Big business on new generation toys: WebKinz
December 11th, 2007
Today I was making a little research about what people are searching via google.com and found out an interesting thing – second fastest growing request for now is “Webkinz”. I’ve never heard about such thing before and decided to find some information on it. “Webkinz” turned out to be one of the most amazing business ideas I’ve ever heard of and it’s definitely worth writing a post!
Webkinz are stuffed animals that were originally released by the Ganz gift company in 2005. The toys are similar to many other small plush toys, however they come with a special code on their labels that allows access to the “Webkinz World” which is a web site where kids can build their own virtual reality for an online version of the pet, complete with its own room.
To coddle their online pets with special room decorations and other treats, kids can earn “KinzCash” by playing games, taking quizzes or doing odd jobs like painting. No real cash changes hands. The virtual animals also need nourishment and attention in order to thrive.
Webkinz owners also can interact with one another using a tightly controlled chat program, which offers pre-built phrases to prevent people from seeking out personal information.
A key to the popularity of these toys lies in their diversity: while other toys have offered some of these things individually, Webkinz combine them all!
Actually high demand for unusual innovative toys is not a big surprise. The value of market of toys for 8-14 year old children hasn’t yet been tallied, but a 2005 report by Packaged Facts counted 29 million U.S. kids ages 8 to 14, with a combined annual purchasing power of $40 billion.
And it was also a brilliant idea to combine toys with social network as nearly 90% of these children are now online, which means there’s a lot of money to be made by websites that can capture the their attention. I’m sure Webkinz are only the first ones of this kind of toys and soon many other companies will „clone” this idea. For example there already is another toy social network – Club Penguin.
They have a little bit different concept, but results are similar. There are no plush toys to buy or entrance fees to pay. New members are offered small virtual penguins that they can adopt, name, feed, and clothe. They can also chat, play games, and even help publish the Club Penguin newspaper.
Where creator New Horizon Interactive makes its money is in what it calls premium play. Any kid can have a penguin for free, but if he or she wants to decorate the penguin’s igloo, Mom or Dad will have to subscribe - for $6 a month, or $58 a year.
Another trick used by Club Penguin to keep kids hanging around is throwing themed “parties.” During the holidays, for example, Club Penguin’s writers built a plot around a huge winter storm. News of the storm began leaking onto the site’s weather reports in November to create a buzz of anticipation. When the storm finally hit in December, it dumped snow in every room on the site.
The penguins had to dig tunnels to get around. Captain Rock Hopper, the site’s pirate, was delayed by the gale. When his ship finally landed, it was in shambles and the penguins had to repair it. The winter party was a big success: In December the number of unique visitors to Club Penguin jumped by more than 20 percent.
These are just two examples of how successful company can promote its products (not necessarily toys) by creating a virtual community around them. Think it’s a good hint for everyone – do not stay offline, make your products live online and your income will be mushroomed!
Information Improvisation
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