There Inc. Officially Launches Online World
Thanks to Yahoo! for hosting the press release announcing the official opening of There Inc.'s online world. This ambitious PC-based virtual world, created "with over $37 million in funding", is aimed at the 'mainstream market' and highlights socializing and playing, as well as world object creation, since: "70 percent of all objects currently for sale in There are created by members and 80 percent of events in There are organized by members." Real-life money can be converted to in-game currency, and during the Beta, "members... voluntarily spent on average of $7 USD per month purchasing There currency and buying in- world goods." There are even some amusing advertising tie-ins: "Digital versions of Nike's AirMax 2003 and Nike's Zoom Celar have been created... members who buy these Nike shoes for their avatars will find... they can run faster."
If I spend some fraction of a *real* dollar on virtual sneakers, my virtual avatar will virtually run virtually faster? Sounds to me like There Inc. has 1. invented a new way of getting people to pay for advertising - one suspects that the real-world products won't have much if any effect on one's real-world running speed (unless you're an Olympic-class runner, in which case one hopes you'll already know which shoes are best for your job), but the appearance in the virtual world of an increase in speed will "contaminate" the There user's attitude toward the real-world product - and 2. [they have] given themselves a license to print money. After all, the only thing they're selling is a certain configuration of electrons with a remarkably limited use.