To create a new game: Click Create a New Game. To join a game in progress: Click Join Game. There is a minimum of one player on each team required to start the game.įrom the Ka-ching! lobby, walk up to the Arena Manager (the Avatar behind the counter) and press the TAB key. Assemble a team with your Kaneva friends, or join one in progress. Up to 8 players are divided into two teams: red and blue. Team up with your friends to find, collect, and deposit the most coins (Ka-ching!), dodge foam darts, and check your opponents (send them back to the starting point) by firing foam darts. Click Here.Third personshooting game played exclusively inside the 3D World of Kaneva. For more information visit Subscribe to Forbes and Save. Says Christensen, "Simplicity, convenience, accessibility, affordability-all of these are hallmarks of disruptive innovation."Īdapted from a recent edition of Strategy & Innovation. It comes from playing the game differently. If Kaneva becomes a hit it will prove that disruption does not come from technology alone. They get revenue by selling play money, leasing virtual land and, in the case of Kaneva, by promoting real-world commerce (especially TV shows). Like Second Life, Kaneva has a "micro" currency that can be bought for real money take ten real-world dollars into aĪnd you can buy 1,500 units, then use these to buy furniture or outfit your avatar with cool clothes to wear at the Dance Party 3-D contest.īoth Second Life and Kaneva are free to join. On Kaneva, registrants can decorate their virtual houses with their own photos, upload their favorite music and stream YouTube videos and television shows. Second Life, in contrast, fosters taking on an alternative identity, including imaginary beasts. "We want people who have never played videogames before." Kaneva encourages residents to create avatars that are online versions of their real identities, linking photos of themselves and lists of hobbies to their animated avatars. "Second Life currently has huge mind share, but they are after a different market," says Klaus. It's aimed not at videogaming geeks but at ordinary folk. The key to Kaneva's rapid growth is in its accessibility. Our goal is to combine the virtual world with social networking and videogaming." "Virtual worlds are still in the very early stages," says Klaus. Klaus started Internet Security Systems when he was a Georgia Tech student and last year sold that outfit to IBM for $1.3 billion. Kaneva is the creation of Christopher Klaus, 34, who had the money to get it going without venture capital. Its much larger rival, Second Life, from San Francisco's Linden Lab, has 11 million registrants. It is geared toward people ages 18 to 34 and is, in essence, a virtual world version of MySpace. Since Kaneva launched in March 2007, its membership has swelled to 800,000. In this world disruptive is a compliment. Christensen has made a career of studying market disruptions-how novel products or novel ways of doing things have upended whole industries. newsletter founded by Harvard Business School's Clayton Christensen. In the first three months of operation Barbie drew 4 million members to her site.Īmong the producers of virtual worlds Atlanta's Kaneva may be on its way to becoming the most "disruptive," according to Strategy & Innovation, a Cambridge, Mass. Many are also cutesy sites geared toward children and toys, like Disney's Club Penguin, Ganz' Webkinz and 's Everquest and Vivendi Universal's World of Warcraft. Some online worlds are pure fantasy: multiplayer games like Millions of residents on dozens of virtual worlds are already doing so. You will walk through virtual malls together and dance the night away at virtual nightclubs. Soon you won't merely be reading about your friend's day at work or blogging about a recent film you've seen, but rather your avatar, or 3-D digital character, will be watching movies and listening to music with your friends' avatars.
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