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Club Penguin Rewritten Breached Again Youtube

Massively multiplayer online game

Lodge Penguin
Club Penguin Logo 2012 - 2017.png

Club Penguin logo since 2012

Programmer New Horizon Interactive
RocketSnail Games
Disney Interactive Studios
Type Massively multiplayer online game
Launch appointment October 24, 2005; xvi years ago  (2005-x-24)
Discontinued March xxx, 2017; 5 years ago  (2017-03-thirty)
Platform(southward) Online (Adobe Flash)
Condition Discontinued in favor of Club Penguin Island (March 30, 2017 (2017-03-thirty))
Website clubpenguin.com

Club Penguin was a massively multiplayer online game (MMO), involving a virtual world that independent a 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, Social club Penguin was made available to the general public on October 24, 2005, and expanded into a big online community, such that by late 2007, information technology was claimed Club Penguin had over thirty million user accounts. In July 2013, Club Penguin had over 200 million registered user accounts.[one]

While gratuitous memberships were bachelor, revenue was predominantly raised through paid memberships, which allowed players to access a range of boosted features, such equally 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 beingness purchased by the Walt Disney Company in August 2007 for the sum of 350 million dollars, with an boosted 350 million dollars in bonuses should specific targets be met past 2009.[2]

The game was specifically designed for children aged 6 to fourteen (however, users of any age were allowed to play Club Penguin). Thus, a major focus of the developers was on kid rubber,[3] with a number of features having been introduced to the game to facilitate this. These features included offer an "Ultimate Safe Chat" mode, whereby users selected their comments from a menu; filtering that prevented swearing and the revelation of personal information;[3] and moderators who patrolled the game.[4]

On Jan xxx, 2017, it was announced that the game would be discontinued on March 29, 2017. Guild Penguin later on close down its servers on March 30, 2017, at 12:01 AM PDT. The game was replaced past a successor, titled Club Penguin Island (which itself was discontinued the following year). Since existence shut downward, the original game has been hosted and recreated on a number of private servers using SWF files from the game'southward old website. Many of the private servers were close down around May 15, 2020, after Digital Millennium Copyright Act filings past the Walt Disney Company were sent on May thirteen, 2020, initiated by concerns nigh Club Penguin Online, such as children being groomed by paedophiles, and child pornography.[5] [6] [7] However, the private server Club Penguin Rewritten still exists as of April 2022.

History

Predecessors (2000–2004)

The starting time seeds of what would become Club Penguin began as a Flash iv web-based game called Snow Blasters that developer Lance Priebe had been developing in his spare time in July 2000.[8] [nine] [x] Priebe'due south attending was brought to penguins after he "happened to glance at a Far Side cartoon featuring penguins that was sitting on his desk."[xi] 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 information technology ultimately went offline the following year.[12] It was used as the inspiration for Penguin Conversation (also known equally Penguin Chat 1), a similar game which was released before long afterward Experimental Penguins' removal. Released Jan 2003, Penguin Football Conversation (too known as Penguin Conversation ii) was the 2d attempt at a penguin-themed MMORPG, and was created on FLASH 5 and used the same interface as Experimental Penguins. [13] The game contained diverse minigames; the premiere championship of RocketSnail Games was Ballistic Biscuit, a game that would be placed into Experimental Penguins and somewhen exist adapted into Club Penguin'due south Hydro Hopper.[fourteen] RocketSnails Games' Mancala Classic would likewise exist placed into the game every bit Mancala.

Lance Priebe, as well equally co-workers Lane Merrifield and Dave Krysko, started to codify the Social club Penguin concept when the trio were unsuccessful in finding "something that had some social components simply was condom, and not just marketed every bit safe" for their own children.[15] Dave Krysko in particular wanted to build a condom social-networking site their kids could enjoy free of ad.[16] In 2003, Merrifield and Priebe approached their boss, with the idea of creating a spinoff company to develop the new product.[17] The spin-off company would exist known as New Horizon Interactive.

Early history (2004–2007)

Work commenced on the project in 2004, and the team settled on a proper noun in the summertime of 2005.[11] The developers used the previous projection Penguin Chat two – which was nonetheless online – as a jumping-off point in the design process, while incorporating concepts and ideas from Experimental Penguins. Penguin Chat's tertiary version was released in April 2005, and was used to test the client and servers of Penguin Chat 4 (renamed Guild Penguin).[18] Variants of Penguin Conversation 3 included Crab Conversation, Chibi Friends Chat, Caprine animal Chat, Ultra-Chat, and Tv set Conversation. Users from Penguin Chat were invited to beta exam 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 Social club Penguin went live on October 24, 2005,[18] just afterward Penguin Chat servers were shut down in August 2005. While Penguin Chat used ElectroServer, Social club Penguin would apply SmartFoxServer.[19] The developers financed their start-up entirely with their own credit cards and personal lines of credit, and maintained 100 pct ownership.[twenty] Club Penguin started with xv,000 users, and by March that number had reached 1.4 million—a figure which about doubled by September, when information technology striking two.vi 1000000.[17] Past the time Guild Penguin was ii years onetime, it had reached 3.ix 1000000 users, despite lacking a marketing upkeep.[21] The first mention of the game in The New York Times was in October 2006.[22] The post-obit yr, Club Penguin spokesperson Karen Mason explained: "Nosotros offer children the training wheels for the kinds of activities they might pursue as they get older."[23]

Acquisition by Disney (2007)

Although the three Club Penguin co-creators had turned downwards lucrative advertising offers and venture capital investments in the past,[17] in Baronial 2007, they agreed to sell both Order Penguin and its parent company to Disney for the sum of $350.93 million.[24] In addition, the owners were promised bonuses of up to $350 one thousand thousand if they were able to meet growth targets by 2009.[25] Disney ultimately didn't pay the extra $350 million, as Lodge Penguin missed both turn a profit goals.[26] [27] At the signal when it was purchased past Disney, Club Penguin had 11–12 one thousand thousand accounts, of which 700,000 were paid subscribers, and was generating $twoscore one thousand thousand in annual acquirement.[24] [20] In making the sale, Merrifield has stated that their main focus during negotiations was philosophical,[15] and that the intent was to provide themselves with the needed infrastructure in order to go along to grow.[ citation needed ] Past late 2007, it was claimed that Club Penguin had over thirty one thousand thousand user accounts.[24] In December of that year, The New York Times asserted that the game "attracts seven times more traffic than Second Life."[28] Lodge Penguin was the 8th top social networking site in Apr 2008, according to Nielsen.[29]

Afterward 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 shortly. Lane Merrifield assured GlobalToyNews at the fourth dimension that "information technology's a lot of worlds to manage, but nosotros have really potent teams." Merrifield's role changed from taking a backseat in daily game design to focusing on overall branding and quality command of the virtual gaming properties. Ane 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 i product (with such features every bit multilingual versions), while Disneyland Studios LA focused on client products and franchises of a wide choice of games. Merrifield was responsible for cross-pollinating both cultures.[30]

Franchising and growth (2007–2015)

Since the Disney purchase, Club Penguin continued to abound, becoming part of a larger franchise including video games, books, a television special, an anniversary song, and an app MMO. Disney has ofttimes used the game equally 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.[31] [32] [33] The game forged an e'er-growing mythology of characters and plot elements, including: a pirate, a journalist, and a secret agent.

In 2008, the showtime international office opened in Brighton, England, to personalise the level of moderation and thespian support. Later international office locations included São Paulo and Buenos Aires.[16] On March 11, 2008, Club Penguin released the Club Penguin Comeback Project.[34] This project allowed players to be function of the testing of new servers, which were put into utilise in Club Penguin on April 14, 2008.[35] Players had a "clone" of their penguin made, to test these new servers for bugs and glitches.[36] The testing was ended on April four, 2008.[37]

On June 20, 2011, the game'due south website temporarily crashed afterward the company let the Society Penguin domain proper noun elapse.[38] In September 2011, i of Club Penguin'southward minigames, Puffle Launch, was released on iOS as an app. Merrifield commented: "Kids are going mobile and take been asking for Lodge Penguin to become there with them."[39]

In late 2012, Merrifield left Disney Interactive to focus on his family and a new educational production, Freshgrade. Chris Heatherly took Merrifield's former position.[40] The company dropped the words "Online Studios" from its name[41] [42] in 2013. Every bit of July 2013, Club Penguin had over 200 one thousand thousand registered user accounts.[i] In 2013, Social club Penguin hired vocalist and erstwhile Order Penguin actor Jordan Fisher to tape a song entitled It's Your Altogether, to commemorate Club Penguin's 8th anniversary.[43]

Decline and discontinuation (2015–2017)

This message was provided by Aunt Arctic (a proxy for Club Penguin developers) in the last effect of the in-universe newspaper The Penguin Times. It nostalgically looks back on the game's 12-twelvemonth history, comments on how far the community has grown, and has an optimistic view on the hereafter for its members.

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.[44] The visitor's Uk role in Brighton was shut downward around April 17, 2015. Some employees in the Los Angeles function were also let get. Disney Interactive replied to Castanet on the layoffs: "Disney Interactive continually looks to observe means to create efficiencies and streamline our operations. Every bit function of this ongoing process, we are consolidating a small-scale number of teams and are undergoing a targeted reduction in workforce."[45]

On September 2, 2015, Club Penguin closed down the High german and Russian versions of the site.[46] A spin-off mobile app, Puffle Wild, was removed from the App Shop and Google Play the aforementioned solar day in order to allow Disney Interactive to focus on Lodge Penguin.[47] 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.[48] With the closure of Disney Interactive in 2015, Club Penguin side-projects wound downward to let a streamlined effort to focus on the cadre Club Penguin experience; this involved the layoffs of 30 Disney Studios Canada staff.[49]

On January xxx, 2017, Club Penguin announced that the current game would be discontinued on March 29, 2017, to make way for its successor, Gild Penguin Island. [50] [51] [52] Membership payments for the original game were no longer accepted as of Jan 31, 2017, with paid members slated to receive emails about membership and refunds.[53] [54]

It became pop in the final weeks of Club Penguin to attempt speedruns to see how fast users could get banned from the site; the fastest world tape was a tool-assisted speedrun (TAS).[55] [56] [57]

Days earlier the close down, Club Penguin announced that on the terminal solar day of the game'due south functioning, all users would be given a gratis membership until the servers were disconnected.[58]

On March 30, 2017, at 12:01:39 AM PDT (7:01:39 AM UTC), Club Penguin's servers were officially shut down.[59]

Blueprint

Business model

Prior to being purchased by Disney, Club Penguin was almost entirely dependent on membership fees to produce a revenue stream.[3] The vast bulk of users (90% according to The Washington Postal service) chose not to pay, instead taking advantage of the free play on offer.[60] Those who chose to pay did so because full (paid) membership was required to access all of the services, such as the power to purchase virtual clothes for the penguins and buy decorations for igloos,[61] and because peer pressure level created a "caste arrangement," separating paid from unpaid members.[62] 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,[63] and Neopets, which incorporated product placements.[64]

An alternative revenue stream came through the development of an online trade store, which opened on the Club Penguin website in Baronial 2006,[65] selling blimp Puffles and T-shirts. Key bondage, gift cards, and more shirts were added on November vii, 2006.[66] In October 2008, a serial of costly 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.[67]

Every bit with one of its major rivals, Webkinz, Club Penguin traditionally relied almost entirely on word-of-mouth advertising to increase its membership base.[68]

Child safety

Guild Penguin was designed for the ages of 6–14.[69] Thus, one of the major concerns when designing Gild Penguin was how to ameliorate both the safety of participants and the suitability of the game to children. As Lane Merrifield stated, "the decision to build Gild Penguin grew out of a desire to create a fun, virtual world that I and the site's other two founders would experience safe letting our own children visit."[70] Equally a event, Guild Penguin maintained a potent focus on child safety,[71] to the bespeak where the security features were described as almost "fastidious" and "reminiscent of an Orwellian dystopia",[72] although information technology was also argued that this focus might "reassure more parents than information technology alienate[d]."[72]

The organization employed a number of different approaches in an attempt to meliorate kid safety. The key approaches included preventing the employ of inappropriate usernames;[73] providing an "Ultimate Condom Conversation" way, which limited players to selecting phrases from a list;[71] using an automatic filter during "Standard Prophylactic Conversation" (which allowed users to generate their own messages)[74] and blocked profanity even when users employed "creative" methods to insert it into sentences;[73] filtering seemingly innocuous terms, such as "mom"; and blocking both telephone numbers and e-mail addresses.[71] It also included employing paid moderators; out of 100 staff employed in the visitor in May 2007, Merrifield estimated that approximately 70 staff were dedicated to policing the game.[68] Information technology too included promoting users to "EPF (Elite Penguin Forcefulness) Amanuensis" condition, and encouraging them to report inappropriate behavior.[71]

Each game server offered a particular type of chat—the majority allowing either chat mode, but some servers allowed just the "Ultimate Safe Conversation" mode. When using "Standard Safe Conversation", all comments made by users were filtered. When a comment was blocked, the user who fabricated the comment saw information technology, merely other users were unaware that information technology was made—suggesting to the "speaker" that they were existence ignored, rather than encouraging them to endeavour to find a fashion effectually the restriction.[71]

Across these primary measures, systems were in place to limit the amount of time spent online, and the site did non feature whatever advertisements, because, every bit described by Merrifield, "within two or three clicks, a child could exist on a gambling site or an adult dating site."[68] Nevertheless, after Club Penguin was purchased by Disney, concerns were raised that this state of diplomacy might change, particularly in regard to potential spin-off products,[75] although Disney continued to insist that it believed advertising to be "inappropriate" for a immature audience.[64]

Players who used profanity were often punished by an automatic 24-hour ban, although not all vulgar language resulted in an firsthand 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."[76]

Education and charity

Research shows that the design of virtual worlds, like Social club Penguin, provide children with opportunities to develop literacy and communication skills while having a powerful touch on on their social relationships and identity formation.[77] One literary exercise involved players often engaged in semiotic analysis of other player profiles, which was a display of that player's identity inside the game.[78] Other literacy and communication practices included the use of the in game mail and the of emoticons, which served to build social cohesion and structure.[78]

Coins for Modify was an in-game charity fund-raising consequence which showtime appeared in 2007. The fund-raising lasted for approximately two weeks each December during the game's annual "Vacation Party". Players could "donate" their virtual coins to vote for three charitable issues: Kids who were sick, the environment, and kids in developing countries.[79] Players were able to donate in increments of 100, 250, 500, 1,000, five,000, or 10,000 virtual coins. At the finish of the entrada, a set amount of existent-globe money was divided amid each of the causes based on the corporeality of in-game currency each crusade received. At the terminate of the start campaign, the New Horizon Foundation donated a total of $1 million to the World Broad Fund for Nature, the Elizabeth Glaser Pediatric AIDS Foundation, and Gratis The Children.[79] [fourscore] In both the 2007 and 2008 campaigns, two-and-a-half one thousand thousand players participated.[79] [81] In 2009, Gild Penguin donated $1,000,000 Canadian dollars to charitable projects around the world. In 2010, Order Penguin donated $300,000 towards building safe places, $360,000 towards protecting the World, and $340,000 towards providing medical help. Lane Merrifield said: "Our players are e'er looking for ways to make a departure and assist others, and over the past five years they've embraced the opportunity to requite through Coins For Alter, it was exciting to see kids from 191 countries participate together.[82] In 2011, the amount of money donated was doubled to $2 million, ostensibly in response to an unexpected increase in participation.[83]

Plot and gameplay

Club Penguin was divided into various rooms and distinct areas. Illustrator Chris Hendricks designed many of the first environments. Each histrion was provided with an igloo for a habitation. Members had the option of opening their igloo so other penguins could access information technology via the map, under "Member Igloos."[84] Members could likewise purchase larger igloos and decorate their igloos with items bought with virtual coins earned by playing mini-games.[threescore] At least one political party per month was held on Club Penguin. In most cases, a gratis clothing item was available, both for paid members and free users. Some parties as well provided member-only rooms which only paid members could admission. Some major Lodge Penguin parties were its annual Halloween and Holiday parties. Other large parties included the Music Jam, the Take a chance Party, the Puffle Party, and the Medieval Party.[ citation needed ]

Franchise

Disney'south franchising of the brand began with its acquisition of Order Penguin in 2007. In addition to the Club Penguin Island web-based video game,[85] the franchise has too included console video games for Nintendo DS and Wii,[86] [87] telly specials in the United kingdom,[88] and a series of books.[89]

Critical reception

Club Penguin received mixed reviews throughout its journeying. The site was awarded a "kids' privacy seal of approval" from the Better Business organization Agency.[90] Similarly, Brian Ward, a Detective Inspector at the Child Abuse Investigation Control in the U.k., stated that it was skilful for children to experience a restricted arrangement such as Guild Penguin before moving into social networking sites, which provide less protection.[91] 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 vii%.[92]

A criticism expressed by commentators was that the game encouraged consumerism[61] and allowed players to cheat.[93] While Lodge Penguin did non crave members to purchase in-game products with real money (instead relying on a gear up monthly fee), players were encouraged to earn coins inside 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 proceeds access to the full range of activities.[77] These advertisements included notices that certain levels of games and items were reserved for paid members and even included paid members that unwittingly acted every bit recruiters.[77] Additionally, Club Penguin trade 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 every bit economic subjects that became acculturated to shopping as a central cultural practice.[78] Others fence that the utilize of in-game money as perchance helping teach children how to save money, select what to spend information technology on, better their abilities at math,[61] [lx] and encourage them to "exercise safe money-management skills".[94]

In add-on, the "competitive culture" that this could create led to concerns about cheating, as children looked for "shortcuts" to better their standing. Information technology was suggested that this might influence their real-earth behavior.[93] To counter this, Club Penguin added guidelines to prevent cheating, and banned players who were caught cheating or who encouraged cheating.[93]

In spite of the attempts to create a rubber space for children in Club Penguin, concerns about prophylactic and behavior all the same 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-political party Club Penguin forums could become "as bawdy as whatsoever other chat".[62] Even within the game, Social club Penguin had a unique course of anti-social behavior and cyberbullying that presented as angry emoticons, relentless throwing of snowballs at other players and some letters were able to get through the filtered chat.[95] Besides, the "Caste system" between those who had membership and exclusive items and those who lacked full membership (and therefore were unable to ain the "coolest" items) could lead to players having a difficult time attracting friends.[62] 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 course arrangement where some would be competing for college and higher status.[77] Others worried that the brandish of course and promotion of consumerism inside Guild Penguin fosters the notion that the accumulation of wealth and possessions are the direct consequence of one'due south success and condition.[95] Additionally, some critics have noted the presence of strong sexual connotations due to the modeling of romantic relationships and behaviors.[95]

I criticism came from Caitlin Flanagan in The Atlantic Monthly: in relation to the safe procedures, she noted that Club Penguin was "certainly the safest style for unsupervised children to talk to potentially malevolent strangers—just why would you want them to do that in the commencement place?"[4] While views of the strength of this criticism might vary, the concern was mirrored by Lynsey Kiely in the Sunday Independent, who quoted Karen Stonemason, Communications Director for Club Penguin, as saying "we cannot guarantee that every person who visits the site is a kid."[3]

On August twenty, 2013, Disney announced that Toontown Online, Pixie Hollow, and Pirates of the Caribbean Online were endmost directly because of Lodge Penguin and Disney's mobile games. This acquired major controversy betwixt Club Penguin and fans of the 3 games, especially Toontown, where some users had played for more than 12 years (Toontown's alpha test started in August 2001).[96]

Private servers

A Social club Penguin Private Server (commonly abbreviated and known as a CPPS) is an online multiplayer game that is not part of Social club Penguin, but uses unlicensed SWF files from Lodge Penguin, a database, and a server emulator in society to create a similar environment for the game. Many now use these environments in order to play the original game afterward its discontinuation. CPPSes ofttimes contain features that did non exist in the original game such as custom items and rooms, free membership, etc.[97]

Throughout the official game'due south existence, diverse players created private servers of Club Penguin, and in response to the its closure, more private servers were created. Society Penguin Rewritten, a popular remake, launched February 12, 2017, had reached a 1000000 players as of October 12, 2017,[98] though discontinued "permanently" on March 4, 2018.[99] Citing community support and funding, however, it returned with all accounts intact on April 27, 2018.[100] Club Penguin Rewritten had reached eight million registered accounts on December two, 2020;[101] about twice as many equally Club Penguin had 14 years earlier in December 2006.[102]

During the COVID-19 pandemic, private servers experienced a surge in popularity,[103] with between six,000 to eight,000 new players signing upwards each 24-hour interval.[104] On April xvi, 2020, American artist Soccer Mommy collaborated with Club Penguin Rewritten to host a virtual concert for her new album Color Theory.[105] The event had been rescheduled from April 2, 2020, due to college than expected player counts that overloaded the server.[106]

As of May 21, 2020, the collective number of actor accounts registered on all private servers numbered over 15 1000000.[107] [ failed verification ]

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 downwards with DMCA notices.[108]

Vulnerabilities

Many private servers have become vulnerable to DDOS attacks and database leaks due to insufficient security measures.[109] [110] On January 21, 2018, the login information of over 1.seven million Order Penguin Rewritten users were stolen after a data breach[111] [112] and on July 27, 2019, the private server again suffered a data breach with over iv million accounts stolen in addition to the previous breach.[113] [114] [115] [116]

Shutdown

On May 14, 2020, it was announced that all individual servers using the Club Penguin brand were given DMCA take-down notices afterwards allegations emerged concerning child predation past an ambassador of another popular individual server, Club Penguin Online. Co-ordinate to an investigation past the BBC, ane man involved with the site had been arrested on suspicion of possessing child pornography. Detectives say the man from London has been released on bond pending further inquiries.[117] On May xv, 2020, the site was shut down after complying with the DMCA takedown detect past The Walt Disney Company.[118] In a argument, Disney said, "Child safety is a top priority for the Walt Disney Company and nosotros 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. [...] Nosotros go along to enforce our rights confronting this, and other, unauthorised uses of the Social club Penguin game."[119]

Awards and nominations

Year Award Title Recipient Result Ref
2008 Web Marketing Association Entertainment Standard of Excellence Gild Penguin Won [120]
Web Marketing Association Game Site Standard of Excellence Won [120]
2008 Webby Awards, Youth Category Nominated [121]
2009 2009 Webby Awards, Games Category Won [122]
2010 Children's BAFTA Award Kids Vote Won [123]
2011 Children's BAFTA Award Nominated [124]
2012 Children'southward BAFTA Award Nominated [125]
2013 Children's BAFTA Award Nominated [126]

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External links

Spoken Wikipedia icon

This audio file was created from a revision of this article dated 6 Nov 2019 (2019-11-06), and does not reflect subsequent edits.

  • "Lodge Penguin Website". Archived from the original on March 30, 2017. Retrieved Dec thirty, 2009.
  • Official Club Penguin Isle website. Archived on December 20, 2018.
  • The technology behind Disney's Gild Penguin

bakersysion.blogspot.com

Source: https://en.wikipedia.org/wiki/Club_Penguin

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