Tuesday, 21 July 2015

Club Penguin

Club Penguin

Club Penguin is for many online game (MMO) involving a virtual world containing a range of games and activities online, created by New Horizon Interactive (now known as Disney Canada Inc.) using SmartFoxServer. for the players to use penguin cartoon gods and play in the virtual game world of winter. After beta testing, Club Penguin is available to the public in October 24, 2005  and has since expanded into a large online community -growing since late 2007, and was told that Club Penguin had over 30 million user account. In July 2013, Club Penguin has more than 200 million registered users account.


While free membership available, revenue rose mainly by paid subscription and allow players to access a wide range of additional features, such as the default ability to buy clothes, furniture and   pet toys called "puffles" Penguin birds through the use of currency.The Club Penguin led to success in the game for New Horizon bought by The Walt Disney Company in August 2007, against $ 350 million, with an additional $ 350 million in premiums must be met specific targets by 2009. 

The game was designed specifically for children aged 6-14, however, it allows users of all age groups to play Club Penguin. Thus, the main goal of developers for the safety of the child, with a number of features offered by the game to facilitate this - including the display mode "at the end of the day Safe Chat "where users choose their comments in the menu. The filter prevents insults and disclosure of personal information ;. and supervisors who patrol the game  criticized the game for the education of consumers , and let the players to "cheat".   










History and development


Lane Merrifield, Lance Priebe and Dave Krysko started Club Penguin in Kelowna, BC, Canada. Merrifield and Priebe approached their boss, Dave Krysko wanting to build a safe social-networking site their kids could enjoy free of advertising. They financed the start-up entirely with their own credit cards and personal lines of credit and maintained 100 percent ownership. And without a marketing budget, in three years they attracted 700,000 kids around the world paying a $5.95 US a month for a subscription – and 11 million others who signed up for more limited free access.

As Merrifield later described the situation, they decided to build Club Penguin when they were unsuccessful in finding "something that had some social components but was safe, and not just marketed as safe" for their own children. Merrifield and Priebe approached their employer, David Krysko, with the idea of creating a spinoff company to develop the new product.

Prior to starting work on Club Penguin, Lance Priebe had been developing Flash web-based games in his spare time. As part of Rocketsnail Games, Priebe released Experimental Penguins in 2000, which featured gameplay similar to that which was incorporated into Club Penguin. Although Experimental Penguins went offline in 2001, it was used as the inspiration for Penguin Chat, which was released shortly after Experimental Penguin's removal. Thus, when Priebe, Merrifield and Krysko decided to go ahead with Club Penguin in 2003, they had Penguin Chat on which to base part of the design process. Penguin Chat's third version was released in April 2005, and was used to test the client and servers of Club Penguin. Users from Penguin Chat were invited to beta test Club Penguin. The original plan was to release in 2010, but since the team had decided to fast-track the project, the first version of Club Penguin went live on October 24, 2005.

Club Penguin started with 15,000 users, and by March that number had reached 1.4 million—a figure which almost doubled by September, when it hit 2.6 million.[13] By the time Club Penguin was two years old, it had reached 3.9 million users. At the point when they were purchased by Disney, Club Penguin had 12 million accounts, of which 700,000 were paid subscribers, and were generating $40 million in annual revenue.

Although the owners had turned down lucrative advertising offers and venture capital investments in the past,[13] in August 2007 they agreed to sell both Club Penguin and its parent company for the sum of $350.93 million.  In addition, the owners were promised bonuses of up to $350 million if they were able to meet growth targets by 2009.[17] In making the sale, Merrifield has stated that their main focus during negotiations was philosophical, and that the intent was to provide themselves with the needed infrastructure in order to continue to grow.[citation needed]

On March 11, 2008 Club Penguin released the Club Penguin Improvement Project. This project allowed players to be part of the testing of new servers put into use in Club Penguin on April 14, 2008. Players had a "clone" of their penguin made, to test these new servers for bugs and glitches. The testing was ended on April 4, 2008.













The history and evolution


Lane Merrifield, Lance Priebe and Dave Krysko Club Penguin in Kelowna, British Columbia, Canada. Merrifield and Priebe approached their boss, Dave Krysko desire to build a social networking site safe for their children can enjoy an administration connection. It is fully funded start with their credit cards and lines of credit and personal property to maintain 100 percent. Without a marketing budget, within three years, it attracted 700,000 children around the world are paying $ 5.95 per month to participate - and 11 million others who have signed up for the freedom of more limited access 



Merrifield as further described that situation, they decided to make Club Penguin when they failed to find "something that has social components but was safe, and not quite as safe marketed" for their children. Merrifield and Priebe approached their employer, David Krysko, with the idea of ??creating a spinoff to develop a new product.

Before you start working in Club Penguin, Lance Priebe and had been developing Flash web games in his spare time. As part of Rocketsnail Games, Priebe Experimental Penguins in 2000 was issued, which seemed similar to those toys, which was founded in Club Penguin. Although experiences Penguins offline in 2001, it was used as an inspiration for Penguin Chat, which was released after the trial Penguin removed shortly. So when he decided to Priebe, Merrifield and Krysko go ahead with Club Penguin in 2003, they had a Penguin discussion, which in the recruitment of part of the design process. He was released the third version Penguin chat in April 2005 and was used to test the client and Club Penguin servers. and invited users to test beta discuss Penguin Club Penguin. The original plan to release in 2010, but because the team had decided to speed up the project, the first version of Club Penguin began work on October 24, 2005.

Club Penguin started with 15,000 users, and in March, the number had reached 1.4 million, a figure that has nearly doubled in the month of September, when it hit 2.6 million. At this time Club Penguin was two years old, it reached 3.9 million users. At this point, when it was purchased by Disney, Club Penguin had 12 million accounts, which were paid 700,000 subscribers, generated $ 40 million in annual revenue. 

Although the owners had refused lucrative advertising offers and venture capital investments in the past, in August 2007 that it had agreed to sell all of Club Penguin and its parent company for a total of $ 350,930,000.  In addition, the owners have promised bonus up to $ 350 million if it were able to achieve growth objectives by the year 2009. During the sale, Merrifield said that the main objective of the negotiations and philosophical, and that the intention is to have the necessary infrastructure to continue to grow. [Citation needed]

On March, which was published in 2008 Club Penguin Club Penguin Improvement Project. This project allows players to be part of the testing of new servers put into service in Club Penguin April 14, 2008. He was 19 players from the "cloning" penguin made, to test these new servers for bugs and defects. and the tests completed on April 4, 2008. 












Environment


Penguin club is divided into different parts and different areas. Photographer Peter Welleman design many of the early environments is available. [Citation needed] with each player's home igloo. Members have the option open to penguins --other igloo that can be accessed through the card, under "Members huts." [30] Members can buy aussi larger huts and decorate with items purchased with huts virtual coins earned by playing mini-games. Party takes place and at least once a month on Club Penguin. In most cases, a garment is available, both for members of free and paid users . Some parts aussi provide only a member of the fifth pay bedrooms Only members can access. Some key parts are parts of the ICT Club Penguin Halloween and the annual festival. And it includes other major Jam Music regions, the party adventure , Puffle Party and the medieval festival.












Nintendo DS


Elite Penguin Force Disney released for Nintendo DS on November 25, 2008. Members of the "Elite Penguin Force" players solve puzzles in Club Penguin. Penguin Club The game features Club Penguin minigames Coins earned. with mini-games and can be transferred to Club Penguin player [31] and later, Club Penguin: Elite Penguin Force: Herbert's Revenge, announced in the February 13, 2010, with the release of may 2010. "mysterious penguin" Dot is similar to the previously selected symbols star Gal is a key figure in the game.















Nintendo Wii


In 2010, Disney Interactive Studios has announced plans to Club Penguin: Game Day, Wii game!. It was reported that the output of Thurs, September 21st, 2010 in the US [33] It is reported that the game will include players work as a team to try to win the land areas on the island, with the objective of take over the island. The game is based on a number of interactive games, and some versions of 3D games currently played games that are not only in the autumn exhibition (as Puffle Paddle) on online gambling. Players will be able to customize the penguins, and select their team (blue, red, yellow or green) and points earned in the game Wei can be synchronized with the online game











Coins for Change


Coins for Change is an event in the game to collect charitable funds that appeared the first time in 2007. The fund raising will continue for a period of about two weeks each December during the "Christmas" Annual her, where players can donate virtual coins to three charitable issues: children suffering from the disease, and the environment, and children in developing countries. [35] players donated in increments of 100 250 500, 1000, 5000.10000 or virtual currencies. At the end of the first campaign, New Horizon Foundation donated a total of $ 1 million for the Global Fund for Nature Foundation, Elizabeth Glaser Pediatric AIDS, free and children. Were given over a million dollars in two and a half million people before.  In 2008, a gift of a million dollars in two and a half million people before.

In 2009, Club Penguin a gift of 1 million Canadian dollars for charitable projects around the world. More than 2.9 million players participated in the world, using more than 4 billion virtual currency to vote for their favorite cause. [Citation needed] In 2010, Club Penguin has donated $ 300,000 to build safe places, $ 360,000 for land protection, and $ 340,000 to provide medical assistance. Players in the Penguin Club donated more than 12 billion virtual coins and served tag Club Penguin [citation needed] Lin said Merrifield: "Our players are always looking for ways to make a difference and help others, and over the past five years have the opportunity to give through Coins for Change It was interesting to see the participation of children from 191 countries together
















Child Safety


Club Penguin is designed for 6-14 years. Thus, it has been one of the major concerns when designing Club Penguin how to improve the safety of all participants and their relevance to the game for children. Lin also said Merrifield, "grew decision to build Club Penguin a desire to create a fun atmosphere, a virtual world that I and two of the founders of the site feel permission to visit our children. Accordingly, the club has maintained Penguin a strong emphasis on child safety  to the point where it was described security features almost as "sensitivity" and "Orwellian recalls the bitter reality" , although he also said this could be developed "reassure more distant relatives of him." 

The system uses a number of different approaches in an attempt to improve the safety of children. The main methods that prevent the use of inappropriate names , economy mode "at the end of the trunk to chat", which limits to sentences of players to choose from the menu,  using a automatic filter through the "Chat Security Standard" (which provides for users to create their own messages) and blasphemy blocks even when users use methods of "creative" for inclusion in sentences. Filter where apparently simple, like "mama" and to prevent all the phone numbers and e-mail  It also includes the hiring supervisors paid; Merrifield estimated 100 employees working in the company in May 2007 nearly 70 employees assigned to the custody of the game. It also includes the strengthening of users to "EPF (Elite Penguin Force) agent" and encourage them to report inappropriate behavior.

Each game server provides some type of majority for either cat to cat, but some servers will allow the development of "box at the end of the day chatting." When using the "Chat Security Standard", it is filtered from the comments made by users. When the suspension is blocked, the user who made the remarks seen, but other users do not realize the "speaker" is ignored, instead of encouraging them to try to find a way to overcome the constraints that they refer to it manufactured.

Beyond these initial actions, and systems in place to limit the amount of time spent online, and the site does not show ads because, as described by Merrifield, "within two or three clicks, it can be a child on a gaming site or. Dating site "29 However, after it was bought Club Penguin Disney, and raised concerns that this situation could change, particularly with regard to the potential spin-off products. although Disney has continued to insist that he believes the ad to be "inappropriate" for a young audience. 
Players who use profanity are often punished automatic ban of 24 hours, despite the fact that all results are obscene language in an immediate ban. Players found by supervisors to break the rules of Club Penguin punished with a permanent ban "always 24 hours depending on the crime.














Reception and Cash

Club Penguin has received positive reviews and opinions. He received site "Privacy Seal Children approval" from the Better Business Bureau. ??Similarly, said Brian Ward, a detective inspector in investigating child abuse in the direction of the UK, it is good for children to experience the system constraints such as Club Penguin before switching to social networking sites, which provide less protection. In terms of simple popularity, the rapid growth of Club Penguin indicate a great success, despite the fact that there are signs that this is a regulation. The Nielsen numbers published in April 2008 than in the previous 12 months, and traffic Penguin Club shrunk by 7%.

It is the criticism expressed by commentators is that the game encourages consumerism  and allows players to cheat. while the Penguin Club members should not buy products in the game with real money for life (instead rely on a fixed monthly fee), and players are encouraged to earn money the game began to buy virtual products. In addition, the "culture of competition" this can create leads to concerns about fraud, because the children are looking for "shortcuts" to improve their position, and suggests, and this can affect the real world his behavior. In the defense game, Club Penguin has added guidelines to prevent fraud and banned players who are caught cheating or encourage fraud. The use of comments in a money game that can help teach children how to save money, choose how to spend that money on, and improve their math abilities, and encourage them to "safe practice skills to manage money." 

Despite attempts to create a safe space for children in the Club Penguin, concerns about security and the behavior still arise in the media. While the liquidation of languages ??in the game, and discussions outside of Club Penguin are beyond the owner's control, and therefore declared that the third Forum Club Penguin may become "libertine like any other discussion." But even in the game, it was noted by some commentators as "cyberbullying" it is possible to happen,  with the flame wars are likely to occur in the game. and "System caste "between those who have a subscription and exclusive elements and those who lack full membership (and therefore are not able to own more" cool "elements), can lead to players who have difficulty attracting friends. 

We came to the critical Caitlin Flanagan in the Atlantic Monthly: Regarding security measures, stressed that the Club Penguin is "certainly the safest way for children unattended for talks with potentially malicious aliens, but why would you want them to do in the first place? " while the views of the strength of the criticism may vary, it reflects concerns about Lynsey Kelly in the Sunday Independent, citing Karen Mason, Director of Communications for Club Penguin, saying "we can not guarantee that every person who visits the site is a child. 

He protested many experienced players in the game about Disney apparently "sabotage" Club Penguin. Although the staff and other players say that Disney has helped make Club Penguin best, many users "rare" disagreement. [Citation needed] In some protests, was abducted by the server users have been banned for the start of protests against Disney. [Citation needed] On August 20, 2013, Disney announced that Toontown Online, Pixie Hollow, Pirates of the Caribbean Online was closed immediately because of Club Penguin and application of portable game Disney. Club Penguin has caused great controversy among fans of the three games, and a private Toontown, where she played some users for over 12 years when Alpha was started in August 2001.