,000 users, and by March that number had reached 1.4 million—a figure which almost doubled by September, when it hit 2.6 million.<ref name="McKenna" /> By the time ''Club Penguin'' was two years old, it had reached 3.9 million users, despite lacking a marketing budget.<ref name="Shields">{{cite journal|last=Shields|first=Mike|year=2007|title=Avatar Nation|journal=MediaWeek|volume=17|issue=44}}</ref> The first mention of the game in The New York Times was in October 2006.<ref>{{Cite news|url=https://www.nytimes.com/2006/10/27/nyregion/nyregionspecial2/29Rparenting.html|title=Halloween, Unmasked|last=Winerip|first=Michael|date=October 27, 2006|newspaper=The New York Times|issn=0362-4331|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170201235545/http://www.nytimes.com/2006/10/27/nyregion/nyregionspecial2/29Rparenting.html|archive-date=February 1, 2017|url-status=live}}</ref> The following year, ''Club Penguin'' spokesperson Karen Mason explained: "We offer children the training wheels for the kinds of activities they might pursue as they get older."<ref>{{Cite news|url=https://www.nytimes.com/2007/05/03/fashion/03Online.html|title=Online sites-online sites for children|last=Slatalla|first=Michelle|date=May 3, 2007|newspaper=The New York Times|issn=0362-4331|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170201234946/http://www.nytimes.com/2007/05/03/fashion/03Online.html|archive-date=February 1, 2017|url-status=live}}</ref> | |||
Out of 100 staff employed in the company in May 2007, Merrifield estimated that approximately 70 staff were dedicated to policing the game.<ref name="Garofoli" /> In addition, veteran users can be promoted to "secret agent" status, and are thus encouraged to report inappropriate behavior.<ref name="Jesdanun" /> | |||
=== Acquisition by Disney (2007) === | |||
===Chat=== | |||
Although the three ''Club Penguin'' co-creators had turned down lucrative advertising offers and venture capital investments in the past,<ref name="McKenna" /> in August 2007, they agreed to sell both ''Club Penguin'' and its parent company to ] for the sum of $350.93 million.<ref name="Walmsley">{{cite news|last=Walmsley|first=Andrew|date=October 24, 2007|title=Kids' virtual worlds are maturing nicely|work=Marketing}}</ref> In addition, the owners were promised bonuses of up to $350 million if they were able to meet growth targets by 2009.<ref name="Brooks">{{cite news | last = Brooks | first = Barnes | date = August 2, 2007 | title = Wary of Losing Out Online, Disney Buys Site for Children up to ages from 6 to 16 | work = ]}}</ref> Disney ultimately didn't pay the extra $350 million, as ''Club Penguin'' missed both profit goals.<ref>{{Cite news|url=http://www.gamasutra.com/view/news/119491/Disney_Skips_350M_Payment_As_Club_Penguin_Misses_Profit_Targets.php|title=Disney Skips $350M Payment As Club Penguin Misses Profit Targets|last=Caoili|first=Eric|language=en|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170202000835/http://www.gamasutra.com/view/news/119491/Disney_Skips_350M_Payment_As_Club_Penguin_Misses_Profit_Targets.php|archive-date=February 2, 2017|url-status=live}}</ref><ref>{{Cite news|url=https://www.nytimes.com/2010/05/13/business/media/13penguin.html|title=Disney Gets a Half-Price Deal for Club Penguin|last=Barnes|first=Brooks|date=May 12, 2010|newspaper=The New York Times|issn=0362-4331|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170201234646/http://www.nytimes.com/2010/05/13/business/media/13penguin.html|archive-date=February 1, 2017|url-status=live}}</ref> At the point when it was purchased by Disney, ''Club Penguin'' had 11–12 million accounts, of which 700,000 were paid subscribers, and was generating $40 million in annual revenue.<ref name="Walmsley" /><ref name="Jordan" /> In making the sale, Merrifield has stated that their main focus during negotiations was philosophical,<ref name="Mlynek" /> and that the intent was to provide themselves with the needed infrastructure in order to continue to grow.{{citation needed|date=September 2012}} By late 2007, it was claimed that ''Club Penguin'' had over 30 million user accounts.<ref name="Walmsley"/> In December of that year, ''The New York Times'' asserted that the game "attracts seven times more traffic than '']''."<ref>{{Cite news|url=https://www.nytimes.com/2007/12/31/business/31virtual.html|title=Web Playgrounds of the Very Young|last=Barnes|first=Brooks|date=December 31, 2007|newspaper=The New York Times|issn=0362-4331|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170201234438/http://www.nytimes.com/2007/12/31/business/31virtual.html|archive-date=February 1, 2017|url-status=live}}</ref> ''Club Penguin'' was the 8th top social networking site in April 2008, according to Nielsen.<ref>{{Cite news|url=https://www.cnet.com/news/nielsen-myspace-club-penguin-growth-static-linkedin-soaring/|title=Nielsen: MySpace, Club Penguin growth static, LinkedIn soaring|newspaper=CNET|language=en|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170201235853/https://www.cnet.com/news/nielsen-myspace-club-penguin-growth-static-linkedin-soaring/|archive-date=February 1, 2017|url-status=live}}</ref> | |||
Club Penguin provides two options for inter-player communication. The "Ultimate-Safe Chat" mode limits players to selecting phrases from a list.<ref name="Jesdanun" /> The other mode, "Open Chat", allows players to enter their own custom messages.<ref>{{cite web |url=http://www.clubpenguin.com/parents/q-a-for-parents.htm#is_it_safe |title="Is It Safe?" |accessdate=2006-10-03 |work=Club Penguin Q&A for Parents }}</ref> Each game server offers a particular type of chat—the majority allowing either chat mode, but some servers allow only the "Ultimate-Safe Chat" mode. When using "Open Chat", all comments made by users are filtered. In particular, profanity is blocked, even when users employ "creative" methods to insert it into sentences.<ref name="Reid">{{cite news | last = Reid | first = Alice | date = ], ] | title = Safe surfing: Club Penguin is a G-rated MySpace-type site that gives kids a safer way to mingle online | work = ] }}</ref> In addition, even some seemingly innocuous terms are filtered, such as "mom", and both email addresses and telephone numbers are blocked.<ref name="Jesdanun" /> When a comment is blocked, the user who made the comment sees it, but other users are unaware that it was made—suggesting to the "speaker" that they are being ignored, rather than encouraging them to try and find a way around the restriction.<ref name="Jesdanun" /> Usernames are also filtered, in order to prevent inappropriate usernames from sneaking into the system.<ref name="Reid" /> | |||
After Disney's acquisition, Disney Interactive had four MMOs to simultaneously juggle: '']'', '']'', '']'', and ''Club Penguin'', with '']'' set to follow soon. Lane Merrifield assured GlobalToyNews at the time that "it's a lot of worlds to manage, but we have really strong teams." Merrifield's role changed from taking a backseat in daily game design to focusing on overall branding and quality control of the virtual gaming properties. One of his roles was to merge the ''Club Penguin'' studio New Horizon Interactive in Kelowna (renamed to Disneyland Studios Canada) with Disneyland Studios LA. Disneyland Studios Canada focused its efforts on one product (with such features as multilingual versions), while Disneyland Studios LA focused on customer products and franchises of a wide selection of games. Merrifield was responsible for cross-pollinating both cultures.<ref>{{cite web|url=http://www.globaltoynews.com/2010/08/an-interview-with-lane-merrifield-creator-of-club-penguin-.html|title=An Interview with Lane Merrifield; creator of Club Penguin – Global Toy News|website=globaltoynews.com|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170201234723/http://www.globaltoynews.com/2010/08/an-interview-with-lane-merrifield-creator-of-club-penguin-.html|archive-date=February 1, 2017|url-status=live}}</ref> | |||
===Punishment=== | |||
Players who use profanity are often punished by an automatic 24-hour ban, although not all vulgar language results in an immediate ban. After being caught using profane language on a second or third occasion, players may be banned for 72 hours. Players caught hacking Club Penguin are banned for a much longer time period. After 3 to 5 bans, a player is banned indefinitely from the game.<ref>{{cite web |url=http://www.clubpenguin.com/help/guide/communicating.htm#Breaking_the_Rules |title="Breaking the Rules" and "How a Penguin is Banned" |accessdate=2007-05-07 |work=Club Penguin Communicating |quote= }}</ref> | |||
=== Franchising and growth (2007–2015) === | |||
===Cheating=== | |||
Since the Disney purchase, ''Club Penguin'' continued to grow, becoming part of a larger franchise including video games, books, a television special, an anniversary song, and an app MMO. Disney has often used the game as a cross-promotion opportunity when releasing new films such as ''],'' ''],'' and ''],'' having special themed events and parties to celebrate their releases.<ref>{{cite web|url=http://kidscreen.com/2014/08/19/club-penguin-gets-frozen/|title=Club Penguin gets Frozen|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170131192413/http://kidscreen.com/2014/08/19/club-penguin-gets-frozen/|archive-date=January 31, 2017|url-status=live}}</ref><ref>{{Cite news|url=http://www.clubpenguin.com/whats-new/zootopia-party-announcement|title=Zootopia Party Announcement|date=April 28, 2016|newspaper=Club Penguin|language=en|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170201110014/http://www.clubpenguin.com/whats-new/zootopia-party-announcement|archive-date=February 1, 2017|url-status=live}}</ref><ref>{{Cite news|url=https://variety.com/2013/digital/news/star-wars-takes-over-disneys-club-penguin-1200561084/|title='Star Wars' Takes Over Disney's Club Penguin|last=Graser|first=Marc|date=July 11, 2013|newspaper=Variety|language=en-US|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170131200312/http://variety.com/2013/digital/news/star-wars-takes-over-disneys-club-penguin-1200561084/|archive-date=January 31, 2017|url-status=live}}</ref> The game forged an ever-growing mythology of characters and plot elements, including: a pirate, a journalist, and a secret agent. | |||
Concerns have been raised that cheating within Club Penguin may extend into other, real-world, activities.<ref name="Benderoff">{{cite news | last = Benderoff | first = Eric | date = ], ] | title = Cheating a real problem in Club Penguin 's virtual world - Educators worry that the breaking of rules will creep into other aspects of kids' lives | work = ] }}</ref> In response, Club Penguin introduced guidelines banning the practice. In particular, users caught instructing other users about techniques to cheat within the game are banned, even if the instructions were given outside of the Club Penguin environment.<ref name="Benderoff" /> | |||
In 2008, the first international office opened in Brighton, England, to personalise the level of moderation and player support. Later international office locations included São Paulo and Buenos Aires.<ref name=":0" /> On March 11, 2008, ''Club Penguin'' released the ''Club Penguin'' Improvement Project.<ref name="BillyBob2008a">{{cite web | last = BillyBob | date = March 10, 2008 | title = Welcome!! | work = Club Penguin Improvement Project: Blog | url = http://community.clubpenguin.com/cpip/2008/03/welcome-to-the-club-penguin-im.html | archive-url = https://web.archive.org/web/20080421205905/http://community.clubpenguin.com/cpip/2008/03/welcome-to-the-club-penguin-im.html | archive-date = April 21, 2008 | access-date = May 19, 2007}}</ref> This project allowed players to be part of the testing of new servers, which were put into use in ''Club Penguin'' on April 14, 2008.<ref name="BillyBob2008d">{{cite web | last = BillyBob | date = April 14, 2008 | title = New website and new servers | work = Club Penguin Improvement Project: Blog | url = http://community.clubpenguin.com/cpip/2008/04/new-website-and-new-servers.html | archive-url = https://web.archive.org/web/20080420170611/http://community.clubpenguin.com/cpip/2008/04/new-website-and-new-servers.html | archive-date = April 20, 2008 | access-date = May 19, 2007}}</ref> Players had a "clone" of their penguin made, to test these new servers for bugs and glitches.<ref name="BillyBob2008b">{{cite web | last = BillyBob | date = March 10, 2008 | title = Account Questions | work = Club Penguin Improvement Project: Blog | url = http://community.clubpenguin.com/cpip/2008/03/account-questions.html | archive-url = https://web.archive.org/web/20080421205844/http://community.clubpenguin.com/cpip/2008/03/account-questions.html | archive-date = April 21, 2008 | access-date = May 19, 2007}}</ref> The testing was ended on April 4, 2008.<ref name="BillyBob2008c">{{cite web | last = BillyBob | date = April 4, 2008 | title = Server Test Success!! | work = Club Penguin Improvement Project: Blog | url = http://community.clubpenguin.com/cpip/2008/04/server-test-success.html | archive-url = https://web.archive.org/web/20080421041844/http://community.clubpenguin.com/cpip/2008/04/server-test-success.html | archive-date = April 21, 2008 | access-date = May 19, 2007}}</ref> | |||
==Memberships== | |||
===Subscribed memberships=== | |||
On June 20, 2011, the game's website temporarily crashed after the company let the ''Club Penguin'' domain name expire.<ref>{{Cite news|url=https://www.theatlantic.com/technology/archive/2011/06/club-penguin-downtime-is-only-disneys-latest-internet-misstep/240752/|title=Club Penguin Downtime Is Only Disney's Latest Internet Misstep|last=Jackson|first=Nicholas|newspaper=The Atlantic|language=en-US|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170131195315/http://www.theatlantic.com/technology/archive/2011/06/club-penguin-downtime-is-only-disneys-latest-internet-misstep/240752/|archive-date=January 31, 2017|url-status=live}}</ref> In September 2011, one of ''Club Penguin'''s minigames, Puffle Launch, was released on iOS as an app. Merrifield commented: "Kids are going mobile and have been asking for ''Club Penguin'' to go there with them."<ref>{{Cite news|url=https://www.mirror.co.uk/news/technology-science/technology/disneys-club-penguin-celebrates-150-186884|title=Disney's Club Penguin Celebrates 150 million users by launching new app|last=Mirror.co.uk|date=September 15, 2011|newspaper=mirror|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170202113740/http://www.mirror.co.uk/news/technology-science/technology/disneys-club-penguin-celebrates-150-186884|archive-date=February 2, 2017|url-status=live}}</ref> | |||
] Players may become subscribed members and doing so grants them additional in-game benefits. They may buy clothing and furniture, own up to fourteen ] (the pets of Club Penguin), enjoy early access to new parts of the game, buy furniture for their puffles, and have access to all puffle breeds. A brand new catalogue only for members contains hairstyles. Members also have access to Members-only parties hosted by Club Penguin.<ref>{{cite web |url=https://secure.clubpenguin.com/membership/ |title=Club Penguin Become a Member |accessdate=2007-01-01 |quote= }}</ref> Members may also open their igloo to visits by other players. | |||
In late 2012, Merrifield left Disney Interactive to focus on his family and a new educational product, Freshgrade. Chris Heatherly took Merrifield's former position.<ref>{{cite web | url=https://www.latimes.com/entertainment/envelope/la-xpm-2012-oct-17-la-et-ct-disney-interactive-club-penguin-20121017-story.html | title=Disney Interactive loses Club Penguin founder Lane Merrifield | work=] | first1=Dawn C. | last1=Chmielewski | first2=Ben | last2=Fritz | date=October 17, 2012 | access-date=January 17, 2016 | archive-url=https://web.archive.org/web/20170331143426/http://articles.latimes.com/2012/oct/17/entertainment/la-et-ct-disney-interactive-club-penguin-20121017 | archive-date=March 31, 2017 | url-status=live }}</ref> The company dropped the words "Online Studios" from its name<ref>{{cite web |title=Club Penguin Trademark Details |url=http://trademarks.justia.com/850/69/club-penguin-85069142.html |date=November 20, 2013 |access-date=December 27, 2013 |publisher=Justia |archive-url=https://web.archive.org/web/20131228072829/http://trademarks.justia.com/850/69/club-penguin-85069142.html |archive-date=December 28, 2013 |url-status=live }}</ref><ref>{{cite web |url=http://www.clubpenguin.com/privacy-policy/en |title=Privacy Policy |publisher=Club Penguin |access-date=December 27, 2013 |date=November 1, 2013 |quote=Disney Club Penguin ("Club Penguin") is operated and presented to users in all locations by Disney Canada Inc. (formerly known as Disney Online Studios Canada Inc.)... |archive-url=https://web.archive.org/web/20131226133601/http://www.clubpenguin.com/privacy-policy/en |archive-date=December 26, 2013 |url-status=live }}</ref> in 2013. As of July 2013, ''Club Penguin'' had over 200 million registered user accounts.<ref name=":1" /> In 2013, ''Club Penguin'' hired singer and former ''Club Penguin'' player ] to record a song entitled ''It's Your Birthday'', to commemorate ''Club Penguin'''s 8th anniversary.<ref>{{Cite news|url=http://www.clubpenguin.com/blog/2013/10/exclusive-interview-jordan-fisher|title=Exclusive Interview with Jordan Fisher!|date=October 23, 2013|newspaper=Club Penguin|language=en|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170202034242/http://www.clubpenguin.com/blog/2013/10/exclusive-interview-jordan-fisher|archive-date=February 2, 2017|url-status=live}}</ref> | |||
Club Penguin recently released game cards available for retail purchase, initially at ] stores in the United States, enabling players to buy their own membership.<ref>{{cite web |url=http://blog.clubpenguin.com/ |title="Club Penguin Game Cards Coming Soon!!!" |accessdate=2007-12-22 |author=Jasper1357 |date=2007-12-17 |work=Club Penguin Developer Blog |publisher=Club Penguin }}</ref> | |||
=== Decline and discontinuation (2015–2017) === | |||
===Non-memberships=== | |||
<!-- Deleted image removed: ] --> | |||
In April 2015, it was revealed that Disney Interactive had ] 28 members of ''Club Penguin''<nowiki>'</nowiki>s Kelowna headquarters due to the game's declining popularity.<ref>{{cite web|url=https://techvibes.com/2016/03/05/layoffs-club-penguin-2016-03-05|title=Disney Canada Hit by Layoffs – More to Come?|date=March 5, 2016|website=Techvibes|access-date=September 2, 2016|archive-url=https://web.archive.org/web/20160921020905/https://techvibes.com/2016/03/05/layoffs-club-penguin-2016-03-05|archive-date=September 21, 2016|url-status=live}}</ref> The company's UK office in Brighton was shut down around April 17, 2015. Some employees in the ] office were also let go. Disney Interactive replied to Castanet on the layoffs: "Disney Interactive continually looks to find ways to create efficiencies and streamline our operations. As part of this ongoing process, we are consolidating a small number of teams and are undergoing a targeted reduction in workforce."<ref>{{cite web|url=http://www.castanet.net/news/Kelowna/137843/Club-Penguin-cuts-jobs|title=Club Penguin cuts jobs – Kelowna News|website=castanet.net|access-date=April 9, 2016|archive-url=https://web.archive.org/web/20160429223753/http://www.castanet.net/news/Kelowna/137843/Club-Penguin-cuts-jobs|archive-date=April 29, 2016|url-status=live}}</ref> | |||
Club Penguin provides a non-membership option. Although such play is free, it does not include all of the benefits of being a member. Non-members may still buy different colors for their penguins, buy player-card backgrounds, travel to any place in the Club Penguin world (except during members-only parties), and play games. Non-members may also receive and use items given out at parties that are held monthly for all players. Non-members are restricted to only two red or blue puffles. If a former member once owned puffles, they may be kept, although no new member-only puffles may be bought. Non-members can not purchase clothes, furniture, wigs, hats, or igloo upgrades. Non-Members also may collect 'pins' to put on their backgrounds, but may not buy them in a catalog. {{Fact|date=April 2008}} | |||
On September 2, 2015, ''Club Penguin'' closed down the ] and ] versions of the site.<ref>{{cite web|url=http://www.clubpenguin.com/blog/2015/06/important-news-about-club-penguin-russian-and-german-languages|title=Important News About Club Penguin in the Russian and German Languages|website=Club Penguin|access-date=April 9, 2016|archive-url=https://web.archive.org/web/20160420234558/http://www.clubpenguin.com/blog/2015/06/important-news-about-club-penguin-russian-and-german-languages|archive-date=April 20, 2016|url-status=live}}</ref> A spin-off mobile app, Puffle Wild, was removed from the ] and ] the same day in order to allow Disney Interactive to focus on ''Club Penguin''.<ref>{{cite web|url=https://help.disney.com/articles/en_US/FAQ/About-Puffle-Wild?section=clubpenguin|title=Disney Interactive Support – Puffle Wild Closure|date=September 5, 2015|access-date=April 9, 2016|url-status=dead|archive-url=https://web.archive.org/web/20150905223247/https://help.disney.com/articles/en_US/FAQ/About-Puffle-Wild?section=clubpenguin|archive-date=September 5, 2015}}</ref> On January 11, 2016, the Sled Racer and SoundStudio apps (the former being an original game and the latter being a ] of a game on the website) followed suit.<ref>{{cite web|url=http://www.clubpenguin.com/whats-new/important-information-regarding-sled-racer-soundstudio-apps|title=Important Information Regarding Sled Racer & SoundStudio Apps|website=Club Penguin|access-date=April 9, 2016|archive-url=https://web.archive.org/web/20160405071902/http://www.clubpenguin.com/whats-new/important-information-regarding-sled-racer-soundstudio-apps|archive-date=April 5, 2016|url-status=live}}</ref> With the closure of Disney Interactive in 2015, ''Club Penguin'' side-projects wound down to allow a streamlined effort to focus on the core ''Club Penguin'' experience; this involved the layoffs of 30 Disney Studios Canada staff.<ref name="Wawro">{{Cite news|url=http://www.gamasutra.com/view/news/241587/Report_Layoffs_strike_Disneys_Club_Penguin.php|title=Report: Layoffs strike Disney's Club Penguin|last=Wawro|first=Alex|language=en|access-date=January 19, 2017|archive-url=https://web.archive.org/web/20170131194538/http://www.gamasutra.com/view/news/241587/Report_Layoffs_strike_Disneys_Club_Penguin.php|archive-date=January 31, 2017|url-status=live}}</ref> | |||
===Environment=== | |||
On January 30, 2017, ''Club Penguin'' announced that the current game would be discontinued on March 29, 2017, to make way for its successor, ''].''<ref>{{Cite web|url=https://techcrunch.com/2017/01/31/club-penguin-is-shutting-down/|title=Club Penguin is shutting down|last=Perez|first=Sarah|date=January 31, 2017|website=TechCrunch|access-date=February 5, 2017|archive-url=https://web.archive.org/web/20170206184552/https://techcrunch.com/2017/01/31/club-penguin-is-shutting-down/|archive-date=February 6, 2017|url-status=live}}</ref><ref>{{Cite web|url=http://www.polygon.com/2017/1/31/14458168/club-penguin-closing|title=Club Penguin set to close, breaking millennial hearts worldwide|last=Frank|first=Allegra|date=January 31, 2017|website=Polygon|access-date=February 5, 2017|archive-url=https://web.archive.org/web/20170203191158/http://www.polygon.com/2017/1/31/14458168/club-penguin-closing|archive-date=February 3, 2017|url-status=live}}</ref><ref>{{Cite news|url=https://www.usatoday.com/story/tech/news/2017/01/31/club-penguin-shutting-down-and-everyone-sad/97277620/|title=Club Penguin is shutting down and everyone is sad|last=Molina|first=Brett|date=January 31, 2017|newspaper=USA Today|access-date=February 5, 2017|language=en|archive-url=https://web.archive.org/web/20170202204217/http://www.usatoday.com/story/tech/news/2017/01/31/club-penguin-shutting-down-and-everyone-sad/97277620/|archive-date=February 2, 2017|url-status=live}}</ref> Membership payments for the original game were no longer accepted as of January 31, 2017, with paid members slated to receive emails about membership and refunds.<ref name="CPBlog">{{cite web|author=Megg|date=January 30, 2017|title=Important Announcement Regarding Club Penguin on Desktop and Mobile Devices|url=http://www.clubpenguin.com/whats-new/important-announcement-regarding-club-penguin-desktop-and-mobile-devices|archive-url=https://web.archive.org/web/20170328202618/http://www.clubpenguin.com/whats-new/important-announcement-regarding-club-penguin-desktop-and-mobile-devices|archive-date=March 28, 2017|access-date=January 31, 2017|publisher=Club Penguin}}</ref><ref>{{Cite news|url=http://www.idigitaltimes.com/club-penguin-shutting-down-mobile-only-club-penguin-island-take-its-place-582155|title='Club Penguin' Shutting Down; Mobile-Only 'Club Penguin Island' To Take Its Place|last=Medina|first=Nathalie|date=February 2, 2017|newspaper=iDigitalTimes.com|access-date=February 5, 2017|language=en|archive-url=https://web.archive.org/web/20170205055603/http://www.idigitaltimes.com/club-penguin-shutting-down-mobile-only-club-penguin-island-take-its-place-582155|archive-date=February 5, 2017|url-status=dead}}</ref> | |||
] | |||
Club Penguin is divided into various rooms and distinct areas. | |||
Each player is provided with an ] for a home. Members have the option of opening their igloo so other penguins can access it via the map. Members may also purchase larger igloos and decorate their igloos with items bought with virtual coins earned by playing mini-games. | |||
It became popular in the final weeks of ''Club Penguin'' to attempt ]s to see how fast users could get banned from the site; the fastest world record was a ].<ref>{{Cite web|url=http://www.polygon.com/2017/2/22/14698354/club-penguin-ban-speedruns|title=Getting banned from Club Penguin is now a competitive sport|date=February 22, 2017|website=Polygon|access-date=March 16, 2017|archive-url=https://web.archive.org/web/20170317233507/http://www.polygon.com/2017/2/22/14698354/club-penguin-ban-speedruns|archive-date=March 17, 2017|url-status=live}}</ref><ref>{{cite web |title=How to get banned from Disney's Club Penguin in under 30 seconds |url=https://www.engadget.com/2017-02-23-how-to-get-banned-from-disneys-club-penguin-in-under-30-seconds.html |website=Engadget |date=February 23, 2017 |access-date=19 September 2021 |archive-date=November 11, 2020 |archive-url=https://web.archive.org/web/20201111235608/https://www.engadget.com/2017-02-23-how-to-get-banned-from-disneys-club-penguin-in-under-30-seconds.html |url-status=live }}</ref><ref>{{cite web |last1=Messner |first1=Steven |title=Getting banned from Club Penguin is now a speedrunning competition |url=https://www.pcgamer.com/getting-banned-from-club-penguin-is-now-a-speedrunning-competition/ |website=PC Gamer |access-date=19 September 2021 |date=21 February 2017 |archive-date=August 30, 2021 |archive-url=https://web.archive.org/web/20210830104505/https://www.pcgamer.com/getting-banned-from-club-penguin-is-now-a-speedrunning-competition/ |url-status=live }}</ref> | |||
Many game locations can be accessed by clicking on the Club Penguin map. Some places are reached by clicking their general area on the map and then walking the penguin to the specific location. Other places are only available for access on certain days or at certain times. | |||
Days before the shut down, ''Club Penguin'' announced that on the final day of the game's operation, all users would be given a free membership until the servers were disconnected.<ref>{{Cite web|url=http://www.clubpenguin.com/whats-new/waddle-party-finale-meet-times|archive-url=https://web.archive.org/web/20170326053454/http://www.clubpenguin.com/whats-new/waddle-party-finale-meet-times|url-status=dead|archive-date=March 26, 2017|title=Waddle On Party: Finale Meet-Up Times {{!}} Club Penguin|date=March 26, 2017|access-date=September 23, 2018}}</ref> | |||
==== Emoticons ==== | |||
<!-- Deleted image removed: ] --> | |||
Players can express their feelings with ]. There are numerous emoticons, such as a happy face, a sad face, angry, winking, etc. The emoticons appear above the avatar's head in a speech bubble. There are also secret emoticons that may be unlocked by holding down letters on the keyboard (e.g. holding down E and I produces the igloo emoticon). On December 5th 2007, the heart and skull emoticons were removed because players found these offensive, and were replaced with the flower emoticon. On January 9th 2008 the heart emoticon was brought back as a result of popular demand by players. {{Fact|date=April 2008}} | |||
<!-- Deleted image removed: ] --> | |||
Multiplayer transmissions stopped and twenty seconds later on March 30, 2017 @ 00:01:39 ] (07:01:39 ]), ''Club Penguin''<nowiki>'</nowiki>s servers were officially shut down.<ref>{{Cite web|last=Rizz|first=George|date=2017-03-30|title=Disney's Club Penguin Shut Down And People Are Devastated|url=https://www.buzzfeed.com/georgerizz/club-penguin-finally-closed-last-night-and-people-2gdrn|access-date=2020-08-10|website=BuzzFeed|language=en|archive-date=August 26, 2021|archive-url=https://web.archive.org/web/20210826041028/https://www.buzzfeed.com/georgerizz/club-penguin-finally-closed-last-night-and-people-2gdrn|url-status=live}}</ref> A message would appear on screen for all players, saying "The connection has been lost. Thank you for playing Club Penguin. Waddle on!" | |||
=== Beta Testers === | |||
The predecessor to Club Penguin, ], was a game with gameplay similar to that currently in Club Penguin. Owned by ], Experimental Penguins was also the origin of ]. Later on, the founders of Club Penguin (] and two others) created Club Penguin based upon Experimental Penguins and Penguin Chat. During the beta stages of Club Penguin's development, anyone could sign up to be a beta tester. Beta testers received special benefits upon the official release of Club Penguin, such as a month of paid membership, coins, a pink and yellow party hat, and the option to have any letter of their name in uppercase/lowercase letters. This privilege is not extended to regular players, whose names can only contain one capital letter, and only at the beginning of their name. Beta testers are considered to be extremely rare. {{Fact|date=April 2008}} | |||
== Design == | |||
==Notable Locations in Club Penguin== | |||
=== Business model === | |||
Prior to being purchased by Disney, ''Club Penguin'' was almost entirely dependent on membership fees to produce a revenue stream.<ref name="Kiely">{{cite news | last = Kiely | first = Lynsey | date = January 14, 2007 | title = C-c-c-click on clubpenguin | work = ] | url = http://www.independent.ie/national-news/cccclick-on-clubpenguin-120865.html | access-date = May 25, 2008 | archive-url = https://web.archive.org/web/20080516060149/http://www.independent.ie/national-news/cccclick-on-clubpenguin-120865.html | archive-date = May 16, 2008 | url-status = live }}</ref> The vast majority of users (90% according to ]) chose not to pay, instead taking advantage of the free play on offer.<ref name="Reid">{{cite news | last = Reid | first = Alice | date = October 18, 2007 | title = Breaking the Ice — Club Penguin Allows Kids to Safely Explore the World of Online Gaming and Chatting | newspaper = ] | url = https://www.washingtonpost.com/wp-dyn/content/article/2007/10/17/AR2007101702198.html | access-date = May 25, 2008 | archive-url = https://web.archive.org/web/20110628204724/http://www.washingtonpost.com/wp-dyn/content/article/2007/10/17/AR2007101702198.html | archive-date = June 28, 2011 | url-status = live }}</ref> Those who chose to pay did so because full (paid) membership was required to access all of the services, such as the ability to purchase virtual clothes for the penguins and buy decorations for igloos,<ref name="Navarro">{{cite news | url = https://www.nytimes.com/2007/10/28/fashion/28virtual.html | last = Navarro | first = Mireya | date = October 28, 2007 | title = Pay Up, Kid, or Your Igloo Melts | work = ] | access-date = February 21, 2017 | archive-url = https://web.archive.org/web/20170201235627/http://www.nytimes.com/2007/10/28/fashion/28virtual.html | archive-date = February 1, 2017 | url-status = live }}</ref> and because peer pressure created a "]," separating paid from unpaid members.<ref name="Robertson">{{cite journal | last = Robertson | first = Heather-Jane | year = 2007 | title = Postman Does Penguins | journal = ] | volume = 88 | issue = 5| pages = 410–411 | doi = 10.1177/003172170708800517 | s2cid = 144887487 | issn = 0031-7217}}</ref> Advertising, both ] and on-site, was not incorporated into the system, although some competitors chose to employ it, including: ], which used corporate sponsorship,<ref name="Diaz">{{cite news | last = Diaz | first = Sam | author2 = Yang, Xiyun | date = August 3, 2007 | title = Playground Networking, Now Online — Social Sites Aim at Users Too Young for MySpace | newspaper = ] | url = https://www.washingtonpost.com/wp-dyn/content/article/2007/08/02/AR2007080202351.html | access-date = May 25, 2008 | archive-url = https://web.archive.org/web/20110628204818/http://www.washingtonpost.com/wp-dyn/content/article/2007/08/02/AR2007080202351.html | archive-date = June 28, 2011 | url-status = live }}</ref> and ], which incorporated product placements.<ref name="Rushe">{{cite news | last = Rushe | first = Dominic | date = November 18, 2007 | title = Hooking the kids with the internet | work = ] | url = http://business.timesonline.co.uk/tol/business/industry_sectors/technology/article2889446.ece | access-date = May 25, 2008 | location = London | archive-url = https://web.archive.org/web/20090508151627/http://business.timesonline.co.uk/tol/business/industry_sectors/technology/article2889446.ece | archive-date = May 8, 2009 | url-status = dead }}</ref> | |||
An alternative revenue stream came through the development of an online merchandise shop, which opened on the ''Club Penguin'' website in August 2006,<ref>{{cite web | url = http://community.clubpenguin.com/blog/2006/08/NOW-OPEN.php | archive-url = https://web.archive.org/web/20080429194151/http://community.clubpenguin.com/blog/2006/08/NOW-OPEN.php | archive-date = April 29, 2008 | title = NOW OPEN!!! | access-date = June 17, 2008 |author=Billybob | date= August 31, 2006 | work = Club Penguin Developer Blog}}</ref> selling stuffed ] and T-shirts. Key chains, gift cards, and more shirts were added on November 7, 2006.<ref>{{cite web | url = http://community.clubpenguin.com/blog/2006/12/Lots-of-New-Stuff.php | archive-url = https://web.archive.org/web/20080421162623/http://community.clubpenguin.com/blog/2006/12/Lots-of-New-Stuff.php | archive-date = April 21, 2008 | title = Lots of New Stuff!! | access-date = June 17, 2008 | author = Billybob | date = November 7, 2006 |work = Club Penguin Developer Blog}}</ref> In October 2008, a series of ] based on characters from ''Club Penguin,'' were made available online (both through the ''Club Penguin'' store and Disney's online store), and in retail outlets.<ref>{{cite web|url=http://www.clubpenguin.com/company/news/102408-new-consumer-products.htm |title=New Consumer Products Extend Club Penguin Offline (Press release) |access-date=December 4, 2008 |date=October 24, 2008 |work=Club Penguin |url-status=dead |archive-url=https://web.archive.org/web/20081113192817/http://www.clubpenguin.com/company/news/102408-new-consumer-products.htm |archive-date=November 13, 2008 }}</ref> | |||
===Places in Club Penguin=== | |||
{| class="wikitable" | |||
|- | |||
! Rooms | |||
! Games in Rooms | |||
! Other Rooms | |||
|- | |||
| The Town | |||
| Beans (Coffee Shop), Mancala (Book Room) Thin Ice (Nightclub), Astro Barrier (Nightclub) | |||
| Coffee Shop (Book Room), Night Club (Lounge), Gift Shop | |||
|- | |||
| The Plaza | |||
| Puffle Round-Up (Pet Shop), Pizzatron 3000 (Pizza Palour) | |||
| Pet Shop, The Stage, Pizza Parlor | |||
|- | |||
| The Cove | |||
| Catchin' Waves | |||
| None | |||
|- | |||
| Forest | |||
| None | |||
| Treehouse | |||
|- | |||
| The Snow Forts | |||
| None | |||
| Ice Rink | |||
|- | |||
| The Dock | |||
| Hydro-Hopper | |||
| None | |||
|- | |||
| The Beach | |||
| Treasure Hunt (Captains Quarters), Jet Pack Adventure (Beacon) | |||
| Migrator (Ship's Hold, Crow's Nest and Captain's Quarters) Lighthouse (Beacon) | |||
|- | |||
| Ski Village | |||
| Ice Fishing (Ski Lodge) | |||
| Ski Lodge, Winter Sports | |||
|- | |||
| Mountain | |||
| Sled Racing | |||
| None | |||
|- | |||
| The Dojo (Hidden) | |||
| None | |||
| None | |||
|- | |||
| Mine (Hidden) | |||
| Cart Surfing (Underground) | |||
| Underground, Pool, Boiler Room | |||
|- | |||
| Iceberg (Hidden) | |||
| Aqua Grabber | |||
| None | |||
|- | |||
| Rockhopper's ship | |||
| Treasure Hunt (quarters) | |||
| Captain's Quarters, Upper Deck, Crow's Nest | |||
|- | |||
| Treehouse | |||
| None | |||
| None | |||
|} | |||
As with one of its major rivals, ], ''Club Penguin'' traditionally relied almost entirely on ] advertising to increase its membership base.<ref name="Garofoli">{{cite news | last = Garofoli | first = Joe | date = May 27, 2007 | title = I'm 8, I'm late for an online date with a cuddly penguin | work = ]}}</ref> | |||
===The Stage=== | |||
=== Child safety === | |||
The Stage was released in ]. In the stage, penguins can act out plays. Subscribed members may buy costumes for the play, an option that non-members do not have. The script for the play is located at the bottom right corner of the screen. When clicked, a list of lines is brought up. Each month, a new play is released. The names of all of the plays are listed below. | |||
''Club Penguin'' was designed for the ages of 6–14.<ref name="kudos">{{cite web|date=December 11, 2006|title=Kudos continue as Club Penguin marks one-year anniversary (Media Release)|url=http://www.clubpenguin.com/company/news/061211-one-year-anniversary.htm|url-status=dead|archive-url=https://web.archive.org/web/20080420210109/http://www.clubpenguin.com/company/news/061211-one-year-anniversary.htm|archive-date=April 20, 2008|access-date=June 15, 2008|work=Club Penguin}}</ref> Thus, one of the major concerns when designing ''Club Penguin'' was how to improve both the safety of participants and the suitability of the game to children. As Lane Merrifield stated, "the decision to build ''Club Penguin'' grew out of a desire to create a fun, virtual world that I and the site's other two founders would feel safe letting our own children visit."<ref name="Merrifield">{{cite journal|last=Merrifield|first=Lane|year=2007|title=Safety First?|journal=]|volume=300|issue=3|page=17|author2=Males, Mike|author3=Flanagan, Caitlin}}</ref> As a result, ''Club Penguin'' maintained a strong focus on child safety,<ref name="Jesdanun">{{cite news|title=Safety questioned as younger kids flock to Internet — Parents need to set guidelines, limits|last=Jesdanun|first=Anick|date=July 23, 2007|work=]}}</ref> to the point where the security features were described as almost "fastidious" and "reminiscent of an ] ]",<ref name="Williamson">{{cite news|title=Why Many Children Are Now Picking a Penguin as Their Favourite Online Friend|last=Williamson|first=David|date=January 5, 2008|work=]}}</ref> although it was also argued that this focus might "reassure more parents than it alienate."<ref name="Williamson" /> | |||
{| class="wikitable" | |||
|- | |||
! Month | |||
! Play | |||
|- | |||
| November 2007 | |||
| Space Adventure | |||
|- | |||
| December 2007 | |||
| Twelth Fish | |||
|- | |||
| January 2008 | |||
| Squidzoid vs. Shadow Guy and Gamma Gal | |||
|- | |||
| February 2008 | |||
| Team Blue's Rally Debut | |||
|- | |||
| March 2008 | |||
| Space Adventure (Encore) | |||
|- | |||
| April 2008 | |||
| Quest for the Golden Puffle | |||
|- | |||
| May 2008 | |||
| Twelfth Fish (Encore) | |||
|- | |||
The system employed a number of different approaches in an attempt to improve child safety. The key approaches included preventing the use of inappropriate ];<ref name="Reidb">{{cite news|title=Safe surfing: Club Penguin is a G-rated MySpace-type site that gives kids a safer way to mingle online|last=Reid|first=Alice|date=October 18, 2007|newspaper=]}}</ref> providing an "Ultimate Safe Chat" mode, which limited players to selecting phrases from a list;<ref name="Jesdanun" /> using an automatic ] during "Standard Safe Chat" (which allowed users to generate their own messages)<ref>{{cite web|url=http://www.clubpenguin.com/parents/club_penguin_guide.htm#safe|title=Is It Safe?|access-date=June 17, 2008|work=Club Penguin Q&A for Parents|archive-url=https://web.archive.org/web/20080705192151/http://www.clubpenguin.com/parents/club_penguin_guide.htm#safe|archive-date=July 5, 2008|url-status=live}}</ref> and blocked ] even when users employed "creative" methods to insert it into sentences;<ref name="Reidb" /> filtering seemingly innocuous terms, such as "mom"; and blocking both telephone numbers and email addresses.<ref name="Jesdanun" /> It also included employing paid ]; out of 100 staff employed in the company in May 2007, Merrifield estimated that approximately 70 staff were dedicated to policing the game.<ref name="Garofoli" /> It also included promoting users to "EPF (Elite Penguin Force) Agent" status, and encouraging them to report inappropriate behavior.<ref name="Jesdanun" /> | |||
Each game server offered a particular type of chat—the majority allowing either chat mode, but some servers allowed only the "Ultimate Safe Chat" mode. When using "Standard Safe Chat", all comments made by users were filtered. When a comment was blocked, the user who made the comment saw it, but other users were unaware that it was made—suggesting to the "speaker" that they were being ignored, rather than encouraging them to try to find a way around the restriction.<ref name="Jesdanun" /> | |||
|} | |||
Beyond these primary measures, systems were in place to limit the amount of time spent online, and the site did not feature any advertisements, because, as described by Merrifield, "within two or three clicks, a kid could be on a gambling site or an adult dating site."<ref name="Garofoli" /> Nevertheless, after ''Club Penguin'' was purchased by Disney, concerns were raised that this state of affairs might change, especially in regard to potential spin-off products,<ref name="Dwyer">{{cite news|title=Virtual kids|last=Dwyer|first=Michael|date=November 29, 2007|work=]}}</ref> although Disney continued to insist that it believed advertising to be "inappropriate" for a young audience.<ref name="Rushe" /> | |||
==Items== | |||
Players may use the virtual coins that they collect from playing mini games to purchase various items from a wide variety of shops. Shop types include clothing, wigs, stage costumes, igloos, furniture, and sports. | |||
Players who used profanity were often punished by an automatic 24-hour ban, although not all vulgar language resulted in an immediate ban. Players found by moderators to have broken ''Club Penguin'' rules were punished by a ban lasting "from 24 hours to forever depending on the offense."<ref>{{cite web|url=http://support.clubpenguin.com/help/help/safety.htm|title="Breaking the Rules" and "How a Penguin is Banned"|access-date=June 17, 2008|work=Club Penguin Communicating|url-status=dead|archive-url=https://web.archive.org/web/20080723123728/http://support.clubpenguin.com/help/help/safety.htm|archive-date=July 23, 2008}}</ref> | |||
Players are allowed to change the color of their penguin at certain shops. Each color bought is saved into the penguin's card, allowing the player to access and change the color of their penguin as often as they wish. Backgrounds are also available for players to purchase. Backgrounds are placed behind the penguin's picture on their penguin card and can also be switched with other backgrounds freely. Every month, up to two to four backgrounds are released. Backgrounds and colors can be bought by non-members. | |||
=== Education and charity === | |||
New pins appear within Club Penguin every two weeks and display in the top left-hand corner of a player's penguin card. Pins are free, but are hidden throughout the game. A special Christmas Tree Pin was made available during late 2006. On ], ], Club Penguin hid their 50th pin, a snow shovel. Flags are similar to pins; they also appear in the top left-hand corner of a player's lookup card. Flags can only be worn one at a time and can only be bought by Members. | |||
Research shows that the design of virtual worlds, like ''Club Penguin'', provide children with opportunities to develop literacy and communication skills while having a powerful impact on their social relationships and identity formation.<ref name=":3">{{Cite journal|last=Kargın|first=Tolga|date=2018-02-26|title=The commercial side of virtual play worlds|journal=Phi Delta Kappan|volume=99|issue=6|pages=14–19|doi=10.1177/0031721718762417|s2cid=148579345|issn=0031-7217}}</ref> One literary practice involved players frequently engaged in semiotic analysis of other player profiles, which was a display of that player's identity within the game.<ref name=":4">{{Cite journal|last=Marsh|first=Jackie|date=2011-04-05|title=Young Children's Literacy Practices in a Virtual World: Establishing an Online Interaction Order|journal=Reading Research Quarterly|volume=46|issue=2|pages=101–118|doi=10.1598/rrq.46.2.1|issn=0034-0553}}</ref> Other literacy and communication practices included the use of the in game postal service and of emoticons, which served to build social cohesion and structure.<ref name=":4" /> | |||
Coins for Change was an in-game charity fund-raising event which first appeared in 2007. The fund-raising lasted for approximately two weeks each December during the game's annual "Holiday Party". Players could "donate" their virtual coins to vote for three charitable issues: Kids who were sick, the environment, and kids in developing countries.<ref name="coins for change 2007 whattheyplay">{{cite web|url=http://www.whattheyplay.com/blog/2008/12/10/coins-for-change-kicks-off-this-friday/|title=What They Play – Coins for Change kicks off this Friday|work=What They Play|access-date=February 15, 2010|url-status=dead|archive-url=https://web.archive.org/web/20091231212056/http://www.whattheyplay.com/blog/2008/12/10/coins-for-change-kicks-off-this-friday/|archive-date=December 31, 2009}}</ref> Players were able to donate in increments of 100, 250, 500, 1,000, 5,000, or 10,000 virtual coins. At the end of the campaign, a set amount of real-world money was divided among each of the causes based on the amount of in-game currency each cause received. At the end of the first campaign, the New Horizon Foundation donated a total of $1 million to the ], the ], and ].<ref name="coins for change 2007 whattheyplay" /><ref>{{cite news|url=https://www.washingtonpost.com/wp-dyn/content/article/2007/12/29/AR2007122901848_pf.html|title=For Modern Kids, 'Philanthropy' Is No Grown-Up Word|last=Rucker|first=Philip|date=December 30, 2007|newspaper=]|access-date=April 22, 2008|archive-url=https://web.archive.org/web/20150927172236/http://www.washingtonpost.com/wp-dyn/content/article/2007/12/29/AR2007122901848_pf.html|archive-date=September 27, 2015|url-status=live}}</ref> In both the 2007 and 2008 campaigns, two-and-a-half million players participated.<ref name="coins for change 2007 whattheyplay" /><ref name="coins for change 2008 whattheyplay">{{cite web|url=http://www.whattheyplay.com/blog/2008/12/25/club-penguin-kids-donate-3-billion-in-game-coins-t/|title=What They Play – Club Penguin kids donate 3 billion in-game coins to charity|work=What They Play|access-date=February 15, 2010|url-status=dead|archive-url=https://web.archive.org/web/20091231212005/http://www.whattheyplay.com/blog/2008/12/25/club-penguin-kids-donate-3-billion-in-game-coins-t/|archive-date=December 31, 2009}}</ref> In 2009, ''Club Penguin'' donated $1,000,000 Canadian dollars to charitable projects around the world. In 2010, ''Club Penguin'' donated $300,000 towards building safe places, $360,000 towards protecting the Earth, and $340,000 towards providing medical help. Lane Merrifield said: "Our players are always looking for ways to make a difference and help others, and over the past five years they've embraced the opportunity to give through Coins For Change, it was exciting to see kids from 191 countries participate together.<ref>{{cite web|url=http://www.clubpenguin.com/company/news/01-01-12-coins-for-change.htm|title=Virtual world celebrates fifth year of Coins For Change|work=celebrates fifth year|access-date=February 15, 2012|url-status=dead|archive-url=https://web.archive.org/web/20120125092513/http://www.clubpenguin.com//company/news/01-01-12-coins-for-change.htm|archive-date=January 25, 2012}}</ref> In 2011, the amount of money donated was doubled to $2 million, ostensibly in response to an unexpected increase in participation.<ref>{{cite web|url=http://www.clubpenguin.com/global-citizenship/coins-for-change-2011|title=Coins For Change 2011|year=2011|publisher=Club Penguin|access-date=September 26, 2015|archive-url=https://web.archive.org/web/20150920025046/http://www.clubpenguin.com/global-citizenship/coins-for-change-2011|archive-date=September 20, 2015}}</ref> | |||
Clothes are worn by penguins, which can either be bought or is given out during parties. Only members can buy clothes, but those given out at parties are wearable by all penguins. | |||
== Franchise == | |||
Members' igloos can be upgraded into many different styles. Some igloo styles are themed for parties, such as the Bamboo Hut or Log Cabin. Furniture may be bought for the igloos of subscribed members and can be used to design and decorate an igloo. Flooring for an igloo (introduced ], ]) is also only accessible by subscribed members.{{Fact|date=April 2008}} | |||
{{Main|Club Penguin (franchise){{!}}''Club Penguin'' (franchise)}} | |||
Disney's franchising of the brand began with its acquisition of ''Club Penguin'' in 2007. In addition to the ''Club Penguin Island'' web-based video game,<ref>{{cite news |url=https://kotaku.com/club-penguin-island-to-shut-down-marking-final-end-of-1829370171 |title=Club Penguin Island To Shut Down, Marking Final End Of The Beloved Children's MMO |date=September 27, 2018 |last=D'Anastasio |first=Cecilia |website=Kotaku |access-date=November 30, 2018 |archive-url=https://web.archive.org/web/20181205185831/https://kotaku.com/club-penguin-island-to-shut-down-marking-final-end-of-1829370171 |archive-date=December 5, 2018 |url-status=live }}</ref> the franchise has also included console video games for ] and ],<ref>{{cite news |url=https://www.usatoday.com/tech/columnist/jinnygudmundsen/2008-12-11-club-penguin_N.htm |title=Join 'Elite Penguin Force' on Nintendo DS |first=Jinny |last=Gudmundsen |date=December 11, 2008 |access-date=November 30, 2018 |newspaper=USA Today |archive-url=https://web.archive.org/web/20101231000423/http://www.usatoday.com/tech/columnist/jinnygudmundsen/2008-12-11-club-penguin_N.htm |archive-date=December 31, 2010 |url-status=live }}</ref><ref>{{cite web |url=http://worthplaying.com/article/2010/6/10/news/74812/ |title='Club Penguin Game Day!' (Wii) Announced |date=June 10, 2010 |website=Worthplaying |access-date=November 30, 2018 |archive-url=https://web.archive.org/web/20181201005131/https://worthplaying.com/article/2010/6/10/news/74812/ |archive-date=December 1, 2018 |url-status=live }}</ref> television specials in the UK,<ref>{{cite web |url=http://www.factorycreate.com/factory-produces-new-show-disney/ |title=Factory Produces New Disney Show |date=November 24, 2014 |website=Factory |access-date=November 30, 2018 |archive-url=https://web.archive.org/web/20180714170733/http://www.factorycreate.com/factory-produces-new-show-disney/ |archive-date=July 14, 2018 |url-status=live }}</ref> and a series of books.<ref>{{cite web|url=http://www.whattheyplay.com/blog/2008/10/22/club-penguin-books/ |title=What They Play – Club Penguin books|work=What They Play |archive-url=https://web.archive.org/web/20110718040129/http://www.whattheyplay.com/blog/2008/10/22/club-penguin-books/ |archive-date=July 18, 2011 |url-status=dead |access-date=November 30, 2018 |first=John |last=Davison |date=October 22, 2008 }}</ref> | |||
== Critical reception == | |||
==The Penguin Times== | |||
{{Undue weight section|date=April 2023}} | |||
<!-- ] Commented out because this section contains almost no context, image does not significantly add to the article --> | |||
''Club Penguin'' received mixed reviews. The site was awarded a "kids' privacy seal of approval" from the ].<ref name="Green">{{cite journal | last = Green | first = Elizabeth Weiss | date = March 19, 2007 | title = Clique on to Penguin | journal = ] | volume = 142 | issue = 10}}</ref> Similarly, Brian Ward, a ] at the Child Abuse Investigation Command in the United Kingdom, stated that it was good for children to experience a restricted system such as ''Club Penguin'' before moving into ] sites, which provide less protection.<ref name="TheAustralian">{{cite news | date = October 9, 2007 | title = Kids' online community growing fast | work = ]}}</ref> In terms of simple popularity, the rapid growth of ''Club Penguin'' suggested considerable success, although there were signs that this was leveling out. ] figures released in April 2008 indicated that in the previous 12 months, ''Club Penguin'' traffic had shrunk by 7%.<ref name="McCarthy">{{cite web | last = McCarthy | first = Caroline | date = May 20, 2008 | title = Nielsen: MySpace, Club Penguin growth static, LinkedIn soaring | work = CNet | url = http://news.cnet.com/8301-13577_3-9948219-36.html | access-date = May 25, 2008 | archive-url = https://web.archive.org/web/20080719165638/http://news.cnet.com/8301-13577_3-9948219-36.html | archive-date = July 19, 2008 | url-status = live }}</ref> | |||
Club Penguin has a free virtual weekly newspaper delivered every Thursday. It contains news about Club Penguin and features games, comics, polls, and more. It also has an advice column where a player can write to Aunt Arctic and ask questions about Club Penguin. Any penguin can submit questions, comics, jokes, and riddles to The Penguin Times, which will be chosen and displayed in the next issue. The Boiler Room under the Night Club contains an archive of newspapers from the last six weeks.<ref>{{cite web |url=http://www.clubpenguin.com/help/guide/newspaper.htm |title="Newspaper" |accessdate=2007-04-28 |work=Club Penguin Help |quote= }}</ref> | |||
=== |
=== Concerns === | ||
==== Encouragement of cheating ==== | |||
Each newspaper edition includes a list of dates that summarize when the next pin will be hidden, when upcoming parties or Club Penguin events will take place, or any other information on changes to games, rooms, the newspaper, or any other interesting information in general.{{Fact|date=April 2008}} | |||
One of the criticisms expressed by commentators was that the game encouraged ]<ref name="Navarro" /> and allowed players to ].<ref name="Benderoff" /> While ''Club Penguin'' did not require members to purchase in-game products with real money (instead relying on a set monthly fee), players were encouraged to earn coins within the game with which to buy virtual products. Furthermore, ''Club Penguin'' was full of advertisements for their paid membership that repeatedly encouraged children to subscribe in order to gain access to the full range of activities.<ref name=":3" /> These advertisements included notices that certain levels of games and items were reserved for paid members and even included paid members that unwittingly acted as recruiters.<ref name=":3" /> Additionally, ''Club Penguin'' merchandise was sold through the website and in Disney retail stores that would unlock items and coins in the game. In this way, critics believe that Disney positioned children as economic subjects that became acculturated to shopping as a key cultural practice.<ref name=":4" /> Others argue that the use of in-game money as possibly helping teach children how to save money, select what to spend it on, improve their abilities at math,<ref name="Navarro" /><ref name="Reid" /> and encourage them to "practice safe money-management skills".<ref name="Bishop">{{cite news|last=Bishop|first=Tricia|date=April 8, 2007|title=Sites aimed at preteens gaining in popularity — Marketers courting children ages 6–12 as their spending soars|work=]}}</ref> | |||
In addition, the "competitive culture" that this could create led to concerns about ], as children looked for "shortcuts" to improve their standing. It was suggested that this might influence their real-world behavior.<ref name="Benderoff">{{cite news | url = http://www.chicagotribune.com/news/nationworld/chi-0703080167mar08,0,7203137.story | last = Benderoff | first = Eric | date = March 7, 2007 | title = Young gamers may be learning the art of cheating | work = ] | access-date = March 16, 2010 | archive-url = https://web.archive.org/web/20091129074025/http://www.chicagotribune.com/news/nationworld/chi-0703080167mar08,0,7203137.story | archive-date = November 29, 2009 | url-status = live }}</ref> To counter this, ''Club Penguin'' added guidelines to prevent cheating, and banned players who were caught cheating or who encouraged cheating.<ref name="Benderoff" /> | |||
===Submissions=== | |||
Players are able to submit ], ], ], ], Fan Art, news articles, tips or secrets, and questions to Aunt Arctic. Each week, a few submissions are picked and displayed. As of the 3rd of April, 2008, Aunt Arctic announced that due to a promotion to Chief Editor, players were now able to submit articles, or tips to the Penguin Times, as well as the usual additions. These submissions now have their own unique place in the newspaper, rather than being in a separate pop-up, as they previously were. This new system also allows penguins to submit questions, which Aunt Arctic replies to every week.{{Fact|date=April 2008}} | |||
==== Child safety and behavior ==== | |||
== Puffles == | |||
In spite of the attempts to create a safe space for children in ''Club Penguin'', concerns about safety and behavior still arose within the media. While the language in-game was filtered, discussions outside of ''Club Penguin'' were beyond the owner's control, and thus it was stated that third-party ''Club Penguin'' ] could become "as bawdy as any other chat".<ref name="Robertson" /> Even within the game, ''Club Penguin'' had a unique form of anti-social behavior and cyberbullying that presented as angry emoticons, relentless throwing of snowballs at other players and some messages were able to get through the filtered chat.<ref name=":5">{{Cite journal|last1=Bauman|first1=Sheri|last2=Tatum|first2=Tanisha|date=2009|title=Web Sites for Young Children: Gateway to Online Social Networking?|journal=Professional School Counseling|volume=13|issue=1|pages=1–10|doi=10.1177/2156759X0901300102|jstor=42732914|issn=1096-2409}}</ref> Also, the "Caste system" between those who had membership and exclusive items and those who lacked full membership (and therefore were unable to own the "coolest" items) could lead to players having a difficult time attracting friends.<ref name="Robertson" /> Furthermore, some researchers were concerned that due to the differing experiences and privileges between paid and non-paid members, children would be exposed to a class system where some would be competing for higher and higher status.<ref name=":3" /> Others worried that the display of class and promotion of consumerism within ''Club Penguin'' fosters the notion that the accumulation of wealth and possessions are the direct result of one's success and status.<ref name=":5" /> Additionally, some critics have noted the presence of strong sexual connotations due to the modeling of romantic relationships and behaviors.<ref name=":5" /> | |||
Puffles are small, fluffy creatures that players may have as pets. They are available from the Pet Shop in blue, green, pink, black, purple, red, and newly released yellow. Non-members have access to the blue and red puffles only, and may have no more than two; members may adopt up to fourteen puffles. Puffles have health, rest, and energy ]s to indicate their status. Members whose membership has expired may still keep the puffles, unless they run away. | |||
One criticism came from Caitlin Flanagan in '']'': in relation to the safety procedures, she noted that ''Club Penguin'' was "certainly the safest way for unsupervised children to talk to potentially malevolent strangers—but why would you want them to do that in the first place?"<ref name="Flanagan" /> While views of the strength of this criticism might vary, the concern was mirrored by Lynsey Kiely in the '']'', who quoted Karen Mason, Communications Director for ''Club Penguin'', as saying "we cannot guarantee that every person who visits the site is a child."<ref name="Kiely" /> | |||
There are seven official breeds of puffles, each with a different personality. | |||
* Blue Puffles are mild tempered and content. Their favorite toy is a ball. Blue Puffles can be adopted by anyone in Club Penguin. Blue Puffles were the first puffle breed in Club Penguin and are loyal, making them very popular. | |||
* Green Puffles are very energetic and playful. They like to clown around on their unicycles or play with their propeller caps. | |||
* Purple Puffles are lots of fun to have around. They enjoy blowing bubbles and are terrific dancers, but they can be a bit fussy, especially at meal time. | |||
* Red Puffles are adventurous and enthusiastic. They are fearless when attempting daring tricks (except in the survival mode of Catchin' Waves) and spend a lot of their playful energy on a surf board. Rockhopper brought these puffles to Club Penguin on his ship from Rockhopper Island. These, like the Blue Puffles can be adopted by anyone on Club Penguin. | |||
* Pink Puffles are very active and cheery. They love to exercise by jumping rope or playing on their trampolines. | |||
* Black Puffles are known to be mischievous and short-tempered. However, they love to play and make a great pet for anyone who likes a little bit of personality. They sometimes catch on fire and will turn red for a short period of time. | |||
* Yellow Puffles were added ], ]. They love art and are very active. When playing, Yellow Puffles either will choose between going to paint or film a ]. {{Fact|date=April 2008}} | |||
On August 20, 2013, Disney announced that '']'', '']'', and '']'' were closing directly because of ''Club Penguin'' and Disney's mobile games. This caused major controversy between ''Club Penguin'' and fans of the three games, especially ''Toontown'', where some users had played for more than 12 years (''Toontown''<nowiki/>'s ] started in August 2001).<ref>{{cite news | url=http://www.cnn.com/2013/08/23/tech/gaming-gadgets/closing-toontown/ | publisher=CNN | title=Coping with the loss of an online world | date=August 24, 2013 | access-date=August 24, 2013 | archive-url=https://web.archive.org/web/20130823225043/http://www.cnn.com/2013/08/23/tech/gaming-gadgets/closing-toontown | archive-date=August 23, 2013 | url-status=live }}</ref> | |||
== Test Servers == | |||
On ], ] Club Penguin released The Club Penguin Improvement Project (CPIP). This project allowed players to be part of the testing of new servers recently put into use in Club Penguin on ], ]. Players had a "clone" of their penguin made, to test these new servers for bugs and glitches. The testing was ended on ], ]. {{Fact|date=April 2008}} | |||
== |
== Private servers == | ||
A Club Penguin Private Server (commonly abbreviated and known as a CPPS) is an online multiplayer game that is not part of ''Club Penguin'', but uses unlicensed ] files from ''Club Penguin'', a database, and a server emulator in order to create a similar environment for the game. Many now use these environments in order to play the original game after its discontinuation. CPPSes often contain features that did not exist in the original game such as custom items and rooms, free membership, etc. | |||
An online merchandise shop opened on the Club Penguin website in ] ],<ref>{{cite web |url=http://blog.clubpenguin.com/2006/08/now-open.html |title="NOW OPEN!!!" |accessdate=2006-12-15 |author=Billybob |date=2006-08-31 |work=Club Penguin Developer Blog |quote= }}</ref> selling stuffed ] and T-shirts. Key chains, gift cards, and more shirts were added on ], ].<ref>{{cite web |url=http://blog.clubpenguin.com/2006/12/lots-of-new-stuff.html |title="Lots of New Stuff!!" |accessdate=2006-12-15 |author=Billybob |date=2006-11-07 |work=Club Penguin Developer Blog |quote= }}</ref> | |||
Throughout the official game's existence, various players created private servers of ''Club Penguin'', and in response to its closure, more private servers were created. '']'', a popular remake, launched on February 12, 2017. It had reached a million players as of October 12, 2017,<ref name=Cooley>{{cite magazine |url=http://culture.affinitymagazine.us/save-club-penguin-the-game-we-know-and-love/ |magazine=Affinity |title=Save Club Penguin: The Game We Know and Love |first=Marcus |last=Cooley |access-date=November 4, 2017 |archive-url=https://web.archive.org/web/20171102064051/http://culture.affinitymagazine.us/save-club-penguin-the-game-we-know-and-love/ |archive-date=November 2, 2017 |url-status=live }}</ref> before announcing its permanent shutdown on March 4, 2018.<ref>{{cite web |url=https://community.cprewritten.net/announcement.php |url-status=dead |archive-url=https://web.archive.org/web/20180226202443/https://community.cprewritten.net/announcement.php |archive-date=February 26, 2018 |date=February 26, 2018 |title=Announcement Regarding the future of Club Penguin Rewritten |publisher=Club Penguin Rewritten }}</ref> Citing community support and funding however, the remake returned a month later on April 27, 2018, along with all existing user accounts,<ref>{{cite web |url=https://community.cprewritten.net/2018/04/27/the-island-has-returned/ |title=The Island Has Returned! |author=Stu |website=Club Penguin Rewritten |date=April 27, 2018 |access-date=April 30, 2018 |archive-url=https://web.archive.org/web/20180430182212/https://community.cprewritten.net/2018/04/27/the-island-has-returned/ |archive-date=April 30, 2018 |url-status=live }}</ref> nearly twice as many as ''Club Penguin'' had 12 years earlier in December 2006.<ref>{{Cite web|title=Playing Dirty: Searching for sex in Club Penguin|url=https://www.engadget.com/2007-04-12-playing-dirty-searching-for-sex-in-club-penguin.html|access-date=2020-12-21|website=Engadget|date=April 12, 2007 |language=en|archive-date=December 13, 2021|archive-url=https://web.archive.org/web/20211213065014/https://www.engadget.com/2007-04-12-playing-dirty-searching-for-sex-in-club-penguin.html|url-status=live}}</ref> | |||
==Coins For Change== | |||
Coins For Change was an in-game ] available from ] to ], 2007, in which players could donate their virtual coins to any of three charitable issues: Kids who are sick, The Environment, and Kids in Developing Countries. Players could donate in increments of 50, 250, or 500 virtual coins. At the end of the campaign, the New Horizon Foundation donated a total of $1 million to the ], the ], and ]. The proportion of the 1 million dollars that each organization received depended on how many virtual coins were donated by players toward each issue. For example, if most players donated their virtual coins to the environment, the environmental organization got a higher percentage than the others. Issue #115 of ''The Penguin Times'' stated that the standings were: | |||
*'''Kid's Health''': 39.4%, $394,000 went to the ] | |||
*'''Environment''': 33%, $330,000 went to ] | |||
*'''Kids in Developing Countries''': 27.6%, $276,000 went to ] | |||
During the ], private servers experienced a surge in popularity,<ref>{{cite web |title=Club Penguin in The Time of COVID-19: Keep Calm and Waddle On |url=https://studybreaks.com/tvfilm/club-penguin/ |website=Study Breaks |access-date=19 September 2021 |language=en-us |date=13 October 2020 |archive-date=December 13, 2021 |archive-url=https://web.archive.org/web/20211213065016/https://studybreaks.com/tvfilm/club-penguin/ |url-status=live }}</ref> with between 6,000 and 8,000 new players signing up each day.<ref>{{Cite web|last=Rosario|first=Alexandra Del|date=2020-03-23|title=Students Flock to 'Club Penguin' Amid Coronavirus Quarantine|url=https://www.hollywoodreporter.com/news/general-news/club-penguin-sees-major-boost-student-users-coronavirus-quarantine-1285830/|access-date=2022-01-18|website=The Hollywood Reporter|language=en-US|archive-date=July 7, 2022|archive-url=https://web.archive.org/web/20220707202029/https://www.hollywoodreporter.com/author/alexandra-del-rosario/|url-status=live}}</ref> On April 16, 2020, American musician ] collaborated with ''Club Penguin Rewritten'' to host a ] for her new album '']''.<ref>{{cite web |title=I was supposed to see Soccer Mommy live. Instead, I watched their concert on Club Penguin. |url=https://dbknews.com/2020/04/18/soccer-mommy-club-penguin-color-theory-concert/ |website=The Diamondback |access-date=19 September 2021 |date=18 April 2020 |archive-date=September 19, 2021 |archive-url=https://web.archive.org/web/20210919034641/https://dbknews.com/2020/04/18/soccer-mommy-club-penguin-color-theory-concert/ |url-status=live }}</ref> The event had been rescheduled from April 2, 2020, due to higher than expected player counts that overloaded the server.<ref>{{cite web |title=Soccer Mommy postpones Club Penguin gig because fans 'overloaded the servers' |url=https://www.nme.com/news/music/soccer-mommy-postpones-club-penguin-gig-because-fans-overloaded-the-servers-2640255 |website=NME |access-date=19 September 2021 |date=3 April 2020 |archive-date=September 20, 2021 |archive-url=https://web.archive.org/web/20210920211840/https://www.nme.com/news/music/soccer-mommy-postpones-club-penguin-gig-because-fans-overloaded-the-servers-2640255 |url-status=live }}</ref> | |||
A total of over ] coins were donated. Penguins who donated received a postcard thanking them for donating. Every donation station had a box of bells next to it. Penguins, both members and non-members could take a bell at no cost. | |||
=== Legal status === | |||
The Coins for Change program was announced on Disney Channel's Disney 365.<ref>{{cite web |url=http://www.clubpenguin.com/images/downloads/Coins_for_Change_details.pdf |title=Coins for Change: Waddle around and make a difference |accessdate=2007-12-16|publisher=ClubPenguin.com}}</ref><ref>{{cite web |url=http://www.clubpenguin.com/company/news/122707-christmas-wish-coins-for-change.htm |title=Club Penguin Users Grant Million Dollar Christmas Wish |accessdate=2008-04-21 |publisher=ClubPenguin.com}}</ref><ref>{{cite web |url=http://www.projo.com/lifebeat/content/lb_Kids_and_Charity_01-14-08_3I8GC2C_v19.14c2637.html |title=Kids digging deep for charity |accessdate=2008-04-22 |publisher=The Providence Journal}}</ref><ref>{{cite web |url=http://www.washingtonpost.com/wp-dyn/content/article/2007/12/29/AR2007122901848_pf.html |title=For Modern Kids, 'Philanthropy' Is No Grown-Up Word |accessdate=2008-04-22 |publisher=The Washington Post}}</ref> | |||
Since private servers essentially copy materials copyrighted by Disney, there has been much controversy as to whether or not creating and hosting them is legal. Disney and ''Club Penguin'' have pursued numerous CPPSes and attempted to have them taken down with ] notices.<ref>{{cite web|title=Notice by Club Penguin Rewritten that they are switching domains due to Disney's legal action|url=https://clubpenguinrewritten.pw/|access-date=October 22, 2017|archive-url=https://web.archive.org/web/20171022113002/https://clubpenguinrewritten.pw/|archive-date=October 22, 2017}}</ref> | |||
=== Vulnerabilities === | |||
==See also== | |||
Many private servers have become vulnerable to ] and ] due to insufficient security measures.<ref>{{cite web|url=http://www.speedycppshq.com/breaking-news-cpps-me-breach/|title=CPPS.me Database Breach|archive-url=https://web.archive.org/web/20180712162751/http://www.speedycppshq.com/breaking-news-cpps-me-breach/|archive-date=July 12, 2018|access-date=June 4, 2019|url-status=live}}</ref><ref>{{cite web|url=http://www.speedycppshq.com/breaking-news-supercpps-database-breach-10000-accounts/|title=SuperCPPS Database Breach|archive-url=https://web.archive.org/web/20180712162738/http://www.speedycppshq.com/breaking-news-supercpps-database-breach-10000-accounts/|archive-date=July 12, 2018|access-date=June 4, 2019|url-status=live}}</ref> On January 21, 2018, the login data of over 1.7 million ''Club Penguin Rewritten'' users were stolen after a data breach<ref>{{Cite web|url=https://monitor.firefox.com/breach-details/ClubPenguinRewritten|title=Club Penguin Rewritten (January 2018) Data Breach|website=Firefox Monitor|date=April 23, 2019|access-date=September 12, 2020|archive-date=December 13, 2021|archive-url=https://web.archive.org/web/20211213065016/https://monitor.firefox.com/breach-details/ClubPenguinRewritten|url-status=live}}</ref><ref>{{cite tweet |user=haveibeenpwned |number=1120558354118713346 |date=April 23, 2019 |title=New breach: Club Penguin Rewritten had 1.7M records breached in Jan last year. Exposed data included email & IP addresses, usernames and passwords stored as bcrypt hashes. 41% of addresses were already in |access-date=September 12, 2020 |archive-date=November 8, 2020 |archive-url=https://web.archive.org/web/20201108005241/https://twitter.com/haveibeenpwned/status/1120558354118713346 |url-status=live}}</ref> and on July 27, 2019, the private server suffered a second data breach, which exposed the data of an additional 4 million accounts.<ref>{{Cite web |url=https://www.bleepingcomputer.com/news/security/logins-stolen-from-admin-backdoored-club-penguin-rewritten-site/ |title=Logins Stolen From Admin-Backdoored Club Penguin Rewritten Site |website=BleepingComputer |language=en-us |access-date=2020-02-03 |archive-url=https://web.archive.org/web/20190821084353/https://www.bleepingcomputer.com/news/security/logins-stolen-from-admin-backdoored-club-penguin-rewritten-site/ |archive-date=August 21, 2019 |url-status=live}}</ref><ref>{{Cite web|url=https://monitor.firefox.com/breach-details/ClubPenguinRewrittenJul2019|title=Club Penguin Rewritten (July 2019) Data Breach|website=Firefox Monitor|date=July 30, 2019|access-date=September 12, 2020|archive-date=March 24, 2020|archive-url=https://web.archive.org/web/20200324212221/https://monitor.firefox.com/breach-details/ClubPenguinRewrittenJul2019|url-status=live}}</ref><ref>{{cite tweet |user=haveibeenpwned |number=1156208124493123585 |date=July 30, 2019 |title=New breach: Club Penguin Rewritten had 4M records breached this week in addition to 1.7M from a previous breach. Exposed data included email & IP addresses, usernames and passwords stored as bcrypt hashes. 61% of addresses were already in |access-date=September 12, 2020 |archive-date=November 8, 2020 |archive-url=https://web.archive.org/web/20201108003553/https://twitter.com/haveibeenpwned/status/1156208124493123585 |url-status=live}}</ref><ref>{{cite web|url=https://cprewritten.net/announcement.html|title=Important Announcement — Security & Our Story|website=Club Penguin Rewritten|access-date=September 12, 2020|archive-url=https://web.archive.org/web/20201025105503/https://cprewritten.net/announcement.html|archive-date=October 25, 2020|url-status=dead}}</ref> | |||
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== |
=== Shutdown === | ||
On May 14, 2020, it was announced that all private servers using the ''Club Penguin'' brand were given DMCA take-down notices after allegations emerged concerning ] by an administrator of another popular private server, ''Club Penguin Online''.<ref>{{cite web |last1=Tidy |first1=Joe |title=Disney forces explicit Club Penguin clones offline |url=https://www.bbc.com/news/technology-52677039 |website=BBC News |access-date=15 May 2020 |date=15 May 2020 |archive-date=December 6, 2020 |archive-url=https://web.archive.org/web/20201206123332/https://www.bbc.com/news/technology-52677039 |url-status=live }}</ref> On May 15, 2020, the site was shut down after complying with the DMCA takedown notice by ].<ref>{{Cite tweet |user=DisneyGive |number=1261440951874011137 |date=May 15, 2020 |title=Carta de despedida de CPO / CPO Farewell Letter |access-date=September 12, 2020 |archive-date=May 16, 2020 |archive-url=https://web.archive.org/web/20200516014334/https://twitter.com/DisneyGive/status/1261440951874011137 |url-status=live}}</ref> In a statement, Disney said, "Child safety is a top priority for the Walt Disney Company and we are appalled by the allegations of criminal activity and abhorrent behaviour on this unauthorised website that is illegally using the ''Club Penguin'' brand and characters for its own purposes. We continue to enforce our rights against this, and other, unauthorised uses of the ''Club Penguin'' game."<ref>{{cite web |last1=Kelly |first1=Makena |title=Club Penguin Online shuts down after receiving copyright claim from Disney |url=https://www.theverge.com/2020/5/15/21260122/club-penguin-dmca-disney-takedown-cponline-online |website=The Verge |access-date=15 May 2020 |language=en |date=15 May 2020 |archive-date=May 15, 2020 |archive-url=https://web.archive.org/web/20200515174623/https://www.theverge.com/2020/5/15/21260122/club-penguin-dmca-disney-takedown-cponline-online |url-status=live }}</ref> | |||
{{reflist|2}} | |||
''Club Penguin Rewritten'' was shut down on April 13, 2022, by the ] of the ], who took control of the website and arrested three people "on suspicion of distributing materials infringing copyright".<ref>{{Cite web |title='Club Penguin Rewritten' allegedly shut down by Disney, website seized by London police |url=https://techcrunch.com/2022/04/13/club-penguin-rewritten-shut-down-disney/ |access-date=2022-04-13 |website=TechCrunch |language=en-US |first=Amanda |last=Silberling |date=April 13, 2022 |archive-date=April 15, 2022 |archive-url=https://web.archive.org/web/20220415132946/https://social.techcrunch.com/2022/04/13/club-penguin-rewritten-shut-down-disney/ |url-status=live }}</ref> According to one of the game's administrators, the team had shut down the game and "voluntarily given control over the website to the police" after a request from Disney.<ref>{{Cite web |last=Hurler |first=Kevin |date=2022-04-13 |title=Three Arrested After Disney Squashes Popular Club Penguin Knockoff |url=https://gizmodo.com/disney-club-penguin-rewritten-london-police-shut-down-1848789765 |access-date=2022-04-13 |website=Gizmodo |language=en-us |archive-date=April 13, 2022 |archive-url=https://web.archive.org/web/20220413203438/https://gizmodo.com/disney-club-penguin-rewritten-london-police-shut-down-1848789765 |url-status=live }}</ref> | |||
==External links== | |||
<!-- Please do NOT add any links to your Wiki, blog, etc. It will be Deleted --> | |||
; Club Penguin Sites | |||
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== Awards and nominations == | |||
; External Sites | |||
{{incomplete list|date=June 2013}} | |||
<!-- Please do NOT add links to personal blogs and sites, they will be deleted --> | |||
{| class="wikitable" style="font-size:90%;" | |||
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!Year !! Award !! Title !! Recipient !! Result !! Ref | |||
|- | |||
| rowspan="3" | 2008 | |||
|Web Marketing Association Entertainment Standard of Excellence | |||
| | |||
| rowspan="8" |Club Penguin | |||
|{{won}} | |||
| <ref name="Web Marketing Association">{{cite web|title=Walt Disney Internet Group wins 2008 WebAward for Club Penguin|url=http://www.webaward.org/winner.asp?eid=10249#.Uyjl1_38_B0|publisher=Web Marketing Association|access-date=March 18, 2014|archive-url=https://web.archive.org/web/20140319033556/http://www.webaward.org/winner.asp?eid=10249#.Uyjl1_38_B0|archive-date=March 19, 2014|url-status=dead}}</ref> | |||
|- | |||
|Web Marketing Association Game Site Standard of Excellence | |||
| | |||
|{{won}} | |||
| <ref name="Web Marketing Association" /> | |||
|- | |||
|2008 ]s, Youth Category | |||
| | |||
|{{nominated}} | |||
|<ref>{{cite web|title=Youth The Webby Awards Gallery|url=http://winners.webbyawards.com/2008/web/general-website/youth/club-penguin|archive-url=https://web.archive.org/web/20140313081053/http://winners.webbyawards.com/2008/web/general-website/youth/club-penguin|url-status=dead|archive-date=March 13, 2014|access-date=March 13, 2014}}</ref> | |||
|- | |||
| 2009 | |||
|2009 ]s, Games Category | |||
| | |||
|{{won}} | |||
|<ref>{{cite web|title=Games The Webby Awards Gallery|url=http://winners.webbyawards.com/2009/web/general-website-categories/games/club-penguin|publisher=The Webby Awards|access-date=March 13, 2014|url-status=dead|archive-url=https://web.archive.org/web/20140313070520/http://winners.webbyawards.com/2009/web/general-website-categories/games/club-penguin|archive-date=March 13, 2014}}</ref> | |||
|- | |||
| 2010 | |||
|Children's ] | |||
| rowspan="4" |Kids Vote | |||
|{{won}} | |||
|<ref>{{cite web|title=2010 Children's BAFTA Kids' Vote|url=http://awards.bafta.org/award/2010/childrens/bafta-kids-vote-2010-top-10s-websites|publisher=BAFTA|access-date=February 20, 2016|archive-url=https://web.archive.org/web/20160302010843/http://awards.bafta.org/award/2010/childrens/bafta-kids-vote-2010-top-10s-websites|archive-date=March 2, 2016|url-status=live}}</ref> | |||
|- | |||
| 2011 | |||
|Children's ] | |||
|{{nominated}} | |||
|<ref>{{cite web|title=2011 Children's BAFTA Kids Vote Powered By Yahoo!|url=http://awards.bafta.org/award/2011/childrens/bafta-kids-vote-powered-by-yahoo-top-10s-websites|publisher=BAFTA|access-date=February 20, 2016|archive-url=https://web.archive.org/web/20160317212659/http://awards.bafta.org/award/2011/childrens/bafta-kids-vote-powered-by-yahoo-top-10s-websites|archive-date=March 17, 2016|url-status=live}}</ref> | |||
|- | |||
| 2012 | |||
|Children's ] | |||
|{{nominated}} | |||
|<ref>{{cite web|title=2012 Children's BAFTA Kids' Vote|url=http://awards.bafta.org/award/2012/childrens/bafta-kids-vote-2010-top-10s-websites|publisher=BAFTA|access-date=February 20, 2016|archive-url=https://web.archive.org/web/20160305073547/http://awards.bafta.org/award/2012/childrens/bafta-kids-vote-2010-top-10s-websites|archive-date=March 5, 2016|url-status=live}}</ref> | |||
|- | |||
| 2013 | |||
|Children's ] | |||
|{{nominated}} | |||
|<ref>{{cite web|title=2013 Children's BAFTA Kids' Vote|url=http://awards.bafta.org/award/2013/childrens/bafta-kids-vote-2010-top-10s-websites|publisher=BAFTA|access-date=February 20, 2016|archive-url=https://web.archive.org/web/20160408090200/http://awards.bafta.org/award/2013/childrens/bafta-kids-vote-2010-top-10s-websites|archive-date=April 8, 2016|url-status=live}}</ref> | |||
|} | |||
== References == | |||
{{Reflist}} | |||
== External links == | |||
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* {{cite web|url=http://www.clubpenguin.com/ |title=Club Penguin Website |access-date=December 30, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20170330010044/http://www.clubpenguin.com/ |archive-date=March 30, 2017 }} | |||
* . Archived on December 20, 2018. | |||
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Latest revision as of 20:54, 17 January 2025
Massively multiplayer online game (2005–2017)"Puffle" redirects here. Not to be confused with Ruffle or Puffleg. For the franchise it spawned, see Club Penguin (franchise). For its successors released in 2017, see Club Penguin Island and Club Penguin Rewritten.
Final logo, used from 2012 to 2017 | |
Developer | New Horizon Interactive RocketSnail Games Disney Interactive Studios |
---|---|
Type | Massively multiplayer online game |
Launch date | October 24, 2005; 19 years ago (2005-10-24) |
Discontinued | March 30, 2017; 7 years ago (2017-03-30) |
Platform(s) | Online (Adobe Flash) |
Status | Discontinued and replaced by Club Penguin Island (March 30, 2017 (2017-03-30)) |
Website | Club Penguin website at the Wayback Machine (archived February 25, 2017) |
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 over 30 million user accounts. In July 2013, Club Penguin had over 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 dollars, with an additional 350 million dollars in bonuses should specific targets be met by 2009.
The game was specifically designed for children from 6 to 14, however, users of any age were allowed to play Club Penguin. Thus, a major focus of the developers was on child safety, with a number of features having been introduced to the game to facilitate this. These features included offering an "Ultimate Safe Chat" mode, whereby users selected their comments from a menu; filtering that prevented swearing and the revelation of personal information; and moderators who patrolled the game.
On January 30, 2017, it was announced that the game would be discontinued on March 29, 2017. Club Penguin later shut down its servers on March 30, 2017, at 12:01 AM PDT. The game was replaced by a successor, titled Club Penguin Island (which itself was discontinued the following year). Since being shut down, the original game has been hosted and recreated on a number of private servers using SWF files from the game's old website. Many of the private servers were shut down around May 15, 2020, after Digital Millennium Copyright Act filings by the Walt Disney Company were sent on May 13, 2020. The most notable private server, Club Penguin Rewritten, a complete recreation of Club Penguin, had launched on February 12, 2017, and accumulated a large online community (in excess of 11 million users) among the consequences and restrictions from the COVID-19 pandemic and its lockdowns. Rewritten was shut down on April 13, 2022, by the City of London Police in compliance with a copyright investigation request by Disney.
Plot and gameplay
Club Penguin was divided into various rooms and distinct areas. Illustrator Chris Hendricks designed many of the first environments. Each player was provided with an igloo for a home. Members had the option of opening their igloo so other penguins could access it via the map, under "Member Igloos." Members could also purchase larger igloos and decorate their igloos with items bought with virtual coins earned by playing mini-games. At least one party per month was held on Club Penguin. In most cases, a free clothing item was available, both for paid members and free users. Some parties also provided member-only rooms which only paid members could access. Some major Club Penguin parties were its annual Halloween and Holiday parties. Other large parties included the Music Jam, the Adventure Party, the Puffle Party, and the Medieval Party.
History and development
Predecessors (2000–2004)
The first seeds of what would become Club Penguin began as a Flash 4 web-based game called Snow Blasters that developer Lance Priebe had been developing in his spare time in July 2000. Priebe's attention was brought to penguins after he "happened to glance at a Far Side cartoon featuring penguins that was sitting on his desk." The project was never finished, and instead morphed into Experimental Penguins. Experimental Penguins was released through Priebe's company of employment, the Kelowna, British Columbia, Canada-based online game and comic developer RocketSnail Games, in July 2000, though it ultimately went offline the following year. It was used as the inspiration for Penguin Chat (also known as Penguin Chat 1), a similar game which was released shortly after Experimental Penguins' removal. Released January 2003, Penguin Football Chat (also known as Penguin Chat 2) was the second attempt at a penguin-themed MMORPG, and was created on FLASH 5 and used the same interface as Experimental Penguins. The game contained various minigames; the premiere title of RocketSnail Games was Ballistic Biscuit, a game that would be placed into Experimental Penguins and eventually be adapted into Club Penguin's Hydro Hopper. RocketSnails Games' Mancala Classic would also be placed into the game as Mancala.
Lance Priebe, as well as co-workers Lane Merrifield and Dave Krysko, started to formulate the Club Penguin concept when the trio were unsuccessful in finding "something that had some social components but was safe, and not just marketed as safe" for their own children. Dave Krysko in particular wanted to build a safe social-networking site their kids could enjoy free of advertising. In 2003, Merrifield and Priebe approached their boss, with the idea of creating a spinoff company to develop the new product. The spin-off company would be known as New Horizon Interactive.
Early history (2004–2007)
Work commenced on the project in 2004, and the team settled on a name in the summer of 2005. The developers used the previous project Penguin Chat 2 – which was still online – as a jumping-off point in the design process, while incorporating concepts and ideas from Experimental Penguins. Penguin Chat's third version was released in April 2005, and was used to test the client and servers of Penguin Chat 4 (renamed Club Penguin). Variants of Penguin Chat 3 included Crab Chat, Chibi Friends Chat, Goat Chat, Ultra-Chat, and TV Chat. Users from Penguin Chat were invited to beta test Club Penguin. The original plan was to release Club Penguin in 2010, but since the team had decided to fast-track the project, the first version of Club Penguin went live on October 24, 2005, just after Penguin Chat servers were shut down in August 2005. While Penguin Chat used ElectroServer, Club Penguin would use SmartFoxServer. The developers financed their start-up entirely with their own credit cards and personal lines of credit, and maintained 100 percent ownership. Club Penguin started with 15,000 users, and by March that number had reached 1.4 million—a figure which almost doubled by September, when it hit 2.6 million. By the time Club Penguin was two years old, it had reached 3.9 million users, despite lacking a marketing budget. The first mention of the game in The New York Times was in October 2006. The following year, Club Penguin spokesperson Karen Mason explained: "We offer children the training wheels for the kinds of activities they might pursue as they get older."
Acquisition by Disney (2007)
Although the three Club Penguin co-creators had turned down lucrative advertising offers and venture capital investments in the past, in August 2007, they agreed to sell both Club Penguin and its parent company to Disney for the sum of $350.93 million. In addition, the owners were promised bonuses of up to $350 million if they were able to meet growth targets by 2009. Disney ultimately didn't pay the extra $350 million, as Club Penguin missed both profit goals. At the point when it was purchased by Disney, Club Penguin had 11–12 million accounts, of which 700,000 were paid subscribers, and was generating $40 million in annual revenue. In making the sale, Merrifield has stated that their main focus during negotiations was philosophical, and that the intent was to provide themselves with the needed infrastructure in order to continue to grow. By late 2007, it was claimed that Club Penguin had over 30 million user accounts. In December of that year, The New York Times asserted that the game "attracts seven times more traffic than Second Life." Club Penguin was the 8th top social networking site in April 2008, according to Nielsen.
After Disney's acquisition, Disney Interactive had four MMOs to simultaneously juggle: ToonTown, Pirates of the Caribbean Online, Pixie Hollow, and Club Penguin, with World of Cars set to follow soon. Lane Merrifield assured GlobalToyNews at the time that "it's a lot of worlds to manage, but we have really strong teams." Merrifield's role changed from taking a backseat in daily game design to focusing on overall branding and quality control of the virtual gaming properties. One of his roles was to merge the Club Penguin studio New Horizon Interactive in Kelowna (renamed to Disneyland Studios Canada) with Disneyland Studios LA. Disneyland Studios Canada focused its efforts on one product (with such features as multilingual versions), while Disneyland Studios LA focused on customer products and franchises of a wide selection of games. Merrifield was responsible for cross-pollinating both cultures.
Franchising and growth (2007–2015)
Since the Disney purchase, Club Penguin continued to grow, becoming part of a larger franchise including video games, books, a television special, an anniversary song, and an app MMO. Disney has often used the game as a cross-promotion opportunity when releasing new films such as Frozen, Zootopia, and Star Wars, having special themed events and parties to celebrate their releases. The game forged an ever-growing mythology of characters and plot elements, including: a pirate, a journalist, and a secret agent.
In 2008, the first international office opened in Brighton, England, to personalise the level of moderation and player support. Later international office locations included São Paulo and Buenos Aires. On March 11, 2008, Club Penguin released the Club Penguin Improvement Project. This project allowed players to be part of the testing of new servers, which were put into use in Club Penguin on April 14, 2008. Players had a "clone" of their penguin made, to test these new servers for bugs and glitches. The testing was ended on April 4, 2008.
On June 20, 2011, the game's website temporarily crashed after the company let the Club Penguin domain name expire. In September 2011, one of Club Penguin's minigames, Puffle Launch, was released on iOS as an app. Merrifield commented: "Kids are going mobile and have been asking for Club Penguin to go there with them."
In late 2012, Merrifield left Disney Interactive to focus on his family and a new educational product, Freshgrade. Chris Heatherly took Merrifield's former position. The company dropped the words "Online Studios" from its name in 2013. As of July 2013, Club Penguin had over 200 million registered user accounts. In 2013, Club Penguin hired singer and former Club Penguin player Jordan Fisher to record a song entitled It's Your Birthday, to commemorate Club Penguin's 8th anniversary.
Decline and discontinuation (2015–2017)
In April 2015, it was revealed that Disney Interactive had laid off 28 members of Club Penguin's Kelowna headquarters due to the game's declining popularity. The company's UK office in Brighton was shut down around April 17, 2015. Some employees in the Los Angeles office were also let go. Disney Interactive replied to Castanet on the layoffs: "Disney Interactive continually looks to find ways to create efficiencies and streamline our operations. As part of this ongoing process, we are consolidating a small number of teams and are undergoing a targeted reduction in workforce."
On September 2, 2015, Club Penguin closed down the German and Russian versions of the site. A spin-off mobile app, Puffle Wild, was removed from the App Store and Google Play the same day in order to allow Disney Interactive to focus on Club Penguin. On January 11, 2016, the Sled Racer and SoundStudio apps (the former being an original game and the latter being a port of a game on the website) followed suit. With the closure of Disney Interactive in 2015, Club Penguin side-projects wound down to allow a streamlined effort to focus on the core Club Penguin experience; this involved the layoffs of 30 Disney Studios Canada staff.
On January 30, 2017, Club Penguin announced that the current game would be discontinued on March 29, 2017, to make way for its successor, Club Penguin Island. Membership payments for the original game were no longer accepted as of January 31, 2017, with paid members slated to receive emails about membership and refunds.
It became popular in the final weeks of Club Penguin to attempt speedruns to see how fast users could get banned from the site; the fastest world record was a tool-assisted speedrun (TAS).
Days before the shut down, Club Penguin announced that on the final day of the game's operation, all users would be given a free membership until the servers were disconnected.
Multiplayer transmissions stopped and twenty seconds later on March 30, 2017 @ 00:01:39 PDT (07:01:39 UTC), Club Penguin's servers were officially shut down. A message would appear on screen for all players, saying "The connection has been lost. Thank you for playing Club Penguin. Waddle on!"
Design
Business model
Prior to being purchased by Disney, Club Penguin was almost entirely dependent on membership fees to produce a revenue stream. The vast majority of users (90% according to The Washington Post) chose not to pay, instead taking advantage of the free play on offer. Those who chose to pay did so because full (paid) membership was required to access all of the services, such as the ability to purchase virtual clothes for the penguins and buy decorations for igloos, and because peer pressure created a "caste system," separating paid from unpaid members. Advertising, both in-game and on-site, was not incorporated into the system, although some competitors chose to employ it, including: Whyville, which used corporate sponsorship, and Neopets, which incorporated product placements.
An alternative revenue stream came through the development of an online merchandise shop, which opened on the Club Penguin website in August 2006, selling stuffed Puffles and T-shirts. Key chains, gift cards, and more shirts were added on November 7, 2006. In October 2008, a series of plush toys based on characters from Club Penguin, were made available online (both through the Club Penguin store and Disney's online store), and in retail outlets.
As with one of its major rivals, Webkinz, Club Penguin traditionally relied almost entirely on word-of-mouth advertising to increase its membership base.
Child safety
Club Penguin was designed for the ages of 6–14. Thus, one of the major concerns when designing Club Penguin was how to improve both the safety of participants and the suitability of the game to children. As Lane Merrifield stated, "the decision to build Club Penguin grew out of a desire to create a fun, virtual world that I and the site's other two founders would feel safe letting our own children visit." As a result, Club Penguin maintained a strong focus on child safety, to the point where the security features were described as almost "fastidious" and "reminiscent of an Orwellian dystopia", although it was also argued that this focus might "reassure more parents than it alienate."
The system employed a number of different approaches in an attempt to improve child safety. The key approaches included preventing the use of inappropriate usernames; providing an "Ultimate Safe Chat" mode, which limited players to selecting phrases from a list; using an automatic filter during "Standard Safe Chat" (which allowed users to generate their own messages) and blocked profanity even when users employed "creative" methods to insert it into sentences; filtering seemingly innocuous terms, such as "mom"; and blocking both telephone numbers and email addresses. It also included employing paid moderators; out of 100 staff employed in the company in May 2007, Merrifield estimated that approximately 70 staff were dedicated to policing the game. It also included promoting users to "EPF (Elite Penguin Force) Agent" status, and encouraging them to report inappropriate behavior.
Each game server offered a particular type of chat—the majority allowing either chat mode, but some servers allowed only the "Ultimate Safe Chat" mode. When using "Standard Safe Chat", all comments made by users were filtered. When a comment was blocked, the user who made the comment saw it, but other users were unaware that it was made—suggesting to the "speaker" that they were being ignored, rather than encouraging them to try to find a way around the restriction.
Beyond these primary measures, systems were in place to limit the amount of time spent online, and the site did not feature any advertisements, because, as described by Merrifield, "within two or three clicks, a kid could be on a gambling site or an adult dating site." Nevertheless, after Club Penguin was purchased by Disney, concerns were raised that this state of affairs might change, especially in regard to potential spin-off products, although Disney continued to insist that it believed advertising to be "inappropriate" for a young audience.
Players who used profanity were often punished by an automatic 24-hour ban, although not all vulgar language resulted in an immediate ban. Players found by moderators to have broken Club Penguin rules were punished by a ban lasting "from 24 hours to forever depending on the offense."
Education and charity
Research shows that the design of virtual worlds, like Club Penguin, provide children with opportunities to develop literacy and communication skills while having a powerful impact on their social relationships and identity formation. One literary practice involved players frequently engaged in semiotic analysis of other player profiles, which was a display of that player's identity within the game. Other literacy and communication practices included the use of the in game postal service and of emoticons, which served to build social cohesion and structure.
Coins for Change was an in-game charity fund-raising event which first appeared in 2007. The fund-raising lasted for approximately two weeks each December during the game's annual "Holiday Party". Players could "donate" their virtual coins to vote for three charitable issues: Kids who were sick, the environment, and kids in developing countries. Players were able to donate in increments of 100, 250, 500, 1,000, 5,000, or 10,000 virtual coins. At the end of the campaign, a set amount of real-world money was divided among each of the causes based on the amount of in-game currency each cause received. At the end of the first campaign, the New Horizon Foundation donated a total of $1 million to the World Wide Fund for Nature, the Elizabeth Glaser Pediatric AIDS Foundation, and Free The Children. In both the 2007 and 2008 campaigns, two-and-a-half million players participated. In 2009, Club Penguin donated $1,000,000 Canadian dollars to charitable projects around the world. In 2010, Club Penguin donated $300,000 towards building safe places, $360,000 towards protecting the Earth, and $340,000 towards providing medical help. Lane Merrifield said: "Our players are always looking for ways to make a difference and help others, and over the past five years they've embraced the opportunity to give through Coins For Change, it was exciting to see kids from 191 countries participate together. In 2011, the amount of money donated was doubled to $2 million, ostensibly in response to an unexpected increase in participation.
Franchise
Main article: Club Penguin (franchise)Disney's franchising of the brand began with its acquisition of Club Penguin in 2007. In addition to the Club Penguin Island web-based video game, the franchise has also included console video games for Nintendo DS and Wii, television specials in the UK, and a series of books.
Critical reception
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Club Penguin received mixed reviews. The site was awarded a "kids' privacy seal of approval" from the Better Business Bureau. Similarly, Brian Ward, a Detective Inspector at the Child Abuse Investigation Command in the United Kingdom, stated that it was good for children to experience a restricted system such as Club Penguin before moving into social networking sites, which provide less protection. In terms of simple popularity, the rapid growth of Club Penguin suggested considerable success, although there were signs that this was leveling out. Nielsen figures released in April 2008 indicated that in the previous 12 months, Club Penguin traffic had shrunk by 7%.
Concerns
Encouragement of cheating
One of the criticisms expressed by commentators was that the game encouraged consumerism and allowed players to cheat. While Club Penguin did not require members to purchase in-game products with real money (instead relying on a set monthly fee), players were encouraged to earn coins within the game with which to buy virtual products. Furthermore, Club Penguin was full of advertisements for their paid membership that repeatedly encouraged children to subscribe in order to gain access to the full range of activities. These advertisements included notices that certain levels of games and items were reserved for paid members and even included paid members that unwittingly acted as recruiters. Additionally, Club Penguin merchandise was sold through the website and in Disney retail stores that would unlock items and coins in the game. In this way, critics believe that Disney positioned children as economic subjects that became acculturated to shopping as a key cultural practice. Others argue that the use of in-game money as possibly helping teach children how to save money, select what to spend it on, improve their abilities at math, and encourage them to "practice safe money-management skills".
In addition, the "competitive culture" that this could create led to concerns about cheating, as children looked for "shortcuts" to improve their standing. It was suggested that this might influence their real-world behavior. To counter this, Club Penguin added guidelines to prevent cheating, and banned players who were caught cheating or who encouraged cheating.
Child safety and behavior
In spite of the attempts to create a safe space for children in Club Penguin, concerns about safety and behavior still arose within the media. While the language in-game was filtered, discussions outside of Club Penguin were beyond the owner's control, and thus it was stated that third-party Club Penguin forums could become "as bawdy as any other chat". Even within the game, Club Penguin had a unique form of anti-social behavior and cyberbullying that presented as angry emoticons, relentless throwing of snowballs at other players and some messages were able to get through the filtered chat. Also, the "Caste system" between those who had membership and exclusive items and those who lacked full membership (and therefore were unable to own the "coolest" items) could lead to players having a difficult time attracting friends. Furthermore, some researchers were concerned that due to the differing experiences and privileges between paid and non-paid members, children would be exposed to a class system where some would be competing for higher and higher status. Others worried that the display of class and promotion of consumerism within Club Penguin fosters the notion that the accumulation of wealth and possessions are the direct result of one's success and status. Additionally, some critics have noted the presence of strong sexual connotations due to the modeling of romantic relationships and behaviors.
One criticism came from Caitlin Flanagan in The Atlantic Monthly: in relation to the safety procedures, she noted that Club Penguin was "certainly the safest way for unsupervised children to talk to potentially malevolent strangers—but why would you want them to do that in the first place?" While views of the strength of this criticism might vary, the concern was mirrored by Lynsey Kiely in the Sunday Independent, who quoted Karen Mason, Communications Director for Club Penguin, as saying "we cannot guarantee that every person who visits the site is a child."
On August 20, 2013, Disney announced that Toontown Online, Pixie Hollow, and Pirates of the Caribbean Online were closing directly because of Club Penguin and Disney's mobile games. This caused major controversy between Club Penguin and fans of the three games, especially Toontown, where some users had played for more than 12 years (Toontown's alpha test started in August 2001).
Private servers
A Club Penguin Private Server (commonly abbreviated and known as a CPPS) is an online multiplayer game that is not part of Club Penguin, but uses unlicensed SWF files from Club Penguin, a database, and a server emulator in order to create a similar environment for the game. Many now use these environments in order to play the original game after its discontinuation. CPPSes often contain features that did not exist in the original game such as custom items and rooms, free membership, etc.
Throughout the official game's existence, various players created private servers of Club Penguin, and in response to its closure, more private servers were created. Club Penguin Rewritten, a popular remake, launched on February 12, 2017. It had reached a million players as of October 12, 2017, before announcing its permanent shutdown on March 4, 2018. Citing community support and funding however, the remake returned a month later on April 27, 2018, along with all existing user accounts, nearly twice as many as Club Penguin had 12 years earlier in December 2006.
During the COVID-19 pandemic, private servers experienced a surge in popularity, with between 6,000 and 8,000 new players signing up each day. On April 16, 2020, American musician Soccer Mommy collaborated with Club Penguin Rewritten to host a virtual concert for her new album Color Theory. The event had been rescheduled from April 2, 2020, due to higher than expected player counts that overloaded the server.
Legal status
Since private servers essentially copy materials copyrighted by Disney, there has been much controversy as to whether or not creating and hosting them is legal. Disney and Club Penguin have pursued numerous CPPSes and attempted to have them taken down with DMCA notices.
Vulnerabilities
Many private servers have become vulnerable to DDOS attacks and database leaks due to insufficient security measures. On January 21, 2018, the login data of over 1.7 million Club Penguin Rewritten users were stolen after a data breach and on July 27, 2019, the private server suffered a second data breach, which exposed the data of an additional 4 million accounts.
Shutdown
On May 14, 2020, it was announced that all private servers using the Club Penguin brand were given DMCA take-down notices after allegations emerged concerning predation by an administrator of another popular private server, Club Penguin Online. On May 15, 2020, the site was shut down after complying with the DMCA takedown notice by The Walt Disney Company. In a statement, Disney said, "Child safety is a top priority for the Walt Disney Company and we are appalled by the allegations of criminal activity and abhorrent behaviour on this unauthorised website that is illegally using the Club Penguin brand and characters for its own purposes. We continue to enforce our rights against this, and other, unauthorised uses of the Club Penguin game."
Club Penguin Rewritten was shut down on April 13, 2022, by the Police Intellectual Property Crime Unit of the City of London Police, who took control of the website and arrested three people "on suspicion of distributing materials infringing copyright". According to one of the game's administrators, the team had shut down the game and "voluntarily given control over the website to the police" after a request from Disney.
Awards and nominations
This list is incomplete; you can help by adding missing items. (June 2013) |
Year | Award | Title | Recipient | Result | Ref |
---|---|---|---|---|---|
2008 | Web Marketing Association Entertainment Standard of Excellence | Club Penguin | Won | ||
Web Marketing Association Game Site Standard of Excellence | Won | ||||
2008 Webby Awards, Youth Category | Nominated | ||||
2009 | 2009 Webby Awards, Games Category | Won | |||
2010 | Children's BAFTA Award | Kids Vote | Won | ||
2011 | Children's BAFTA Award | Nominated | |||
2012 | Children's BAFTA Award | Nominated | |||
2013 | Children's BAFTA Award | Nominated |
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- Silberling, Amanda (April 13, 2022). "'Club Penguin Rewritten' allegedly shut down by Disney, website seized by London police". TechCrunch. Archived from the original on April 15, 2022. Retrieved April 13, 2022.
- Hurler, Kevin (April 13, 2022). "Three Arrested After Disney Squashes Popular Club Penguin Knockoff". Gizmodo. Archived from the original on April 13, 2022. Retrieved April 13, 2022.
- ^ "Walt Disney Internet Group wins 2008 WebAward for Club Penguin". Web Marketing Association. Archived from the original on March 19, 2014. Retrieved March 18, 2014.
- "Youth The Webby Awards Gallery". Archived from the original on March 13, 2014. Retrieved March 13, 2014.
- "Games The Webby Awards Gallery". The Webby Awards. Archived from the original on March 13, 2014. Retrieved March 13, 2014.
- "2010 Children's BAFTA Kids' Vote". BAFTA. Archived from the original on March 2, 2016. Retrieved February 20, 2016.
- "2011 Children's BAFTA Kids Vote Powered By Yahoo!". BAFTA. Archived from the original on March 17, 2016. Retrieved February 20, 2016.
- "2012 Children's BAFTA Kids' Vote". BAFTA. Archived from the original on March 5, 2016. Retrieved February 20, 2016.
- "2013 Children's BAFTA Kids' Vote". BAFTA. Archived from the original on April 8, 2016. Retrieved February 20, 2016.
External links
Listen to this article (27 minutes) This audio file was created from a revision of this article dated 6 November 2019 (2019-11-06), and does not reflect subsequent edits.(Audio help · More spoken articles)- "Club Penguin Website". Archived from the original on March 30, 2017. Retrieved December 30, 2009.
- Official Club Penguin Island website. Archived on December 20, 2018.
- The technology behind Disney's Club Penguin
Club Penguin franchise | |
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MMORPGs |
|
Console games | |
Unofficial media |
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- Club Penguin
- 2005 video games
- Browser games
- Children's websites
- Disney video games
- Disney acquisitions
- Inactive massively multiplayer online games
- Internet properties disestablished in 2017
- Internet properties established in 2005
- Miniclip games
- Video games about penguins
- Video games developed in Canada
- Video games set in the Arctic
- Video games set on fictional islands
- Video games with customizable avatars
- Webby Award winners
- Flash games