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![]() Press Release
There, Inc. Delivers a Brave New Online World to Consumers
Company Unveils There "Limited Access" and Teams with Industry Leaders including ATI, HP, and iVillage to Provide Consumers With Compelling 3D World; Nike and Levi's Provide Immersive Brand Experience to Members
MENLO PARK, Calif. -October 27, 2003 Marking the end of five years of development including a nine-month, large-scale public beta test, There, Inc., an online communications and entertainment platform company, today announced the broad consumer availability of its innovative online 3D world. There is the first online getaway that combines the power of chat with the fun and excitement of online games. Found at www.there.com, the online destination debuts today with support from thousands of paying Beta members and seven leading industry partners: ATI Technologies, Inc.; Discreet, a division of Autodesk, Inc.; HP; iVillage; Plantronics, Inc.; Levi Strauss & Co.; and Nike, Inc. Consumers can sign up now for a 14-day free trial - no credit card required - with an option to buy a There membership for as little as $4.95/month with a one time $19.95 activation fee.
"There has built an innovative software platform with a patented physics engine that supports multiple applications, from consumer to military," said Steve Victorino, CEO of There, Inc. "Our first consumer application, There Limited Access, has shown that consumers can see a real difference between the rich experience in There and traditional chat rooms and online games," he continued.
"After nine months of public beta testing we've proven that consumers are interested in a social online product where they can choose how they look, who they hang out with, what they do for a living and what they want to buy."
There Limited Access is the first consumer application rolled out to the public. It capitalizes on several behavioral and market trends, including:
Who Goes There?
Since There, Inc. launched its beta product in January 2003, more than 180,000 consumers have applied to experience There. Of those, 27,000 invited members participated in the beta test over a nine-month period. The resulting community was demographically and geographically diverse. The membership was relatively balanced between men and women, ranged in age from 13 to 76, and lived across the U.S. The most highly retained members and the biggest spenders fell between the ages of 29 - 49. Women, despite representing more than 50 percent of Internet users (Nielsen/NetRatings, May 2003), have traditionally been underserved in the online games market. There was developed to appeal to both men and women members, and it was discovered during beta that female members were retained longer, spent significantly more money, and took more community leadership positions compared to men.
In addition, members who visited three or more times spent an average of two-and-a-half hours per session in There and referred an average of two friends.
Socialize, Play and Create in There
Beta members can attest to the fun and socializing appeal of There, experienced through four key areas:
"There is based on the concept of 'connecting while doing,'" said Will Harvey, founder of There, Inc. "This idea is relevant and powerful for consumers because it's similar to real life experiences - sometimes "hanging out" with friends at the bar after the softball game is more fun than the game itself. The beta period has proven to us that our mix of socializing and play activities, coupled with the tools that allow members to create objects, events or businesses is the right dynamic for making There a consumer success."
There, Inc has positioned itself for competitive advantage by developing many patented or patent-pending technology features. A few examples of There's unique technology includes:
There Economy
The There" in-world" economy is similar to a real world economy. In fact, the There economic structure was developed with the assistance of an International Monetary Fund economist who has helped build real-world economies in developing nations. Econometrics such as the velocity of money, money supply and spending and savings rates are watched carefully. During beta testing, There developed a vigorous standalone economy in which the Therebuck currency maintained its perceived value. Members used Therebucks to purchase There-created items, and bought member-created objects as well. Members can earn Therebucks by taking an "in-world" job such as a newspaper writer, a fashionista, an event host or even an Island Tour Guide. Members can also buy Therebucks with credit cards at an exchange rate of 1,787 Therebucks to 1 U.S. dollar.
"We asked members how they felt about Therebucks and they told us that having an in-world economy definitely improved their experience in the product," explains There, Inc.'s chief marketing officer Andrew Donkin. "Members felt like they had a stake in a real economy and were in control of their spending and saving. Members liked Therebucks so much, they voluntarily spent on average of $7 USD per month purchasing There currency and buying in-world goods."
Distribution Partners for There
There, Inc.'s partners will provide a broad group of consumers easy access to the product. Below is a brief overview of each partnership:
Marketing Partners in There
There provides a new kind of online medium for marketing partners called "Immersive Advertising." Immersive Advertising allows members to experience branded goods and services just like they would in the real world, by interacting with them. Consumer companies can create detailed "in-world" products that members find valuable - products that can deliver brand attributes and branded product messages. The There environment provides consumers with a positive interaction with the brand and a more compelling brand experience vs. banner ads, pop ups or video game billboards
How There Makes Money
As a company, There, Inc. has built a powerful software platform. Multiple applications can be developed on top of that platform including the There Limited Access consumer product and the Military simulation application currently under development. The launch of There Limited Access will generate revenue in two ways - the purchase of Therebucks in world with a credit card and the purchase of There member subscriptions.
Beyond the consumer application, There is developing an application for the U.S. Army based on a multimillion-dollar contract that was signed in June 2003. The military application is being developed to build a true-to-life environment, depicting various regions of the world, where soldiers can train against an unpredictable opponent.
There is also pursuing other long-term application development projects, such as educational environments or "planets." For example, members going in-world today can teleport to a land mass called "Egypt" and see accurately re-created versions of the Egyptian Sphinx and ancient murals that adorn the Tombs; There could re-create other real-world places for members to visit. International markets provide another potential business area.
"One of the most appealing factors of There, Inc. is the fact that the company has so many ways to leverage its platform and create varied applications that will drive multiple revenue streams," said Jim White, Managing Director, Sutter Hill Ventures. "And, as the There business scales, you also begin to take advantage of technology and bandwidth economies of scale."
Pricing & Availability
There's immersive 3D online community is accessible to anyone age 13 or over, who has a minimum 800MHz Pentium III PC, 256MB of RAM, an ATI Radeon 7200 graphics card or equivalent, Windows 98SE or better and at least a 56K dial-up connection. Broadband offers There members additional features such as voice chat and the ability to play and hear music. Consumers can choose from two membership options for ThereLimited Access: an Annual membership or a Monthly membership. In There Limited Access, members can also join as a "Charter member" and receive substantial discounts off list. The annual Charter membership is $49.95 for one year plus members receive a 20,000 Therebucks bonus to join. The monthly membership consists of a one-time $19.95 registration fee and a monthly membership rate of $4.95 per month.
In return for their monthly membership the member will receive a monthly allowance of Therebucks. In addition, There will offer premium services to members, including voiceover IP, streaming music and explorer options. Each option can be purchased separately.
There Limited Access is being launched in an innovative fashion. Instead of moving from a successful Beta to a public launch and opening the doors to a flood of new members, There will continue to have a "velvet rope" in place. A "velvet rope" allows There, Inc. to manage product scale by having an orderly process for adding new members. There, Inc. can then manage the member experience as it scales, delivering a better overall in-world experience.
About There, Inc.
There, Inc. is an entertainment and communications platform company that has created a new application for online interaction. There (www.there.com) is the first destination that combines the power of chat with the fun of online games. There is supported by thousands of paying Beta members and partners including iVillage, HP, Levis and Nike. There, Inc. is privately held, with over $37 million in funding from Sutter Hill Ventures, individual investors, and employees. For more information, visit www.there.com. |
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