• July 14th, 2008

    Gaia Raises $11 Million For Its Teenage Virtual World

    Gaia Online, an online world and social network aimed at teens, has raised $11 million in a Series C funding round led by Institutional Venture Partners. Since our Virtual World Roundup last summer, the site has seen impressive growth, with a reported 5 million unique users monthly. Gaia Online is a self-described “teen hangout” that mixes elements of an avatar-based virtual world with mini-games, a social network, and a community forum. Members are rewarded for participating on each component of the site with an online currency (Gaia Gold) that can be used to purchase in-game virtual goods. Much of the site’s traffic comes from its forum, which ranks among the most active on the internet. Gaia will likely use the funding to continue development on its MMO (massively multiplayer online game), that it plans to release this summer. The MMO will offer users a chance to interact in a persistent world (similar to World of Warcraft) rather than its existing temporary rooms. Other competitors in this space include Habbo Hotel and Club Penguin. CrunchBase Information Gaia Information provided by CrunchBase → Read More

    August 5th, 2007

    Virtual World Hangouts: So Many To Choose From

    The avatars roaming many online virtual communities may be cartoonish and their activities inconsequential, but the recent sale of Club Penguin to Disney for $350 million (with $350 million in earn out) demonstrates that the business of casual immersive worlds, or virtual hangouts, is not entirely child’s play. Virtual hangouts are where people can engage each other using imaginary characters in imaginary environments. They have been around and popular in Europe and Asia for years. However, they appear to be gaining traction in the United States as of late. Some commentators even believe that the type of experience provided by these destinations could very well become integral to the forthcoming Web 3.0 era. The newly released MultiVerse platform, which is designed for the creation of online 3D worlds, certainly anticipates a future in which developers demand the tools necessary to build niche virtual communities because such communities have gone mainstream. Currently, virtual hangouts differentiate themselves by targeting particular audiences and providing certain types of immersive experiences. Destinations such as Club Penguin and Barbie Girls cater to children and pre-teenagers with their simple user interfaces, basic games, and cartoon graphics. Other immersive worlds such as Second Life and Habbo Hotel shoot for a broader audience by providing more advanced chat capabilities, more realistic simulations of reality, and tools to design objects and surroundings. Then there is Red Light Center (NSFW), which targets mature adults to give them an altogether more explicit breed of entertainment. The worlds meant for children are designed with a concern for the safety and security of their users. Webkinz, for example, only lets users chat with a preselected assortment of phrases so no one can say anything inappropriate or share personal information. The services meant for general audiences lack such restrictions and theoretically can be enjoyed by all types of people, although this freedom often translates into behavior that would be utterly inappropriate for children. Second Life, for example, does not explicitly promote adult behavior but has become notorious for it nonetheless. Embracing the more voluptuous side of human behavior, services like Red Light Center are professedly all adult, all the time and encourage users to participate in explicit behavior. Virtual hangouts range not only in the audiences they target but also in the level of immersion they provide. Some, such as Second Life and Active Worlds, put you in 3D-rendered environments with first person points of → Read More

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