Virtual Worlds as Advanced Social Networks, Business and Education Tools Possible with Commercial Launch of Gogofrog

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Gogofrog announces its commercial launch, allowing anyone to create virtual worlds for use as personal social networks, business tools, education tools and more

Due to their complexity virtual worlds have faced a mountain of problems in reaching beyond game players and the odd company with deep pockets

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The power of virtual worlds as a means of advanced social networks, sophisticated business tools and education tools is now accessible to all Web users with the commercial launch of Gogofrog. Two years after its Beta launch, Gogofrog has taken the advice and input of its global user base of more than 30,000 to remove the prime impediments to making virtual worlds a mainstream Internet tool, access. Fully browser-based, Gogofrog enables anyone with an Internet connection to set up their own world: simple worlds for free and complex worlds for as little as a $10US monthly subscription. No software at all for Users or Visitors to download.

"Imagine a business Web site where you can see what visitors are looking at and go and talk to them. Imagine a classroom with educational content like a real 3D exploding volcano and students physically located all over the world. Imagine a family or staff spread around the globe meeting up in a virtual space and being able to see each other and share photos, video and documents. The scenarios are endless with virtual worlds and until now, have been little more than pipe dreams to the average Web user," says Vincent Teubler, co-founder of Gogofrog.

Teubler was an early convert to virtual worlds and envisaged the power of worlds beyond the traditional realms of fantasy game play. These worlds traditionally require users to download software and usually participate in a single often poorly regulated world. Whilst businesses, educators and users of social networks saw the potential, Teubler believes the need to download software, poor security and costs associated with participating and developing content or real estate have all contributed to severely limiting the broader use of virtual worlds.

"Due to their complexity virtual worlds have faced a mountain of problems in reaching beyond game players and the odd company with deep pockets," Teubler says. "As a browser-based platform, Gogofrog users and visitors to the various worlds need only have access to the Internet to fully participate. Since its Beta launch, Gogofrog users have built simple 3D spaces to meet with friends, students and customers. They've set about decorating their spaces with photos, simple objects and their writings and have variously created places to meet, educate and do business in."

Among other enhancements, the commercial launch of Gogofrog includes greater communications tools.

"Anonymous text chat lends itself to fantasy game play but not much else. Our users demanded real-world communication, so we enabled avatar-to-avatar controlled webcam communication. It doesn't get any better than that. You can request and start a webcam chat with anyone in your virtual Web space -- friend, family, colleague or visitor," Teubler says.

Gogofrog also features a variety of user-defined security measures. The capacity to communicate via webcam is a big security bonus not found in other virtual worlds, as an avatar's profile can easily be matched against them with a simple webcam chat. Gogofrog further allows users to set who they will allow in their world. With the click of a button, users can set it so only people they know -- friends, family, students or staff -- can enter their world, or they can set it so only those who know a password can enter. Teubler says the latter was especially important to educators who wanted to ensure their students would have a completely safe virtual experience.

Gogofrog also found participation is crucial to users, so the commercial site enables users to participate in the world's economy.

"Many worlds already have buoyant economies as a result of allowing users to participate," Teubler says. "Users need to be able to personalize and brand their worlds and potentially sell items to the broader Gogofrog user and visitor community. Gogofrog allows users to sell their images, scenes, avatars, avatar clothing and accessories and 3D furniture and objects. Everyone can make real money through their contributions."

With user feedback continuing to be incorporated into Gogofrog's software development roadmap, Teubler believes his prediction of virtual worlds becoming a highly sophisticated, commercial and entertaining part of social networks and the mainstream Internet is fast becoming a "virtual" reality. For more information about Gogofrog, visit http://www.gogofrog.com.

Contacts
Vincent Teubler Co-Founder Gogofrog
Melbourne, Australia
http://www.gogofrog.com
+61411265715

Monica Dodi
CEO Gogofrog
LA, California, USA

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Vincent Teubler

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Monica Dodi

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