Thursday, May 22, 2008

Club Penguin: a virtual world for the early adopters

First off, I want copies of the monologues by The Voice. Like day one, today opened with a great introduction which was both entertaining and shockingly realistic.

The first ‘keynote’ featured a discussion between Mesh organizer Stuart MacDonald and Lane Merrifield, Executive Vice President Walt Disney Internet Group, Co-founder and General Manager Club Penguin. Club Penguin is an online virtual world for children which boasts twelve million users and more than seven-hundred thousand paid subscribers. Where the free service is sustained by advertisements, the subscription service offers an ad-free environment.

There are many critics that claim Club Penguin indoctrinates children into the consumer culture. Lane defends the world by pointing out the lessons that can be learned about currency and the need to save money in order to buy what you want. Lane is quite up front that Club Penguin is not specifically an education experience nor is it meant to be. It’s a place for children to play online.

Safety is a high profile concern of Club Penguin. Personal information is blocked and there is a team of moderators that monitor and sanitize the environment of unacceptable content. Apparently ‘lollipop’ is on the chopping block at the moment. They measure their success by ‘reportable incidents’ and have never had an incident in which a child’s safety was at risk.

A lot of thought has gone into marketing the environment. Lane talked about the struggle that Club Penguin has gone through to describe itself. He rejects the idea that it’s a social network since they block all personal information. I wonder if a social network is defined simply by the presence or exchange of personal information. They ended up deciding to call the online world a virtual playground and established a mantra that drives their marketing decisions “if it doesn’t matter to an eight-year-old, it doesn’t matter”. The result is that they don’t participate in many conferences (Mesh being an exception).

The Disney part of the Club Penguin story is particularly interesting. Lane gave the impression that the purchase was not necessarily an objective and he spent time with John Lassiter to gauge how Disney treats their employees and holdings. More significantly, Disney has given Lane and the Club Penguin team the freedom to decide how their virtual playground will unfold without imposing Disney characters on it. Disney offered characters like Mickey Mouse and Buzz Lightyear if they were wanted. Club Penguin operates without those easy grabs.

Club Penguin is about the personal experience. Personal emails from the community are answered, personally, by real people on the team. That means that when they get a fractured email from a child asking a technical question and describing their character and that their character’s pet says ‘hi’, someone will reply with an answer to the question and will respond to the mention of the character and send regards back to the pet.

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3 Responses to “Club Penguin: a virtual world for the early adopters”

  1. Andrea Says:

    Yikes — What’s next? An online tool that allows you to exchange emails with deceased friends and relatives? iEmailDeadPeople.com

  2. Karen Mason Says:

    A point of clarification. There is no advertising of any kind on Club Penguin. Whether you’re a free player or a subscribing member, you will not see any third party advertising or marketing.

  3. Mark Says:

    Thanks for the clarification, Karen. Lane talked about revenue models and I must have confused his points on paid advertising while I was balancing my listening and typing. I have stricken my incorrect comments. My apologies for the mistake.

    Can you please clarify any plans (or discussion) Club Penguin has with respect to advertising in the virtual playground and/or website?

    Thanks for joining the conversation!

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