Resources

20 Resources for

virtual worlds

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MySpace Users To Get Avatars, Virtual Goods With Meez Integration
Another add-on aimed at keeping MySpace’s loyal users engaged and away from Facebook: The social network is integrating teen-centric virtual world Meez into its platform, giving members the ability to create avatars, play games and party together in a 3D-virtual environment. Meez Nation runs in Java, so MySpace users...
Tags: Facebook, Advertisement, Avatar, MySpace, Integration, Meez Nation, Corporate Communications, Marketing, E-Commerce, Social Media, Avatars, Video, Virtual Worlds, Companies, News Corp., Tameka Kee
External links 2009-10-20
Virtual Merchants Banned From Using Real Brands In Second Life
In Second Life, selling avatars that look like celebrities and apparel that mimics couture designs is big business—a mainstay of the world's $450 million dollar virtual economy. And if a brand or a celeb found out that someone was using their name to make money (like the avatar that...
Tags: Second Life, Brand, Linden Lab, Branding, Marketing, E-Commerce, Entertainment, Gaming, Social Media, Virtual Worlds, Tameka Kee
External links 2009-08-12
Can Celebs Make Money Shilling Virtual Goods On Facebook?
Britney Spears has launched a line of branded virtual goods on Facebook, making her the biggest-name artist yet to team up with the social network on an e-commerce play. The $2 gifts include little profile badges like birthday cakes, which members can buy for themselves or for friends. Spears...
Tags: Facebook, Britney Spears, Operational Accounting, Finance, E-Commerce, Social Media, Virtual Worlds, Companies, Tameka Kee
External links 2009-08-13
Will The 'Twilight' Franchise Be A Virtual Best-Seller, Too?
The Twilight franchise is epitome of a pop culture blockbuster: The first novel, Twilight, was the biggest-selling book of 2008, the movie grossed $383 million at box offices worldwide, and teens in North America have gobbled up the DVDs to the tune of $162 million in sales thus...
Tags: Virtual World, Franchise, Twilight, Habbo, Pan, Branding, Marketing, Advertising, E-Commerce, Entertainment, Gaming, Movies, Social Media, Virtual Worlds, Tameka Kee
External links 2009-09-02
Online Gamer Riot Games Lands $8 Million Funding, Partners With Tencent
Riot Games has raised $8 million in funding from Benchmark Capital, FirstMark Capital, and Chinese online media company Tencent. Tencent is a new investor; it recently signed a deal to distribute Riot Games’ forthcoming multi-player online game, League of Legends, in China. Benchmark and FirstMark backed the L.A.-based startup...
Tags: China, Benchmark Capital, Tencent, Games, Personal Technology, E-Commerce, Payment Systems, Micropayments, Entertainment, Gaming, Money, M&A & Venture Capital, Venture Capital, Social Media, Virtual Worlds, Tameka Kee
External links 2009-09-09
InXPo Raises $9 Million First Round For Virtual Events
Virtual events tech firm InXpo has raised $9 million in a first round of funding from Highland Capital Partners. The company plans to use the money for tech development and social media initiatives. Founded in 2004, Chicago-based InXpo powers virtual meeting rooms, training courses and expos for companies like...
Tags: Social Media, InXPo, Money, M&A & Venture Capital, Venture Capital, Virtual Worlds, Technologies / Formats, Tameka Kee
External links 2009-09-14
Loudcrowd Parent Conduit Labs Raises $3 Million Second Round
More money for the social gaming space, this time, with a musical twist. Online gaming firm Conduit Labs has raised $3 million in a second round of funding, per an SEC filing. The startup raised $5.5. million in funding from Charles River Ventures and Prism VentureWorks in mid-2007, but...
Tags: Track, Online Game, Conduit Labs, Games, Personal Technology, Entertainment, Gaming, Music, Money, M&A & Venture Capital, Venture Capital, Social Media, Virtual Worlds, Tameka Kee
External links 2009-09-15
Virtual World Roiworld.com Becomes Sales Channel For Real Couture
It’s not unusual for clothing brands to promote their outfits in virtual worlds, but designer Norma Kamali is going one step further: She’s actually selling her new clothing line there. Members of fashion-centric virtual world Roiworld.com can try on outfits from the Norma Kamali for Wal-Mart (NYSE: WMT) Spring...
Tags: Virtual World, Sales Strategy, Sales, E-Commerce, Social Media, Avatars, Virtual Worlds, Tameka Kee
External links 2009-09-17
Digital Chocolate Adds Virtual Goods To Games Mix With NanoStars Project
Mobile and social entertainment company Digital Chocolate wants in on the virtual goods boom—so it’s launching NanoStars, a new game project that revolves around a set of over 100 virtual “characters” that players can buy and use in multiple games. The characters, which will be named after various pop...
Tags: Facebook, NanoStars, NanoStars Game, Games, Personal Technology, E-Commerce, Payment Systems, Micropayments, Entertainment, Gaming, Mobile, Social Media, Virtual Worlds, Tameka Kee
External links 2009-09-24
Turbine Adds $6.6 Million In Funding To Its Gaming War Chest
The Lord of the Rings Online publisher Turbine is in fund-raising mode again: the massively-multiplayer online MMO gaming company has picked up nearly $6.6 million worth of a posed $50 million fourth round of funding, per an SEC filing. Turbine's list of previous backers is lengthy, including biggies like...
Tags: Turbine, Telecom & Utilities, Games, Personal Technology, Entertainment, Gaming, Money, M&A & Venture Capital, Venture Capital, Social Media, Virtual Worlds, Tameka Kee
External links 2009-08-10
Masher Media Gets Funding For Virtual World For Kids
Masher Media, which is developing a virtual world for kids aged 6 to 13, has raised $300,000 of a $1 million round, according to an SEC filing. The startup raised the funds from California angel investor network Tech Coast Angels, according to CEO Sherry Gunther. Gunther is a former...
Tags: Virtual World, Media, Angel Investor, Masher Media, Gunther, Masher, Money, M&A & Venture Capital, Venture Capital, Social Media, Virtual Worlds, Joseph Tartakoff
External links 2009-08-07
Nickelodeon Picks PlaySpan As Its Virtual Goods Payment Platform
Online games and payments platform PlaySpan has signed on another large partner: Nickelodeon Kids and Family Virtual Worlds Group. PlaySpan’s technology will power virtual transactions for Neopets, the beta Petpet Park, and the two worlds Nick currently has in development, World of Neopia and Monkey World. Kids (and their...
Tags: Payment, PlaySpan, Operational Accounting, Games, Finance, Personal Technology, E-Commerce, Payment Systems, Micropayments, Entertainment, Gaming, Social Media, Virtual Worlds, Tameka Kee
External links 2009-10-29
Report: Zynga Adds Virtual Pets To Roster With GoPets Acquisition
Social gamer Zynga has acquired GoPets, a gaming company that lets people create and train virtual pets, according to Virtual Goods News. We’ve contacted Zynga for confirmation. The deal adds a desktop-based game that’s not tethered to any specific social network to Zynga’s roster, as users can download their...
Tags: Pet, Zynga, Bethke, Mergers & Acquisitions, Games, Corporate Law, Virtualization, Productivity, Investment, Finance, Personal Technology, Business Operations, Hardware, Entertainment, Gaming, Money, M&A & Venture Capital, Social Media, Virtual Worlds, Tameka Kee
External links 2009-11-02
Can Virtual Currencies Help Bridge The Gap Between Free And 'Paid' Content?
Virtual goods and micro-transactions have been driving the billion-dollar online games industry across Asia for years. And deals like EA’s $400 million buyout of social gamer Playfish, and Activision’s new virtual pets addition to World of Warcraft, show that virtual currencies have now evolved into a viable business model...
Tags: Game, Advertisement, Payment, Online Publisher, Operational Accounting, Finance, E-Commerce, Payment Systems, Micropayments, Entertainment, Gaming, Media & Publishing, Money, Social Media, Virtual Worlds, Tameka Kee
External links 2009-11-10
Google Pulls the Plug On Lively
Google's "me too" virtual world Lively will be dead by the end of the year—just six months after it launched. It was almost inevitable though, as Google (NSDQ: GOOG) debuted Lively well after the virtual world frenzy had simmered down. The service also had to compete with established worlds...
Tags: Google Inc., Virtual World, Tameka Kee, Companies, Google, Entertainment, Gaming, Virtual worlds
External links 2008-11-20
Gaming Company PlaySpan Picks Up $16.8 Million Second Round
In-game commerce provider Playspan has closed a $16.8 million second round of financing. Previous investors Easton Capital, Menlo Ventures, Novel TMT Ventures and STIC all participated in the round, in addition to undisclosed sources. The Santa Clara, Calif.-based company will use the funds to build out its publisher base...
Tags: PlaySpan, Games, Personal Technology, Entertainment, Gaming, Virtual worlds, VC+M&A, Venture Capital, Tameka Kee, Blockbuster Inc., Wal-Mart Stores Inc.
External links 2008-11-25
Sony (Finally) Lets Us Play In Home
PlayStation Home, Sony's PS3-based virtual world is finally live. The free service lets gamers plug into the PlayStation Network and create avatars, living spaces and socialize. Of course, there are casual games like bowling to play, movie trailers (and eventually original series or full-length shows) to watch, and brands...
Tags: Sony Corp., Sony PlayStation 3, Game Players, Games, Consumer Electronics, Personal Technology, Companies, Sony, Entertainment, Gaming, Virtual worlds, Tameka Kee, Microsoft Corp.
External links 2008-12-11
Widgets, Banner Ads Are Out: E-Commerce, Branded Entertainment Are In
As start-ups come to grips with the reality that the usual online advertising tools of banner ads and widgets won't keep the lights on even if the economy gets better, a few companies are significantly altering their business models. The WSJ profiles a few, like Slide, RockYou and Meez,...
Tags: Second Life, Advertisement, Banner Advertisement, E-business, Web Technology, E-business/E-Commerce, Internet, Advertising, E-Commerce, Social Media, Avatars, Virtual Worlds, David Kaplan
External links 2009-08-04
Industry Moves: Mika Salmi Appointed Chairman of Sulake, Habbo's Parent
Mika Salmi, the former global digital head for MTV Networks/Viacom (NYSE: VIA), has joined Sulake, the parent of the virtual world Habbo, as Chairman of its board. Ever since leaving MTVN earlier this year, Salmi has been on an extended break from work, but has kept in touch with...
Tags: Virtual World, Board, Chairman, Industry, Sulake, Corporate Governance, Business Operations, Corporate Law, Industry Moves, Social Media, Virtual Worlds, Countries, Europe, Finland, Rafat Ali, VIA Technologies Inc., Viacom Inc.
External links 2009-08-06
Virtual Events Firm Unisfair Raising $9.3 Million Second Round
Unisfair, a virtual events company, has raised $3.1 million of a proposed $9.3 million second round of funding, per an SEC filing. Unisfair raised $10 million last year from Sequoia Capital, Norwest Venture Partners and BCS Growth Fund Israel. There were no new investors listed on the latest filing;...
Tags: Job, Round, Recruitment & Selection, Human Resources, Workforce Management, Money, M&A & Venture Capital, Venture Capital, Social Media, Virtual Worlds, Technologies / Formats, Tameka Kee
External links 2009-09-24
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