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virtual world for kids to reality – virtual toys, baby network, virtual amusement park – the toy industry
Latest eMarketer report shows Walt Disney, Viacom, and Warner Bros. billion total dollars invested heavily in preparing for the game's virtual world, linked to the youth audience, this is a market signal new approach means that companies are the network as a target audience of children and youth.
Recently, Disney spent U.S. $ 350 million ClubPenguin acquisition (Club Penguin), which is a virtual game for children, the company has announced in the game is free, providing a promotional products company media and services in new ways. Disney also has two other children in the space ToontownOnline virtual 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 tale, and your home decor.
Warner Bros. plans to put launched 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 young Internet users visit a virtual world In 2007 this figure increased by 24%. In 2011, it will be at least 87.1% of young people every month the last network, which in 2007 the figure was 76.4%. In general, This year, children and adolescents make up 18.2% in the 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 environments, marketing, advertising expenditure in these improve areas. This virtual world is certainly 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 in a virtual brand. The next needs to address is how interpret these data came out, the next step for the marketing objectives of the company.
Many companies are trying to figure out, that children usually appear in the virtual game is BarbieGirls.com, Webkinz, or Stardoll? According to comScoreMediaMetrix, offering a virtual world avatar flows have greatly increased since last year. The performance of which the most prominent of the two sites are BarbieGirls and Nickelodeon'sNicktropolis. By July 2007, already has 1.1 BarbieGirls million unique visitors, Nicktropolis and 2.2 million, which was launched just two games away from 4 months and 6 months.
For more user BarbieGirls Game fastest growing virtual space. Barbie doll maker, the world's largest toy company Mattel released the game in 60 days, registered users reached 300 million figure. The world's most popular online game Second Life spent three full years before accumulating 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 that of proliferation of speed? Industry have different views on this? After all, this is only a virtual space that just a few blocks, players can give their own Barbie wear their own clothes, home Dress Barbie, Barbie pets and neighbors chat, that's all.
This simple concept of home in virtual space game industry is quite negligible, but only 60 days terribly large number of players show a clear fact: the virtual world is becoming in a current game, the user group of children and women in the leadership of men. In the next 5-10 years, this trend will become a solid reality: today's young women grow up playing BarbieGirls, then the next generation of online games in the world no longer dominates the adult male.
Interactive education virtual
Teen Second Life (hereinafter referred to as TSL, also known as TeenGrid) is another version of the game Second Life, this relatively small object game that the parties involved only 13 to 17 years (after only a few games parent company Linden Lab selected adults is an exception). This game has attracted a series of educational projects in this set point. One GlobalKids New York is a nonprofit organization sponsored designed to teach leadership urban youth, civic virtue and learning. About the Author
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