"Virtual
worlds like Nicktropolis are part of our strategy
to bring immersive, relevant entertainment experiences
to our audiences wherever they are, and to build communities
around our content across every kind of platform,"
said MTVN chairman and CEO Judy McGrath. "The
virtual worlds we've been building across our networks
give the fans of our brands the high level of interaction
they want with one another, and with the content itself."
Kids
enter Nicktropolis by assuming an "avatar"
that they design and personalize, choosing from an
array of hairstyles, skin tones and clothing styles.
Once a user selects a destination, the avatar appears
in the particular environment and can move around
simply by clicking where he/she wants to go.
"Nickelodeon
has a deep connection with kids, and Nicktropolis
is built from our knowledge that kids' interest in
social networking is all about gaming," said
Nickelodeon and MTVN Kids and Family Group president
Cyma Zarghami. "Nicktropolis serves as a one-of-a-kind
multimedia virtual entertainment playground for kids
that allows them to watch video from our immense library
of programming, play games, interact with our characters
and safely communicate with each other through controlled
chat."
The
site offers a 3D environment consisting of four main
areas containing multimedia experiences, gaming, and
opportunities to personalize their space, create video
play lists of their favourite Nickelodeon content,
and interact in a safe, community environment. Additionally,
the company states that Nicktropolis incorporates
numerous safety features to ensure kids' virtual playground
experience is as safe as possible. Participation in
Nicktropolis relies entirely on the anonymous registration
system, which does not allow kids to divulge personal,
identifiable information, adds the release.
Nickelodeon's
Nicktropolis is MTV Networks' latest move in serving
its audiences through original online and wireless
content across all of its brands. This follows from
Nickelodeon's latest research study, Living in a Digital
World (2006), which found that 86 per cent of kids
8-14 are gaming online; more than half (51 per cent)
are watching TV shows and videos online; 37 per cent
are instant messaging and 12 per cent are participating
in chat rooms.