webkinz

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  • The myth of the bloody Webkinz murders

    It's just a sign of the times: online worlds are increasingly a part of America's collective unconsciousness. From World of Warcraft's truck commercial to the popularity of Barbie Girls, young and old have come to accept online gaming as a part of our society. For better or worse, that means MMOs are now a part of the vicious rumormill that swirls online ... and the result is as disturbing as it is funny.It seems there's been a rumor going around since early last year concerning the perhaps-too-popular kiddie-world Webkinz. The story goes that some sort of malware can 'kill your Webkinz' inside the game. The accounts vary, but many seem to come back to an evil version of one of the in-game NPCs coming after your huggable critters with a weapon. While the image of a chainsaw-wielding duck is evocative, Snopes sets things to right: it's completely untrue. The site categorizes these rumors as expressions of anxiety over treasured friends/objects; much like a young person would fear a bully ripping the head of their stuffed animal off in real life, so they fear the virtual equivalent. And no, they note, neither Club Penguin nor NeoPets have anything to do with these rumors.[Via Cleolinda]

    Michael Zenke
    01.04.2008
  • Disney investing a cool $100M in virtual worlds

    Onling gaming sites Club Penguin and Webkinz have apparently been doing so well that Disney has decided to invest in a deluge of cute, adorable virtual worlds. They plan on creating up to ten (yeah that's right, we said ten) virtual worlds that will tie into different properties. We already know about the as-of-yet unnamed Cars game Disney is making, that's just the first of many. The brand new virtual world is Pixie's Hollow and this one is based on Tinker Bell. The game is being developed with creative input by the same people responsible for Disney's theme park rides. The game is scheduled for debut this summer, just in time to help build buzz for the upcoming Tinker Bell feature film in the fall. Considering that Disney is a $35.5 billion dollar company, these virtual worlds are definitely a small investment overall at $5 to $10 million each; at least in comparison to a big-budget MMO.All in all, it would seem that Disney is rather serious about this method of entertainment and rightfully so. With plans to make ten games, an easy prediction is that we'll see plenty of new releases over the coming years. What isn't an easy prediction is guessing just how well this endeavor of theirs will work. Disney is only the latest company to join the likes of Mattel, Nickelodeon and Lego -- just to name a few -- looking for some of that pie. It should be interesting to see how this market expands over the next couple of years, now that it's starting to get crowded.[Via Virtual Worlds News]

    Kyle Horner
    01.03.2008
  • NYTimes says children's virtual playgrounds are serious business

    It's that's time again, gentle reader: the New York Times are taking a look at the financial side of virtual worlds, and analyzing the potential for growth within the market. But instead of focusing on Second Life or World of Warcraft, it's ... WebKinz and Club Penguin.Despite my mental age, until now I've known the bare minimum about either. But now they're big business, and the virtual worlds market is entirely under their thrall. Or so the article claims. There are a few flaws in the article, but there's plenty of food for thought -- could virtual worlds overtake television in the children's entertainment sector? Is there big money in virtual worlds aimed at kids? Or, like the conference last month discussed, how will this influence our children?Nobody really knows, I suspect. Analysts are notorious for being unable to predict what children want, beyond jumping on the bandwagon when it comes into town -- it's not like the 'adult' virtual worlds market, where further growth is guaranteed. I guess we'll just have to wait and see.

  • Virtual worlds teaching kids consumerism

    Here's a CNet article about a USC panel discussion concerning how virtual worlds are affecting children, sponsored by the MacArthur Foundation, who are investing in research in virtual worlds. Telling points from the discussion:Spaces like Club Penguin and Webkinz encourage consumerism as part of being a good citizen. Well, this is true, but let's lift our heads from the monitor and realize that American culture itself embraces that model, and virtual worlds are merely the latest iteration of that concept. If we're not careful, these things will become yet another scapegoat for undesirable behavior, just like videogames have been and continue to be.Educators continue to extol the virtues of virtual worlds as beneficial for learning. One of the strengths of online distance learning is its ability to provide the chatroom experience, which is inherently social, with the ability to immediately gratify the desire to search for background information. Being in your class in Second Life and Googling facts at the same time brings to your education a valuable 'live' experience that is difficult to match with standard real life classrooms. Add to that the playful nature of speaking through a customizable avatar, and this is a worthy new color in any educator's palette.Real world ugliness is promulgated throughout virtual worlds, including bullying, racism, and homophobia. The problem is that, no matter how you view virtual worlds, either as utopias or dystopias, human behavior is a learned thing, and that frequently begins at home. Respect for your fellow humans must be taught. If it isn't taught, it isn't learned. Of course online spaces are filled with abusive behavior; life itself is filled with it. Like consumerism, this is a problem that virtual worlds are only bringing into sharper relief, not engendering themselves.[Via CNet]

    Akela Talamasca
    11.16.2007
  • The Virtual World Boom

    Looking for a great escape from reality? Nothing comes close to a Virtual World for a thrill seeking whimsical adventure that doesn't require you to crash your bank account or take some time away from work-- except when an expansion is released or you that long-awaited beta invite shows up, thank you sick leave! It's only natural that people from all walks of life and ages enjoy being entertained by an interactive medium that offers socialization, avatars, items, mini-games and other various shenanigans. Everyone from Webkinz moms, Club Penguin kiddos, the voracious World of Warcraft indulgers and in between is getting in on some Virtual World action. The whole Virtual World genre is going to get a lot more crowded as big media conglomerates take notice and throw staggering piles of cash around in an attempt to attract new visitors. Recent findings by the Virtual World Conference suggest that from October 2006 to October 2007 more than 1 billion dollars was invested in 35 virtual worlds companies. Over at Business Week, there is a great write-up from Paul Heyman of Game Daily about the stirrings from the last Virtual Worlds conference and where some of this money is coming from and where it's going. You won't find any Jeff Kaplan quotes on "welfare epics" but it's still worth a gander if you are interested in an upcoming subset of the genre that will probably prove to be more popular than traditional based fantasy MMORPGS. It isn't the promise land for every Virtual World. Mike Schramm recently reported on the MMO Boom and how it isn't always peaches and cream. This year has been rough on Auto Assault and Gods & Heroes: Rome Rising as both MMOGS shut down permanently while Ryzom is still hanging on for dear life. Despite the pitfalls, MMORPGS will thrive or World of Warcraft will at least, for how long? If Ultima Online has lasted 10 years, WoW will easily top that. 2008 should prove to be a better year for MMORPGS with Warhammer Online: Age of Reckoning and Age of Conan: Hyborian Adventures set to hit our desktops. My hope is that these Virtual Worlds, the ones with elves and fireballs and not Hello Kitty, will be just as fun to explore as their predecessors.

    Matt Warner
    10.16.2007
  • Webkinz molds next generation of gamers

    While attending my niece's soccer game this past weekend, I noticed a few furry new additions to the family. "They're Webkinz", she said referring to the pink poodle and St. Bernard stuffed animals she and my nephew had brought with them. At first, there didn't seem to be anything special about these Webkinz, until a few of her schoolmates came over with plush little pals of their own. Then they all started talking about emailing each other at their Webkinz addresses, and playing games at the Webkinz web site. That's when I became interested in learning more about this emerging craze created by gift maker Ganz.Webkinz combines elements of Nintendogs, The Sims, Brain Age, and Nick.com, packaging all of it together in a secure online environment for kids and their 'kinz. The result is an addictive blend of educational and simulation-style activities geared toward maintaining your pet's avatar and its virtual living space. Food and furniture are paid for with Kinzcash, the community currency which is accrued while playing games and taking quizzes. A word puzzle game had my nephew and I hooked for almost an hour, and the "one more round" syndrome manifested itself in both of us each time we achieved one goal and were given another. Despite Wall Street grumblings and increased federal legislation, this pre-pubescent enthusiasm ensures a healthy future for the gaming industry. Ganz isn't just grooming digital dogs and cats, but also tomorrow's PlayStation 4 and MMO gamers. The ingredients are all here: the online community, competitive gaming, an achievement system, and the W Shop (the place where you spend your Kinzcash). It's not quite Live Anywhere, but the physical extension of the plush toy creates a persistent real world experience away from the desktop computer, keeping young users engaged throughout the day no matter where they venture. Just make sure you monitor your kids' health and hunger meters as often as they monitor their Webkinz's.See also: Microsoft educates parents on 20-city bus tour

    Alan Rose
    10.16.2006