Posted by admin | Posted in Uncategorized | Posted on 26-04-2011
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Children's virtual world to reality – virtual toys, baby network, virtual amusement park – the toy industry
EMarketer latest report shows that Walt Disney, Viacom, and Warner Bros. total billions of dollars invested heavily in preparation for the virtual game world linked with the youth audience, this is a new market focus signal, means that enterprises are the network as a target audience of children and young people.
Recently, Disney spent 350 million U.S. dollars acquisition of ClubPenguin (Club Penguin), which is a virtual game for children, the company has advertised in the game is free, and this provides a promotional products company to the media and services, new ways. Disney also has two other young children in the virtual space ToontownOnline and Virtual Magic Kingdom.
In addition, Disney also plans based on the movie “Pirates of the Caribbean” and the fairy world (Disney’sFairies) related to the virtual space created. In DisneyFaireis.com where girls can design their own fairies, and their home decoration.
Warner Bros. plans to launch in early 2008, T-Works, which is an advertising program with a virtual world, users can create their own based on the cartoon image of the incarnation.
Virtual Playground
“By 2011, there will be 53% of American children and youth Internet users visit a virtual world, this figure than in 2007 increased by 24%. By 2011, there will be at least 87.1% of young people every month The last network, which in 2007 the figure was 76.4%. Overall, this year, children and adolescents accounted for 18.2% of U.S. Internet users, and in 2006 was flat. “eMarketer forecasts.
As more and more children find fun in the virtual world, companies are launching these virtual environment, marketing, advertising expenditures in these areas would improve. This virtual world is undoubtedly good news for operators, who can provide game players and brand interaction data, such as how many people visited a certain area, and how many people pass through, or used a virtual brand. The next needs to be addressed is how to interpret these data came out, the next step for enterprise marketing objectives.
Many companies are trying to figure out, which children usually appear on the virtual game is BarbieGirls.com, Webkinz, or Stardoll? According comScoreMediaMetrix data, providing a virtual world avatar flows have increased sharply since last year. The performance of which the most prominent of the two sites are BarbieGirls and Nickelodeon’sNicktropolis. To July 2007, BarbieGirls already has 1.1 million unique visitors, Nicktropolis are already 2.2 million, which launched just two games away from 4 months and 6 months.
To BarbieGirls the user of the fastest growing virtual space Game. Barbie doll maker, the world’s largest toy company Mattel introduced the game in 60 days, registered users reached 300 million figure. The world’s most popular virtual game Second Life spent a full three years before they accumulate to 100 million registered users. If this rate, BarbieGirls expected before the end of this year more than Second Life, the largest virtual space.
So, what makes this game a baby to such of the proliferation of speed? Industry have different views on this?? After all, this is only a virtual space that only a few streets, players can give their own Barbie wear their own clothes, Dress up Barbie’s own house, pets, and neighbors Barbie chat, that’s all.
Such a simple concept of home in the virtual space of the game industry is absolutely beneath contempt, but just 60 days frighteningly large number of players show a clear fact: the virtual world is becoming a mainstream game, the user group from to children and women in male-dominated steering. In the next 5 to 10 years, this trend will become a solid reality: today’s young girls will grow up playing BarbieGirls, then, the next generation of online gaming world no longer dominated the adult male.
Interactive virtual education
Teen Second Life (referred to as TSL, also known as TeenGrid), is another version of the game Second Life, this relatively small object of the game that the parties involved only 13 to 17 years (after only a few games parent company Linden Lab selected adult is an exception). This game has attracted a number of educational projects in this set point. One is a New York non-profit organization sponsored GlobalKids designed to teach urban youth leadership, civic virtue and learning skills.
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