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Posts with tag branding

Sears uses virtual worlds for back-to-school marketing strategy

Filed under: Real life, Business models, Events, in-game, Forums, MMO industry, Virtual worlds

Summer vacation is setting fast. Soon school classrooms will fill back up with eager students looking to display their latest duds and focus on buffing their intelligence. Shopping has to ensue before that big first day back, and Sears and coolness don't go together nor is it the likely first shopping choice. That's not preventing their marketing department from attempting to target teens in the back-to-school spending craze. Sears has a new strategy which is to promote their products and brand name through social networks and virtual worlds frequently inhabited by teens and kids.

The new virtual Sears fronts are endless arriving all across the Metaverse. A fashion event will he held in the Sears virtual store in Zwinky's Zwinchester Mall. 3d avatar creator Meez also has Sears B-T-S boutique offering clothing, backgrounds, and animations. Additional promotions will run across Alloy. The Gofish network will be hosting a runway contest in the Cartoon Doll Emporium and also at WeeWorld. Another Sears shop is present in Poptropica and The-N.com. NeoPets has some virtual Sears's goodies in their summer faire event. If that wears you out, Sears wants everyone to lounge around. It's commercial fun for the whole family, well not this blogger. Nonetheless, it's still interesting to see the searing crossover.

[Via Virtual World News]

Lessons learned in virtual worlds

Filed under: Business models, Culture, MMO industry, News items, Virtual worlds


Nic Mitham from K Zero is going to offer up the key things he's learned about virtual worlds in the last 18 months. But who is Nic Mitham, you wonder, and what is K Zero? Mitham describes himself as a "one time corporate strategist, ad man and analyst. Now spreading the metaverse word." K Zero describes itself as a virtual worlds consultancy, 'specialists in connecting real world brands and companies with the residents and environments of virtual worlds.'

Mitham's most recent blog post, '50 lessons I've learned in virtual worlds' is an introduction to his upcoming series of reflections on the unpredictable nature of the metaverse. The series of posts will be a look back at what Mitham's seen in the 18 months he's been immersed in the virtual. It's chiefly aimed at those interested in doing business in virtual worlds. Mitham writes,"The point to getting my 50 lessons 'out there' is to attempt to ensure mistakes made by companies along the way are not repeated by others and also to hopefully assist new companies in this space get traction as quickly as possible, because that's in the interest of everyone."

That's not to say that only biz types will get something from his blog; the series of insights is likely to have some significance to the people who populate the virtual worlds already in existence, and those who will flock to the birth of new worlds in the future.

Everyone got it wrong about the NASA MMO?

Filed under: Business models, Academic, Education, Virtual worlds

Nicodemus at the Kill Ten Rats blog took great exception to coverage of a recent meeting held by NASA. The meeting took place Monday in Baltimore, and was an opportunity for the space agency to pitch the idea of a NASA MMO to prospective developers. As reported by sites across the internet, the whole thing was a bit of a bust. As we phrased it here at Massively, "In a news post at Gamasutra, it's been related that the Learning Technologies group has, for some reason, either rethought or lost its 3-year/$3,000,000 budget to develop its educational MMO. Instead, they'll be asking any interested developers not only to design and build the thing, but to host it as well."

According to Nicodemus, that's completely incorrect. Not only will NASA be offering up a 3 million-dollar budget to an interested company, but the development partner would be able to commercialize the resulting product separately. Further comments from articles covering the event were disparaging of NASA's stance on the use of its logo but the KTR article clarifies that not as a commercial interest, but instead one of proper use: "They have very specific and restrictive rules about how, where, and when the NASA logo is presented. Most large companies have similar rules, but NASA is REALLY picky about it. The logo can't be used in such a way as to imply that NASA endorses a particular product or political stance, or whatever. They were quite clear about their willingness to try to work around this a bit and make it work."

The post's author was at the event, felt the tenor in the room, and read over the FAQ at the official NASA MMO site. He came away with a completely different point of view than almost everyone who wrote about the pitch. Hopefully further statements from NASA will clarify this issue in the near future.

NASA MMO stalls on the launch pad

Filed under: Business models, MMO industry, Making money, News items, Opinion, Academic, Virtual worlds

For one brief, shining moment, it was filled with promise. Now, regardless of all the other things it would need to have gotten right, the speculative NASA MMO will also have to learn to fly on its own. In a news post at Gamasutra, it's been related that the Learning Technologies group has, for some reason, either rethought or lost its 3-year/$3,000,000 budget to develop its educational MMO. Instead, they'll be asking any interested developers not only to design and build the thing, but to host it as well.

In return, " ... NASA will consider negotiating brand placement, limited exclusivity and other opportunities." Well, gosh, that's awfully big of you. So in other words, some shop will create and maintain an MMO all on its own, with all the associated costs, and if they're lucky, NASA will think about letting them try to make their money back somehow. Tempting, to be sure. It's unknown at this time how many proposals they've received, but it's little things like this that make it plainly clear to us that NASA's head is mostly filled with space.

Pirates creator criticizes Disney's hesitance to jump into games

Filed under: Business models, MMO industry, Pirates of the Caribbean Online, Opinion


At the DICE summit in Las Vegas Wednesday night, Pirates of the Caribbean creator Gore Verbinski gave a chat to game creators about movies, gaming, and his perspective of the industry in general. Beyond his generally complementary comments towards gaming, one particularly interesting aside that perked our interest was the displeasure he expressed towards Disney for not adapting the Pirates universe for an MMO more quickly than they did. According to Verbinski, they didn't even think of starting the project until a few years after the release of the original movie, and did so without his input. Of course, as we all know, they did eventually release Pirates of the Caribbean Online this past year, but Verbinski's comments certainly make us wonder if the game is all that it could have been.

As we reported earlier today, Disney has ramped up its efforts in the MMO space considerably, putting a significant capital investment into what they see as an extension of the brand immersion seen in their theme parks. This conflicts somewhat with Verbinski's perception that the studios see MMOs in the same way that they see plush toys. One has to imagine that Pirates of the Caribbean Online would have been met with considerably more fanfare if it had the Pirates of the Burning Sea gameplay under the hood, but at what point does this sort of discussion degenerate into armchair quarterbacking? In this case, while I don't doubt Verbinski's sincerity on this issue, it sure seems like was hamming it up for the crowd.

Cartoon Network to enjoy huge TurnOut

Filed under: At a glance, Business models, Events, real-world, MMO industry, Making money, News items, Opinion

Turner Entertainment, holder of the Cartoon Network brand, has announced its partnership with Outblaze Limited, a web infrastructure company, to create TurnOut Ventures Limited. They will focus on leveraging the character recognition appeal of the various CN franchises into online games, virtual spaces, and the like.

What would we like to see come from this? How about an MMO based on Foster's Home For Imaginary Friends, where you can create your own monster? Or a Transformers game, where you can unlock the ability to transform to different vehicles as you level up? Or a Powerpuff Girls title where you are a new model of PG, patrolling the world, dispensing cuteness and justice in equal measure? Is the world ready for this? Are you? Am I?

No, I'm not. I'd like to keep game development away from established franchises, thank you. Now, mind you, aside from the football-themed MMO, the article under consideration doesn't specifically mention branded game development, so perhaps we'll be spared the further dilution of once-favorite characters via tacked-on plots and shoehorned game mechanics. I'd like to be right about that, but history continues to prove me wrong. I live in hope!

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