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Teen virtual world Gaia Online raises $11 million

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Tevokkia

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PostPosted: Sat Aug 02, 2008 3:18 pm


Teen virtual world Gaia Online raises $11 million
Posted by Stefanie Olsen

Gaia Online, a virtual world targeted at teens, on Monday said it has raised $11 million in a series C round of financing from Institutional Venture Partners.

The round brings its total financing to more than $32 million. Its previous investors include Benchmark Capital, Redpoint Ventures, and Time Warner.

The San Jose, Calif.-based company, founded in 2003, is among the most popular virtual communities for young people online, with reportedly more than 5 million monthly visitors (or 350,000 people who log on daily) who play games, socialize, and buy virtual goods in its marketplace.

Last year, the company hired celebrated economist Michael Boskin, a Stanford University professor, to be its chief economist.

Craig Sherman, CEO of Gaia, said the company plans to use the funds to continue developing the site. This summer, for example, Gaia said it will introduce a casual (and free) Flash-based massively multiplayer online game, or MMO, that has been in development since last year.

The funds are surely meant to help fend off a throng of rivals, such as Teen Second Life, and ensure that Gaia capitalizes on a growing population of teens in virtual worlds. Researchers estimate that the audience of teens in virtual worlds will more than double, to 20 million members, within the next three years.

http://news.cnet.com/8301-1023_3-9990087-93.html
PostPosted: Sat Aug 02, 2008 3:42 pm


Gaia Raises $11 Million For Its Teenage Virtual World

Jason Kincaid
TechCrunch.com
Monday, July 14, 2008; 12:00 AM

Gaia Online, an online world and social network aimed at teens, has raised $11 million in a Series C funding round led by Institutional Venture Partners. Since our Virtual World Roundup last summer, the site has seen impressive growth, with a reported 5 million unique users monthly.

Gaia Online is a self-described "teen hangout" that mixes elements of an avatar-based virtual world with mini-games, a social network, and a community forum. Members are rewarded for participating on each component of the site with an online currency (Gaia Gold) that can be used to purchase in-game virtual goods. Much of the site's traffic comes from its forum, which ranks among the most active on the internet.

Gaia will likely use the funding to continue development on its MMO (massively multiplayer online game), that it plans to release this summer. The MMO will offer users a chance to interact in a persistent world (similar to World of Warcraft) rather than its existing temporary rooms. Other competitors in this space include Habbo Hotel and Club Penguin.

http://www.washingtonpost.com/wp-dyn/content/article/2008/07/14/AR2008071400429.html

Tevokkia

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Tevokkia

Dangerous Healer

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PostPosted: Sat Aug 02, 2008 3:43 pm


Teen Hangout Gaia Online Gets $11M in Venture Capital
By Mark Long
July 14, 2008 2:13PM

Virtual worlds are attracting heavy investment, and online teen hangout Gaia Online says it has received $11 million. Fast-growing Gaia pulls in five million visitors a month, but competition is growing from sites like Google's Lively virtual world. By 2011, such virtual worlds are expected to be home to 53 percent of child and teen Internet users.

Gaia Online, one of the world's fastest-growing online hangouts for teens, says it has attracted $11 million in a new round of venture funding led by Institutional Venture Partners (IVP).

"Social networks and virtual worlds are constantly evolving as users become more involved and embedded, and at Gaia Online we are focused on bringing 'Gaians' experiences they will not get anywhere else," said Gaia Online Chief Executive Craig Sherman. "With this capital, we are excited to continue to deliver on this mission, while growing and developing new site elements to support the rapidly increasing interest in Gaia Online."

Attractive Demographics

Gaia's announcement is the latest evidence that investors are betting big on virtual worlds. Venture-capital and media firms shelled out more than $345 million to 39 virtual worlds-related companies through the first six months of 2008, according to Virtual Worlds Management.

Investors think Gaia's growing audience of teenage users will attract companies looking for ad branding and virtual marketing opportunities. According to research firm eMarketer, 53 percent of the 34.3 million child and teen Internet users in the U.S. will be participating in virtual worlds on at least a monthly basis by 2011.

"Gaia Online is one of the most exciting companies that we have seen in the online social-community space," said IVP partner Norm Fogelsong. "We feel that Gaia Online is poised for explosive growth."

The online community has already provided MTV, Nike, Paramount Pictures, Sony, Toyota, Warner Bros, and Xbox with new ways to reach teens and young adults. Gaia Online has just announced a new partnership with Virtual Greats, which holds the multiplatform distribution rights for virtual goods associated with pop-culture icons such as Elvis Presley, Justin Timberlake, Paris Hilton, and Snoop Dogg.

"We're always looking for ways to create a deeper, more relevant engagement for our very active community," Sherman said. "Partnering with Virtual Greats enables us to bring our users' favorite real-life celebrities in world for a unique virtual experience."

Breadth of Activity

However, Gaia is more than a virtual Second Life wannabe. Each month more than five million unique users come to the online community to socialize, play games, and watch movies in the site's virtual cinema. "The breadth of activity available on the site and the level of engagement of the users are truly extraordinary," Fogelsong said.

The research group Hitwise reported last April that Gaia online had the highest average visit time among the social-networking Web sites. And the company hopes to further encourage 'Gaians' to extend their online visits through its launch of a massively multiplayer online game later this summer.

Gaia's latest cash infusion comes at a time when the online service is facing competition from a slew of social-networking rivals, including Linden Labs' Teen Second Life as well as Google's new 'Lively' virtual world.

"The creation of a virtual world by the most dominant presence on the Internet validates the concept and suggests it is here to stay," said Gartner analyst Steven Prentice. "Lively slots into the low end of the spectrum of virtual world offerings, between two-dimensional social-networking sites like Facebook and MySpace, and the teenager-oriented social-networking virtual worlds."

http://www.newsfactor.com/news/Teen-Hangout-Gaia-Gets--11M-Funding/story.xhtml?story_id=032002XVJVWG
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