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Case Study #CS29676:

How to Get Teens to Pay for Virtual Content

Summary: Remember the Pet Rocks of the 1970s? Today's teens wouldn't dream of something so low tech for amusement. Instead, how about a virtual community where they can create their own customizable characters and spend their allowances buying furniture they can't sit on, in a room they can't sit in?

See how one company gets teens to convince their parents to let them buy online content. For some, it's so addictive that they actually are *grounded* and banned from the site for two weeks.

Plus, how they overcame the difficulties of teens using their parents' plastic and keeping the content G-rated. continue...
Posted: Aug 18, 2006

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