[3] The game was originally aimed at the Belgian market, but was redeveloped for a UK audience of children aged between 6–12 years old.
[4] The emphasis on the system was on safety and responsibility, with no chatrooms or the financial aspects available in other online worlds such as Linden Lab's Second Life.
There are a number of continuous tasks to do, such as collecting the hundreds of cog-shaped tokens, or pages torn from a book, the purpose of which was still unknown at the time of the game's closure.
The blog goes on to detail how the hosts are returning to the studio to examine the pages found, and that they need more help, and will hence be sending in CBBC users to investigate further.
Adventure Rock was the subject of a year-long joint research project between CBBC and the University of Westminster, funded by BBC Future Media and Technology, and the Arts and Humanities Research Council which began in July 2007, and aims to look at how children engage with virtual worlds.
[3] The project will also study why the BBC chose to make Adventure Rock a closed world where users' avatars cannot meet or communicate, and what children think of this.
[9] Research workshops have already taken place in December 2007 and January 2008, with 75 participants aged 7–11 years, in five mixed socio-economic and ethnic groups located in Scotland, Wales, N Ireland, and England.