Posted in Club Penguin, kids, marketing, online community, tween, virtual worlds, Webkinz

Virtual wrolds 2007: TyGirlz.com case study

Case Study: TyGirlz.com – Building the First Virtual World for Girls
What does it take to develop a kids virtual world from the ground up? From concept, to design to ongoing updates and user community issues: come find out how to develop a highly scaleable web-based virtual world. Animax Entertainment, the developers of the TyGirlz.com virtual world for toy company Ty, Inc.’s Ty Girlz brand will share best practices established during the development of the TyGirlz.com web site and virtual world.
– Michael Bellavia, Managing Director, Animax Entertainment

– creates character driven content and experiences for all screens
– founded in 2001
– hq: LA/Toronto & Kiev
– staff of 95
– 2005 winner of first ever broadband emmy
– 2006 nominated for another family
– webbys, web awards, LA Ad club

– lean back – broadcast animation
– lean forward – websites, games, vws, interatcive learning
– clients: ty, film roman, kodak, abc family, bet,
– white label apprach to vw developemnt

producers guild new media council
american film institue new media

Were charged to produce a kid safe, girl focused vw for a new product intro in a crowded competitive makrtet…
– they took it as simply “sell more dolls”

rfp was recieved in january
– finished in 2 months
– partnered with tokenzo (?)

others in space (that I haven’t explored yet)
– maple story
– horseland
– shinging stars
– kookeys
– t-works

rather inappropriate presenter
– dissed some of his competitor and had very sarcastic tone with client
– said that when users ask about boys in the world it “gets the girls all titilated” (?!)
– said 3D avs are creepy in this space/demo

must haves:
– focus on kids and specifically girls
– focus on safety – clised-end, controlled, moderated environment
– no ads
– simple
– lo-fi vs hi-fi
– browser based, no downloads
– virtual economy
– virtual rewards
– no subscription fees
– tiers

– pure flash front end
– as2 transitioning to as3
– mult development teams in mutl time zones

topics he think are still not resolved:
– can you launch a toy without web presence
– does a toy have value?
– is there value in being the indoctrinator of virtual world play patterns?
– can you transition kids to more age appropriate worlds as they grow older? can you “own” them?
– how many profiles will kids maintian? is there an opportunity for cooperation across species?
– does kid fickle factor ovrcome switching costs
– do kids get as jazzed as adults by new technologies wll they prefer smart toys or even playful devices over toys are toys dead?
– will parents get fed up?

question: size of support team?
– initally had moderators that were visible
– now moderators are not visible
– moderation is contracted out. didn’t say who by

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Author:

Joi Podgorny has spent the better part of the past 2 decades working on the bleeding edge of the technology and entertainment industries, from content/brand development and production to leading international support, moderation, community and social teams. Most recently, Joi founded Good People Collective, a consulting agency focused on helping companies and organizations establish, assess and pivot their internal and external cultures to help maximize their potential. She and her team are currently working on an exciting new software project, combining corporate training and virtual reality.

5 thoughts on “Virtual wrolds 2007: TyGirlz.com case study

  1. omg, Joi, I could’ve saved a ton of stress and traffic time pinging between three locations if I’d just have found your Cliff note version of these seminars! This is a godsend…thank you, thank you!

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