Recent Posts
- Living in China: Report Shows Severity of Pollution
- Living in China: 85% of Chinese families can’t afford houses
- Watch Xiao Qiang’s “China’s Digital Revolution” Interview for BBC
- Twitter Weekly Updates for 2010-03-07
- China, Socialism & Consumer Behavior: U.S. destinations target affluent Chinese tourists
- Living in China: at the wake of Shanghai World Expo, lack of services in English still a challenge
- Autodesk SketchBook Mobile Surpasses One Million Downloads on the App Store
Most Popular Articles
- Look Into the Future with Autodesk Labs: Multi touch wall
- Internet in China: What Do Chinese Internet Users Do Online?
- Autodesk Makes "BusinessWeek 50", A Ranking of the Best Performers in S&P 500 Index
- China, Socialism & Consumer Behavior: In a Tidal Shift, Chinese Spending More Overseas
- China, Socialism & Consumer Behavior
- Finance industry employees in China top salary rankings
- Chinese Calligraphy: Master Yue Le
Most Popular Topics
Internet In China sustainable architect sustainability IxDA Shanghai Mobile Phones Interaction Design Chinese Government designer Internet Users Asia Living In China entertainment Xinhua Hong Kong education revenue architecture Living In Shanghai animation environment 3D software internet artist Beijing Shanghai Daily google Infrastructure Financial Crisis information technology Statistics Autodesk Internet use energy Yuan United States China microsoft design Report consumer behavior TED conference Game Chinese People behavior japan
Where to Find me
Subscribe

Internet in China: Virtual Worlds Roundup
BusinessWeek published a special report on virtual world recently, with one article on virtual World in China which featured Hipihi, Novoking and UOneNet (a.k.a. uWorld).
Hipihi has announced the beginning of its public beta testing phase, after over a year private test. The private test was much longer than they previously expected. Hipihi’s homepage shows it has just over 50k registered users and growing.
uWorld, another virtual world on BusinessWeek’s article which we first profiled in October 2007, finally started its close test in March. As Hipihi, uWorld also partnered with IBM on virtual world development.
Though Hipihi has a lot of buzz on the media, it is still struggling in attracting more users to reside. Kaiser Kuo is more optimistic on it, he thought “deep-rooted MMORPG culture” in China and “willingness of Chinese to strike up online friendships with strangers” will help them in the long run. But virtual world and MMORPG have quite different culture, one could doubt that MMOPRG culture among Chinese youth will let them migrate into virtual world. To exploit the culture of online networking with strangers, you need to create more value which only virtual world can offer. Novoking might be a good example. Its strategy of focusing on entertainment, esp. music and dancing, may help them to target more females, and attract users of online games as Audition.
Even though virtual world in China did not see high growth, there is more company see its potential. Yaolan.com, a community targeting parents with kids under 6 or parents-to-be, plan to launch its virtual world soon. Wang Ruibin — Yaolan’s PR manager — watched the demo and said on his blog, Yaolan world will target mommy and mommy-to-be as well. Each user will have a kid for them to experience what will happen when bringing up a kid, sounds like a 3D life simulation game.
- Internet in China: Online Gaming & “Gold Farming”
- Internet in China: World of Warcraft logs over 1 million concurrent players
- Internet in China: Over 100 Million Youth Seek Fun Online
- Gaming in China: 55.5 million Chinese play online games
- e-Commerce in China: dot-com economy grew over 60 percent year on year in the second quarter/2008
Read Also: