<![CDATA[Gawker: valleywag, club penguin]]> http://tags.gawker.com/assets/base/img/thumbs140x140/gawker.com.png <![CDATA[Gawker: valleywag, club penguin]]> http://gawker.com/tag/valleywag/clubpenguin http://gawker.com/tag/valleywag/clubpenguin <![CDATA[Get the kids before they develop a first life]]> Marlboro manVirtual worlds and big tobacco hold one strategy in common: hook 'em young. It's estimated some 20 million kids will congregate in virtual playgrounds by 2011. To capitalize on their addiction, a growing percentage of virtual architects are focusing on kiddie fare modeled after Webkinz and Club Penguin. Disney, Warner Bros., Viacom's Nickelodeon, as well as Lego, Mattel, and Hasbro are milking cartoon and toy franchises for the stuff of kids' virtual dreams. Disney's launching Pixie Hollow, a fairy-themed world, in time for the release of Tinker Bell this fall. Disney, we have the perfect beta tester for you.

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<![CDATA[British Lord decries lack of second lives]]> David PuttnamDavid Puttnam, a member of Britain's House of Lords, said virtual worlds targeted at children are doing little more than to make them "think of themselves as not that much more than consumers," during his keynote at the Virtual Worlds Forum. Too many of them are backed by product-hawking companies like Viacom's Nickelodeon or Time Warner's Warner Bros. Instead of being fantasy playscapes that also instill an overwhelming urge to run out and buy Teletubbies plushies, they should be encouraging children to "exercise those same values and skills we wish to see them exercise in the real world." No more orgies in Club Penguin, then. We can top Puttnam's suggestion: How about encouraging them to stay in the real world and exercise, period?

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<![CDATA[Did Disney buy a $350 million dud?]]> If word on the playground is to be believed, Disney spent $350 million (or maybe twice that) on Club Penguin, a fad fading faster than hypercolor. Apparently children are fickle beasts, happy to glom onto the newest igloo-decorating simulator. Penguins have fallen out of favor, according to our preteen correspondents. "Do you use Club Penguin anymore?" asked one 8-year-old. The response: "No, it's too old school." At least they're learning to cynically identify fads when they're young.


The kiddies, anecdotally, are migrating to the newest form of virtual world crack, WebKinz. No doubt this, too, will be a fleeting obsession. Eventually kids leave PlaySkool behind for more serious toys, like MTV's Virtual Laguna Beach. The larger problem is that no one is developing kid-friendly worlds that contain anything to promote long-term interest. Until they do, they'll flash in and out of vogue faster than playground taunts.

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<![CDATA[eBaum's World gets a buyout with strings attached]]> How much would you pay for a viral-video site which some have charged with stealing clips? Depends on who you ask. eBaum's World has just sold for $15 million. Or is it $17 million? Or $67.5 million? HandHeld Entertainment, the San Francisco-based developer of the ZVUE portable media player, has agreed to shell out $15 million in cash and $2.5 million in stock for the Rochester, N.Y.-based website. The rest will come over the next three years, if eBaum's World meets traffic targets and other conditions. The conditional nature of the deal reflects the buyer's shaky finances — and also, a growing hesitancy to splash cash on websites with uncertain futures.


HandHeld is borrowing $24 million, largely to finance the eBaum's deal. That leaves it with $9 million — not enough to pay eBaum's the extra $15 million it's owed under the earnout deal. That means that eBaum's $67.5 million isn't just conditional on its traffic — it's conditional on HandHeld's ability to raise money.

No matter. The takeaway from this deal is that buyers, for a host of reasons, are paying for performance when buying interactive properties. Either they're shelling out modest amounts, as Discovery did for the TreeHugger green blog, or they're placing conditions even on the most promising acquisitions, as Disney did in holding back half of its $700 million payout for Club Penguin. That's a clear sign, that despite the blog-business hype, it's still a buyer's market.

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<![CDATA[Why Disney's spending real money to buy Club Penguin]]> Forget Second Life. It turns out that kids, not adults, are the ones whose virtual worlds translate into real bucks. On Wednesday, Disney bought New Horizon Interactive's Club Penguin, a website where kids pretend to be penguins and decorate digital igloos. The price tag for putting mouse ears on the penguins? $350 million, and Disney's willing to double that if Club Penguin hits earnings goals in 2008 and 2009. Unlike the wasted budgets of corporate marketers setting up empty shops in Second Life, Disney's money seems well spent. Here's why.


Club Penguin eschews advertising; instead, it's supported by a base of 700,000 subscribers who pay $5.95 a month for the right to decorate an "igloo" — a penguin character's virtual home. (Anyone can play for free if they can pass up an igloo — but what parent would deny their child a toy everyone else has?) Traffic to the virtual world has increased 329 percent since June 2006. Linden Lab, the creator of Second Life, claimes to make money by issuing virtual currency and collecting property taxes on digital real estate, wins praise from economists enamored with the abstraction of its virtual economy. But Club Penguin, which plays on feelings of parental love, guilt, and competitiveness, ought to be a more worthy subject of study.

Club Penguin's founders explain that selling out will help fuel the site's global expansion, a Disney specialty. But it's also an acknowledgement of increasing competition.

Disney have to contend with Viacom, a familiar media competitor which owns Neopets as well as the growing Nickelodeon online empire. But there are also a growing contingent of free communities, like the kid-centric Whirled, soon to be launched by San Francisco online-game designer Three Rings. Whirled forgoes subscription fees, instead making money through virtual item purchases, a business model that has worked well for Korea's Cyworld. Club Penguin is collecting its six-buck allowance from parents for now. But what happens when the kids start begging for a new toy?

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