a number of implications for self-verification, self-enhancement and other personality theories. Panic and agoraphobia have also been studied in a virtual world. Given the large engagement, especially of young children in virtual worlds, there has been a steady growth in research studies involving the social, educational and even emotional impact of virtual worlds on children. The John D. and Catherine T. MacArthur Foundation for example have funded research into virtual worlds including, for example, how preteens explore and share information about reproductive health. A larger set of studies on children's social and political use of the virtual world Whyville.net has also been published in the book "Connected Play: Tweens in a Virtual World" Authored by Yasmin B. Kafai, Deborah A. Fields, and Mizuko Ito. Several other research publications now specifically address the use of virtual worlds for education. Other research focused more on adults explores the reasons for indulging and the emotions of virtual world users. Many users seek an escape or a comfort zone in entering these virtual worlds, as well as a sense of acceptance and freedom. Virtual worlds allow users to freely explore many facets of their personalities in ways that are not easily available to them in real life. However, users may not be able to apply this new information outside of the virtual world. Thus, virtual worlds allow for users to flourish within the world and possibly become addicted to their new virtual life which may create a challenge as far as dealing with others and in emotionally surviving within their real lives. One reason for this freedom of exploration can be attributed to the anonymity that virtual worlds provide. It gives the individual the ability to be free from social norms, family pressures or expectations they may face in their personal real world lives. The avatar persona experiences an experience similar to an escape from reality like drug or alcohol usage for numbing pain or hiding behind it. The avatar no longer represents a simple tool or mechanism manipulated in cyberspace. Instead, it has become the individual's bridge between the physical and virtual world, a conduit through which to express oneself among other social actors. The avatar becomes the person's alter ego; the vehicle to which one utilizes to exist among others who are all seeking the same satisfaction. While greatly facilitating ease of interaction across time and geographic boundaries, the virtual world presents