Christopher Lewis - April 10th, 2008

Start-Ups, Virtual Worlds

ourWorld Targets Tweens


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Second Life isn’t the only game on the virtual block anymore; Seattle-based startup FlowPlay has just launched its first virtual world Beta. Dubbed ourWorld, the subscription-based sphere is tailored to the elusive, one that is extremely popular with advertisers.

According to ourWorld’s homepage, users will find “ourWorld is a unique place to play games, win ourWorld money, and get clothing and accessories to create your own style.” The company plans to charge $5.99 per month once the game passes Beta.

As it stands now, ourWorld doesn’t offer much in the way of originality. After creating a personalized avatar, a user may choose to socialize with other tweens in one of three worlds – the coffee shop, dance club or a city in the clouds a la Return of the Jedi. The world offers a variety of browser games for users to choose from, or they can work in the coffee shop to earn in-world cash. Nothing too exciting really, but the company promises brand name tie-ins and greater game selection in the near future.

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The potential for massive profits in virtual worlds has already been realized by many. Second Life, the most popular destination for those seeking an online avatar, has passed the 13 million member mark. ClubPenguin – the virtual world that inspired ourWorld – was purchased by Disney last year for a reported $700 million. With statistics like that, it’s no small wonder that companies like FlowPlay are trying to break into the lucrative market.

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2 Responses to “ourWorld Targets Tweens”

  1. Eric says:

    I wonder how ourWorld will compete with Second Life. This is sort of like the case of a new MMORPG being released and people will wonder how it will fare against the leviathan that is WoW. I think one thing that ouwWorld has going for it is that it is targeting a much more specific player base (namely tweens). Tweens are a largely under-represented player base in Second Life (so there won’t be problems in poaching players) but it may also be harder for tweens to get access to ourWorld (or any online game for that matter). However, that’s not to say that some teens and maybe even some young adults will be pulled in by ourWorld . . . but yeah, it’ll be interesting to see how ourWorld will stack up against Second Life.

  2. Chris Lewis says:

    Eric,
    I wonder as well how ourWorld hopes to compete with larger and more established virtual communities. I think the answer for cracking into the tween market lies somewhere in winning the hearts of the parents, especially for a younger demographic. Any company that wants to create a social area for kids is going to have to first allay the fears of the parents. That’s my take on it so far, and according to ourWorld’s FAQ, they’ve already got a system in place for dealing with inappropriate comments and the like.

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