In the late 90s and early aughties, the internet was rife with online communities and websites designed with children in mind. Club Penguin, Miniclip, and Runescape (and other websites that were more popular abroad than they were here in Egypt) created virtual worlds where mns of young internet users waddled, played, and socialized in carefully moderated environments. Those days seem increasingly distant as today’s internet landscape offers fewer and fewer dedicated spaces for kids to safely engage, create, and connect in environments with guardrails that allow for social interaction without exposing children to inappropriate or predatory behavior.
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From passion projects to profit centers: Many of the most beloved children’s online spaces began as grassroots passion projects or educational ventures. While most eventually adopted monetization strategies — typically through optional memberships or virtual currency — their primary focus remained creating engaging, safe environments for children.
When major brands and companies like Disney, Cartoon Network, and Mattel first created their own virtual playgrounds, their websites were filled with unpaid games and activities based on their popular characters/universes. Even non-entertainment companies targeting kids developed interactive online presences. Cereal brands, fast-food chains, and toy manufacturers extended their brand relationships beyond traditional media. These weren’t just promotional afterthoughts — they were fully realized digital experiences.
How did children’s online spaces transform from cash cows to financial sinkholes? All signs point to the fundamental restructuring of the internet economy and how companies monetize children’s attention. In the era of dedicated websites, a child might spend hours on a single platform with unified content, where parents could be persuaded to purchase a membership or in-game currency. During that time, the number of advertisements or brand collaborations the child would encounter was extremely limited and within a controlled environment.
Now, the internet is a shopping mall. Anyone scrolling through TikTok or YouTube for the same amount of time will encounter a slew of ads, influencer promotions, and product placements. Studies have revealed that, on average, individuals will see 10k ads a day. During the shuttering of one of their popular websites in 2014, then-CEO of Sony said “No more kids games. Kids don’t spend well.” So instead of building and moderating an entire online playground, companies choose to pay popular creators to showcase their products to mns of followers.
What we’ve lost: The consequence of the for-profit internet is that truly child-focused spaces — designed around play, creativity, and age-appropriate social interaction rather than consumption — have become increasingly rare. Children can no longer practice digital social skills in environments designed for their safety and developmental needs or express themselves within structured systems. Digital literacy is no longer a prevalent skill, because children aren’t navigating spaces that help them develop a fundamental understanding of online interactions and digital citizenship.
Bans aren’t the solution. Rather than restricting children’ s access to the internet — an approach increasingly pursued by legislatorsworldwide — a more productive approach might involve reimagining dedicated online spaces for today’s young users. As suggested by the Australian eSafety Commissioner’s safety-by-design principles, the most effective protection comes not from banning children from the internet, but from creating environments that thoughtfully address their needs. What do we do in the meantime? We’ve rounded up some practical tools to help you foster a healthy relationship between kids and tech.