Sunday, January 13, 2008

Moshi Monster's GamePlan

Moshi Monsters, a UK based social networking site aimed at children between the ages of 7 and 12 years old, might become Club Penguins biggest competitor “Tweens” can adopt and customize their very own pet monsters. The more they play with their monsters, the “happier” the monsters will be. At the same time playing games on the site earns points, which can be used to buy items for the pet monster. Parents might like this site, because the games and puzzles “created” by the monster teach vocabulary, math and logic. But players can also interact with each other, typing in speech bubbles and leave messages for one another. There is no charge, since the companies hopes to successfully sell Mosh Monster merchandise.

In a twist on the Webkinz model -- pairing a password-tagged toy with an online world -- Moshi Monsters (www.moshimonsters .com) are a family of six monsters that live in a light-up cell phone charm and, virtually, in an online home you create.
The charms, called MoPods, were marketed last year in Britain. They contain a receiver that detects the faint signal emitted when cell phones send or receive messages, even when the ringer is silenced. They respond with a 15-second burst of LED fireworks, while the monster spins inside the plastic bubble.
This feature works only with GSM phones like those used on the AT&T and T-Mobile networks, and miscues are frequent -- a test unit was also activated by microwave ovens and walkie-talkies. The charms are $10 from Firebox.com and other retailers.
The companion Web site offers limited content, but the puzzles, which need to be solved so you can feed your monster or buy furniture, have a welcome educational twist to them. Teachers may also find an unexpected use for the MoPods: monitoring illicit in-class cell phone use. from Monsters mesh with phone BY WARREN BUCKLEITNER NEW YORK TIMES NEWS SERVICE

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