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Category: Virtual Worlds and Virtual Goods
Beanie Babies Go Virtual
Beanie Babies 2.0 made their debut at the recent Toy Fair. What's different about these new Beanies is that they have been created in conjunction with their own interactive virtual world. Obviously, Ty was feeling the competitive heat from stuffed toys like the Webkinz dolls that come with a virtual counterpart.
Beanie Babies 2.0 are the same as their predecessors except they also have their very own interactive website. Owners of the new Beanie Babies scratch off the secret code on the Beanie's Ty heart tag to find the secret code that unlocks the virtual world. The Ty Girlz which Ty recently introduced also have this virtual environment feature.
"My intention was to take the original concept of Beanie Babies, superior quality, affordability and overall cuteness, and reintroduce it to a new generation of children," said Ty Warner, Chairman and CEO. "Kids today are so intelligent and computer savvy, so pairing an interactive computer world with something cuddly seems like a natural fit."
You can find the new Beanie Babies 2.0 on the Ty.com website. The current display on Ty.com shows the new beanies in their regular plush form. When the Beanie Babies are clicked on it shows the form the Beanie Baby takes in the virtual world. Beanie Babies 2.0 have a suggested retail price of $6.00 - $7.00.
Posted on February 18, 2008
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Barbie's Virtual World
It was bound to happen sooner or later. Barbie is going virtual reality. Mattel just
unveiled Barbie Girls, a hybrid play experience that blends fashion, music and an online virtual world. Launching this week, Barbie Girls first comes to life via www.BarbieGirls.com, which Mattel bills as "the first global, virtual online world designed exclusively for girls." At BarbieGirls.com girls can create their own virtual character, design their own room, shop at the mall, play games, hang out and chat live with other girls. In July, Barbie Girls emerges into the real world with a handheld, 4 1/2" portable device that serves as a music player and fashion statement-in-one, while also unlocking new content within BarbieGirls.com.
"The Barbie Girls experience is like no other because girls are in control at every level," said Chuck Scothon, general manager and senior vice president, Girls, Mattel Brands. "We set out to create a platform that is truly revolutionary to transform how girls interact with music, fashion and the online world. Barbie Girls is the result of listening to what girls want, researching how they play and fusing it with the right technology to deliver a completely new experience."
The world has many similarities to Second Life: when a girl registers on the site, she can create a personalized virtual character, design her own room, shop with B Bucks (virtual money) that she earns, play games, watch videos and have real-time chats with other girls. Girls can create their own, highly-personalized virtual characters by choosing from 2.64 quadrillion character combinations of fashions and accessories, as well as stylish faces, expressions and hairstyles. Personalization also extends to each girl's room where more than 4.6 quintillion combinations of room colors, floors, backgrounds and furniture are offered to suit girls' varied design styles. Customization is limitless and profiles can be changed at every log-in. Girls can then chat live with other registered girls on the site.
Mattel knows that parents are freaked out about online predators, so they have spent a lot of time addressing that issue.
The site features a three-pronged safety approach that includes:
- Sophisticated word filters to keep chat secure, prevent the exchange of personal information (e.g. phone numbers, names, etc.) and block inappropriate, hurtful or offensive language.
- Easy-to-use safety features that give a girl the ability to lock or open her room to other characters, the ability to block users and prevent them from contacting her on the site, and the ability to report other users for inappropriate behavior.
- Robust moderation tools that provide BarbieGirls.com administrators with the ability to monitor chat that occurs in the environment, track and monitor reported users and ban users who attempt objectionable behavior.
Chatting in the Barbie Girls environment offers two levels of chat based on the relationship between users:
"B Chat" is the most common yet most restricted type of chat, and it may be conducted in a girl's room and in the public zones of the BarbieGirls.com world. With B Chat girls can only use words approved and compiled in the BarbieGirls.com database, which precludes the disclosure of personal information (e.g. real names, locations, numbers and spelled-out numbers will be blocked). The filters also prevent otherwise acceptable words that may be combined in inappropriate sequences from the site.
"Secret B Chat" is a private chat that only occurs in a girl's room and is only available to "best friends" - girls who both have a Barbie Girl device and who have physically connected their devices into one another's computer docking station. This allows girls to chat at a more personal level but still blocks inappropriate, obscene or threatening language.
BarbieGirls.com also gives girls a personal email device - My Mail- where they can send and receive messages of up to 500 characters with friends and best friends using the same levels of security and safety for chat. Girls can change the look of their mailbox with different skins and personalize incoming email alerts with fun ringtones and cool music.
Of course, Mattel is hoping that the girls spend lots of money using those B Bucks, so get ready for that. We think Mattel has a nightmare on its hands trying to police the chat rooms of girls and keeping out the crazies. On the other hand, it's a smart way to get girls interested in a Second Life kind of environment early.
Posted on April 27, 2007
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Ebay Delists Virtual Property Unless Its From Second Life
Trading virtual property on eBay is a big no no unless you are trading virtual property from the Second Life virtual world. Trading virtual property from World of Warcraft and other MMORPGs is forbidden. Originally the eBay ban was for all virtual items but News.com reports that traders of Second Life virtual items have been thrown a life line.
eBay spokesman Hani Durzy told CNET News.com Monday that that exemption stems from the auction giant's interpretation of what Second Life is.
"If someone participates in Second Life and wants to sell something they own, we are not at this point proactively pulling those listings off the site," said Durzy. "We think there is an open question about whether Second Life should be regarded as a game."
That statement should make Second Life publisher Linden Lab very happy, as it has tried for years to hammer home the point that its virtual world is not a game. But to have that position supported by as august an institution as eBay should definitely bolster Linden Lab's argument, regardless of what other observers think.
One argument that Second Life is no longer a game is that you have news agencies, embassies and department stores like Sears setting up a virtual place inside the virtual world. More discussion of the ban on virtual goods except for those found Second Life can be found on Auctionbytes, Marketing Vox and ITWire. Also at Auctionbytes Ina Steiner speculates about the possibility of a Second Life acquisition by eBay.
If you run a "Second Life" search on eBay you will currently see over 100 items -- most of which are Lindens or Linden Dollars -- the currency traded inside the Second Life virtual world.
Posted on January 30, 2007
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Is Sears Too Much Reality For Second Life?
Second Life is an online virtual world that has been generating an
enormous amount of press over the past several months. Lately some
retailers have been setting up shop in the virtual world which claims to have
two million members. Now Sears is setting up a store inside the virtual
world.
Providing customers with the best possible shopping experience is very
important for the company and it is always looking for new and exciting
ways to present products and services, says Sears Holdings' senior vice
president for direct commerce, Paul Miller.
'The Sears Virtual Home combines the best of virtual worlds and 3D
environments so customers can experience Sears' products in a way that
is closer to real life,' he said.
'Sears.com already provides innovative design functionality and this
work with IBM in a virtual world is a logical extension of those initiatives.'
Eventually, the customers entering the store using a virtual in-game avatar
will be able to see mock-ups of rooms, allowing them to experiment with
furniture colours, sizes and layouts.
It is great that retailers are supporting the world. The 3-D
modeling offered in Second Life may help consumers create
mock-ups for a countertop or design a living room. The technology
is still quite crude, but eventually this type of 3-D modeling
will work.
But here's the problem. Isn't this really just a little too much reality for what's supposed to be a fun online game? If you are leaving reality for a virtual world where you can do anything, then anything you can imagine you can create. Don't you really want the very best products? Don't you want to wear the hippest high-end fashions, drive the hottest vehicles and own the most fabulous real estate? Do you really want to create a virtual house furnished by Wal-Mart, Home Depot or Sears and wear clothes from the Gap?
If the sky's the limit, why wouldn't you want to wear an Armani suit or
a Versace dress while you sip the finest champagne? You can relax on the deck as your $50 million yacht glides across a clear purple sea while five spectacular Suns set in the distance. No doubt your personal mermaid chorus will serenade you on your journey.
Or you could go to Sears and find a virtual washer and
dryer...yawn.
Posted on January 10, 2007
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Ora Ito and the Imaginary Products
Business Week has a fascinating
article about hot designer Ora Ito and how he got his start. He's only 24, but he has amazing ideas for creating visionary new products in every category, from fashion to computers to buildings. He began by designing imaginary products,
like this ergonomic Louis Vuitton backpack, space-age looking stiletto heels and bulletproof Mac computers. A magazine ran a feature on Ito with photos of his imaginary products, and was immediately besieged by readers demanding to know where they could buy them. That got the interest of huge companies from Toyota to LVMH Moët Hennessy/Louis Vuitton to Heineken.
Companies like Toyota choose Ito because he helps their bottom line.
At just 24, he created a slim molded aluminum bottle for Heineken (HINKY )
that transformed the venerable brewer's beer from dowdy to nightclub chic.
Within months of the bottle's launch, Heineken doubled the number of
French outlets that carried its aluminum bottles, to 2,000. "We had places
like [upscale Paris department store] Bon Marche besieging us with calls.
It was unprecedented," says Pascal Gilet, global marketing manager for
Heineken, who gave Ito his first contract. The product has since been
launched worldwide. Similarly, Ito's 2003 redesign of Paris nightclub
Le Cab helped double admissions in one year. Fun-seekers have
flocked to see the club's colorful dance floor, mirrored halls, and
leather-lined hexagonal alcoves.
The young Frenchman's path to fame and fortune was ingenious, if
reckless. At 21, Ito, whose real name is Ito Morabito, decided he couldn't
bear spending 10 years inching his way up the career ladder. So the son of
well-known Paris fashion designer Pascal Morabito invented the pseudonym
Ora Ito to carve out his own identity. Without using his father's money or
connections, he set out to excite the design world with an audacious media
stunt. He helped pen two articles for the fashionable French magazines
Crash and Jalouse, presenting a selection of 3D images of completely
made-up products for mega-brands such as Louis Vuitton, Apple Computer,
and Levi Strauss & Co.
The response was electric. Within weeks of the first article's publication, Ito's Web site was getting 200,000 visitors a day. A Swiss collector and a host of other watch fans wanted to buy the designer's four imaginary Swatch designs, whose digital red dials and cool curves added a futuristic edge to the company's classic look, even though no such products existed. Customers inundated luxury goods company LVMH Moët Hennessy/Louis Vuitton with calls and store visits in a desperate attempt to buy Ito's proposed monogrammed backpack. A factory in China bestowed the ultimate accolade. It lifted the designs and started churning out counterfeits. "It was wild," recalls Ito, noting that no companies initiated legal action against him because the designs were virtual and well-received by consumers and the brands involved.
We do love an unusual success story! Although we still don't know if
that groovy LV backpack is ever going to be available in stores.
Posted on November 28, 2005
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