5. THE POPULARITY OF VIRTUAL
WORLD TOYS?
Children’s virtual worlds - like Moshi
Monsters and Club Penguin - aren’t
just popular online; they’re also proving
to be a big hit as toys, with our
research showing over half of UK
children who play the top kid’s virtual
worlds own toys based on the worlds!
This survey of 500 children aged
between seven to 11 years of age,
reveals which virtual world toys are
most popular and what will be the
next big toy-hit?
6. AWARENESS
We asked the children which virtual worlds they've heard of...
Club Penguin Moshi Monsters
Bin Weevils Build-A-Bearville
Neo Pets Stardoll
2%2% Habbo None of these
4%
4% WebKinz Poptropica
4% 24% Gaia Online
6%
8%
10%
23%
12%
7. GAMES PLAYED
We asked the children which virtual worlds they've played...
50%
38%
25%
13%
0%
None of these WebKinz Poptropica Gaia Online
Build-A-Bearville Neo Pets Stardoll Habbo
Club Penguin Moshi Monsters Bin Weevils
8. TOYS OWNED
And we asked the children if they owned toys from
the virtual worlds they’ve played...
40%
30%
20%
10%
0%
WebKinz Poptropica
Moshi Monsters Build-A-Bearville
Club Penguin
9. THE NEXT BIG THING
We asked the children if they would like toys based on the
worlds they’ve played, even if they don’t currently licence
toys (Bin Weevils, Habbo, Stardoll, Gaia)...
80%
60%
40%
20%
0%
Habbo Stardoll Neo Pets Gaia Online
WebKinz Build-A-Bearville Poptropica Bin Weevils
Club Penguin Moshi Monsters
Would Want Wouldn’t Mind
10. THE FINDINGS
• Awareness of kid’s virtual worlds is
very high. Only 11% of the sample
had not heard of any of the games
listed.
• Club Penguin and Moshi Monsters
dominate the space, but Bin Weevils
is one to watch.
• Club Penguin players are the kids
most likely to own a toy based on a
virtual world game they play.
11. THE FINDINGS
• Most importantly, kids who play
virtual worlds are demanding toys
based on the games!
• Games that at the time of producing
this report didn’t have a toy based
on them (Gaia Online, Bin Weevils,
Stardoll, Habbo) were in demand
from over half of their players.
12. Dubit
For further insights into toys, virtual
worlds and more, get in touch
e-mail: matthew.warneford@dubitlimited.com
Notas do Editor
\n
Today we have 4 departments: research, strategy, marketing, and the digital development.\n- Research are involved in all the products we develop. We believe that when designing games for children, children should be engaged in all elements of the design. We work with people like Cartoon Network, Club Penguin, Children’s BBC, Nickelodeon.\n- The strategy team develop business models for online games. We work with people like Mattel and the film studio behind the new Wizard of Oz film. \n- The marketing team create the campaigns that drive traffic into the worlds. These games are arbitrage business models - driving traffic cost effectively is essential for success.\n- The digital team are covered in the next slides. All these departments work together in the creation, build, and post launch management (marketing, analytics, moderation, and updates)\n
Today we have 4 departments: research, strategy, marketing, and the digital development.\n- Research are involved in all the products we develop. We believe that when designing games for children, children should be engaged in all elements of the design. We work with people like Cartoon Network, Club Penguin, Children’s BBC, Nickelodeon.\n- The strategy team develop business models for online games. We work with people like Mattel and the film studio behind the new Wizard of Oz film. \n- The marketing team create the campaigns that drive traffic into the worlds. These games are arbitrage business models - driving traffic cost effectively is essential for success.\n- The digital team are covered in the next slides. All these departments work together in the creation, build, and post launch management (marketing, analytics, moderation, and updates)\n
Today we have 4 departments: research, strategy, marketing, and the digital development.\n- Research are involved in all the products we develop. We believe that when designing games for children, children should be engaged in all elements of the design. We work with people like Cartoon Network, Club Penguin, Children’s BBC, Nickelodeon.\n- The strategy team develop business models for online games. We work with people like Mattel and the film studio behind the new Wizard of Oz film. \n- The marketing team create the campaigns that drive traffic into the worlds. These games are arbitrage business models - driving traffic cost effectively is essential for success.\n- The digital team are covered in the next slides. All these departments work together in the creation, build, and post launch management (marketing, analytics, moderation, and updates)\n
Today we have 4 departments: research, strategy, marketing, and the digital development.\n- Research are involved in all the products we develop. We believe that when designing games for children, children should be engaged in all elements of the design. We work with people like Cartoon Network, Club Penguin, Children’s BBC, Nickelodeon.\n- The strategy team develop business models for online games. We work with people like Mattel and the film studio behind the new Wizard of Oz film. \n- The marketing team create the campaigns that drive traffic into the worlds. These games are arbitrage business models - driving traffic cost effectively is essential for success.\n- The digital team are covered in the next slides. All these departments work together in the creation, build, and post launch management (marketing, analytics, moderation, and updates)\n
Today we have 4 departments: research, strategy, marketing, and the digital development.\n- Research are involved in all the products we develop. We believe that when designing games for children, children should be engaged in all elements of the design. We work with people like Cartoon Network, Club Penguin, Children’s BBC, Nickelodeon.\n- The strategy team develop business models for online games. We work with people like Mattel and the film studio behind the new Wizard of Oz film. \n- The marketing team create the campaigns that drive traffic into the worlds. These games are arbitrage business models - driving traffic cost effectively is essential for success.\n- The digital team are covered in the next slides. All these departments work together in the creation, build, and post launch management (marketing, analytics, moderation, and updates)\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n