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  Toy Brands Don’t Play Around in Virtual Worlds   Toy Brands Don’t Play Around in Virtual Worlds  Alycia de Mesa  
         
 
Toy Brands Don’t Play Around in Virtual Worlds Ask 10-year-old kids about their favorite movie or cartoon character—be it the Incredible Hulk or Bratz—and they can identify every brand extension leveraging the character’s likeness. However, as both the toy and branding industries expand into virtual worlds, new dimensions of entertainment and branding are emerging—realms that are full of both pitfalls and profits.

While the press has focused much of its attention on the adult versions of virtual worlds such as Second Life and There.com, a boom time has been quietly brewing for virtual worlds with a retail twist aimed at kids and tweens—and they are making money amid stagnant and, in many segments, declining toy sales.

Virtual worlds—colorful, 3-D interactive landscapes experienced via the eyes and ears of an avatar—offer a cross between gaming and social interaction with plenty of customization to suit the user’s/avatar’s tastes.

Nic Mitham, head of KZero, a virtual world consultancy based in the UK, explains why corporations desire to be in-world. “The motivation for these companies to create virtual playgrounds is simple: It's an extension of the real world toy play and keeps the children in a 'branded' frame of mind.”

 
Back in 1999, a “virtual pet community” dubbed Neopets, debuted as a website for kids. Children created a Neopet as a personal companion to dress and care for while exploring the Neopet’s homeland of “Neopia.” By 2004, the site was reported to have tens of millions of members with over 108 million pets. Taking notice of its massive commercial success worldwide, Viacom stepped in and bought the company in 2005 for US$ 160 million, and re-launched the site in 2007 as a more sophisticated “Neopets 2.0” version.

According to Nickelodeon, Neopets now boasts “54 species of Neopets, 16 lands, hundreds of characters, stories and plotlines, 200 games, a virtual economy based on 'Neopoints,' daily and weekly creativity contests, Neovision™ video player, discussion boards, quests, and virtual items to collect, and most recently, NC Mall™, where users can purchase upscale tchotchkes for their pets.” As of 2008, it is the largest global kid-focused virtual world.

As companies took notice of the phenomenal success of Neopets and Webkinz (which offers a similar adopt-a-pet theme produced by plush toy maker Ganz), toy makers began tying real-world toys to online experiences. Russ’s Shining Stars, Bratz dolls, Build-A-Bear, Ty’s Beanie Babies 2.0, and Hasbro’s Littlest Pet Shop VIPs are among the more recent entries into the space as of 2008. All toys come with some version of a “secret code” that is used to register online within the accompanying virtual world for further avatar customization, mini-games (i.e., games within games) and typically some form of social networking, from chat rooms to Facebook/MySpace-style profiles.

Seeking to invigorate the toy-meets-virtual world formula, Playhut (makers of play tents and such) introduced in late 2007 two new virtual worlds for kids six to 13 years old called Wowbotz (for boys) and Mystikats Kutties (for girls). Rather than buying a toy product first to enter the virtual worlds, each accessory pack sold comes with its own set of mini-games which when successfully completed unlock codes that allow users access to new areas in the worlds.

As Joey Seiler, editor of Virtual Worlds News, told the BBC back in May 2008, "Successful virtual worlds encourage creativity, imagination, and fun.” It also seems to help when kids’ (and parents’) favorite brands participate in the virtual act.

Mattel and its iconic Barbie brand is the latest virtual world smash with a retail twist. As of spring 2008, Mattel enjoyed the fastest growing virtual world to date with its BarbieGirls.com, which combines a virtual world with a Barbie Doll MP3 player available in retail stores. Built by Studiocom, the same digital media agency responsible for Coke Studios, the site reached four million users after just a couple of months of its public beta run in 2007.

In a surprise twist, this spring, Mattel announced that it was abandoning its MP3 accessory and opening up the world to girls via a monthly subscription fee of US$ 5.95. Entrance is free and basic actions like chatting, dressing up and decorating rooms are as well. But there are also premium games and fashion options that are available only to V.I.P. players, which require the premium subscription. The world distinguishes the haves and have-nots by who has a sparkling tiara (V.I.P.) and who doesn’t (free users).

 
Be-Bratz, the irreverent, highly successful competitor doll to Barbie, and its maker Hasbro, followed Barbie’s lead by offering Be-Bratz.com. Girls and their parents purchase a Be-Bratz doll in the usual retail store locations and then register in the companion virtual world with the USB “glam necklace” that comes with the toy. In addition to the doll and necklace, a mouse, and mouse pad, the small pet comes with the package for a retail price of US$ 29.99. Customization abounds in Be-Bratz and, of course, there is plenty of in-world shopping.

In 2008, JP Morgan released its "Nothing But Net: 2008 Internet Investment Guide," a 312-page overview and analysis of Internet-based investments including virtual worlds. The company divides virtual worlds into "two audiences, two differing growth curves" meaning virtual worlds aimed at children and worlds aimed at adults. What JP Morgan is actually bullish on are kids’ worlds, stating that they "present parents an opportunity to let their kids play online and interact in a closed environment that is perceived as safe, especially when sites are operated by companies with trusted brands."

By the year 2011, eMarketer predicts that 53 percent of all American child and teen Internet users will visit virtual worlds at least once a month.     

[14-Jul-2008]

 
  
  

Alycia de Mesa is a brand consultant, speaker and writer with more than a decade of industry experience ranging from start-ups to Fortune 100 companies. Her latest book is Brand Avatar – Translating Virtual World Branding Into Real World Success (Palgrave-Macmillan).

     
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Toy Brands Don’t Play Around in Virtual Worlds
 
 I think this will not have a positive effect on children. It allienates them from reality and confuses them since they have "life" in two worlds. Don't like the idea of "virtual world" at all, I think we shall try keep our feet on the ground. 
- July 14, 2008
 
 As anything that represents change, this type of entertainment might seem odd and, at times, even scarry. For years new technologies have been criticized by concerned parents and other institutions of our society only to find it´s way in the daily lives of those who once condemned them, and become just another detail. The question is: Is there any, or will there ever be a limit, when a technology will change our lives in a really drastic way?
Society is dynamic and it changes, naturally. Obviously, the latest changes have brought along aspects such as sedentarism. Bus as opposing forces are a constant in our world, along has grown the concern for healthier lifestyles and products, so as always, it's a matter of education, of smart choices to takes through this era and into the next one, at which time, I am 100 sure, there will be people fighting against it, people fighting for it, and finally, people branding, for both sides... 
Hugo Arantes Carlos, Marketing Analyst, Medley Pharmaceuticals - July 14, 2008
 
 I completely agree . Companies around the world are becoming ever more thoughtful about communicating to kids . The internet will deliver increasing danger to them.The sort of strict self regulation we have seen in marketing to kids should be applied to the internet. If we cant sell soft drinks and burgesr to kids should we commit several hours of their day without their full understanding of the implications of that play time ? 
Frank Maina, Consultant, frank Maina Communications - July 14, 2008
 
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