![]() WeeWorld is already well established in that demographic, with 21 million users over its history, aged predominantly between 13 and 18. WeeWorld expects teens to be the primary users of World, thus adding yet another contender to the existing virtual spaces aimed at the youth market. Future content will likely include quest and gaming elements, and an oft-requested shopping feature. To be entitled ' World' (well, at least it's easy to pronounce) the new virtual world will offer a space for users to walk around in and interact as their avatars. It's the next logical step for a company that's consistently listened to what its users want. WeeWorld, the company that gave us the ubiquitous WeeMees, has answered its customers' requests for a virtual world. ![]()
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