ourWorld Achieves Rapid Market Traction wtih 100,000 Players Following Beta Launch

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Immersive entertainment platform attracts unprecedented number of online consumers in advance of full version release.

The response we've seen from users to date is astounding, and the site traffic has grown much faster than our original projections. It is very rewarding to see that our platform is resonating with casual gamers and online consumers around the globe.

ourWorld, a new breed of online entertainment, today announced it has reached 100,000 registered players since its beta launch in April, demonstrating rapid consumer traction. Known for attracting users of all ages, the site incorporates the most popular forms of online entertainment, including dozens of popular games, chat, shopping, watching videos and more, in a collaborative environment. In addition to reaching this milestone, ourWorld has also seen strong momentum among returning users - accounting for more than 50 percent of the daily traffic. These players have logged in excess of 200,000 hours in ourWorld in less than 70 days, and the average player spends an hour per day on the site.

"ourWorld was created to deliver a vibrant online destination for users who are looking to get a more immersive experience out of casual gaming and other online entertainment," said Derrick Morton, founder and CEO of ourWorld. "The response we've seen from users to date is astounding, and the site traffic has grown much faster than our original projections. It is very rewarding to see that our platform is resonating with casual gamers and online consumers around the globe."

Since its debut, ourWorld has attracted a variety of users including teens, online gamers and the typical casual games audience of women over age 35. The online games market is experiencing an upward trend, demonstrating the significant opportunities for properties like ourWorld. Yankee Group estimates that online games in North America generated $1.6 billion in 2007, and by 2012 revenue will grow to more than $3.8 billion. Further, the analyst firm estimates that there are about 150 million gamers ages 13 and older in North America, and approximately 85 million of them play online games monthly.

"We're excited about licensing our catalog to ourWorld and their approach to attracting and retaining casual game users," said Daniel Bernstein, founder and CEO, Sandlot Games. "Because the virtual world integrates a story, experience and additional entertainment options with a casual gaming platform, users have a stronger inclination to keep playing in ourWorld, versus other destinations. We look forward to a long and mutually beneficial relationship with the online game experience that is ourWorld."

Players in the ourWorld community express themselves through a variety of ways:

  •     Users create their own Avatars, which they design to match their personal style by choosing from a variety of virtual facial shapes, skin tones, hair styles, lips, eye colors, accessories and apparel.
  •     ourWorld currency, 'Flow,' is generated when users play games and engage in collaborative activities. When 'Flow' is earned, it can be redeemed for clothing, accessories and coins on the prize wheel.
  •     Users can choose from dozens of casual games, chat with other users, add friends, and explore venues including "Buzz" Coffee Shop, or the Starlight Lounge for dancing, among others.

This summer, ourWorld will be launching the full version of the site. This release will include many new features, activities, quests and never-before seen places in the world. To explore ourWorld, visit http://www.ourworld.com.

About ourWorld:
ourWorld is a new breed of online entertainment. Based on Flash technology, ourWorld blends a rich and vibrant online world, casual gaming and creative self-expression, designed to promote collaboration and cooperation in a guided online environment. Users can choose from dozens of social activities including popular casual games, dancing in clubs, shopping and watching videos, all through the likeness of their personalized character. ourWorld also provides an innovative marketing platform, allowing leading brands to reach typically inaccessible audiences. Its architects have backgrounds from companies including Google, Hasbro, RealNetworks, Yahoo!, Microsoft, Classmates.com, and more. Users can explore the world and learn more at http://www.ourworld.com. Parent company FlowPlay is online at http://www.flowplay.com.

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Laura Pettitt
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