Wednesday, April 2, 2008

Advice on Launching Kiddie Virtual Worlds

From the KZero blog advising publishers of kiddie virtual worlds; "A message to all companies planning to launch a kids or tween world"
http://www.kzero.co.uk/blog/?p=1982
1. This space is already competitive and will get a lot harder to penetrate in the very near future. Some of the smartest people in the gaming and entertainment sectors are working on virtual worlds for kids. We will not see another Club Penguin in this space for a while. See graph below.
2. You need to have a differentiated proposition (something new, ownable or both) in order to attract and retain your customers - that's the residents. Being first into the market with a differentiation offering gives you a head-start.
3. Or you need a significant marketing and advertising budget in order to get the attention of the market. Note that I said advertising and marketing as opposed to PR. Your target market does not read press releases.
4. You need to work like hell on viral mechanisms.
5. Repeat. You need to work like hell on viral mechanisms.
6. My opinions don't really matter (and I'm not a VIP) but if you're going to have a 'VIP' launch then make sure the founder is around to answer the questions if that's the basis for the invitation.
7. Children are fickle. If they don't get the point of your proposition almost instantly then you're finished. Recent case history - I gave my oldest son (age eight) a new'ish virtual world to play with. I left the room and came back in two minutes later. He was watching TV.
8. Launching your new world is the beginning not the start.
9. Do not underestimate the future value of virtual goods. This is where the money is.

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