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	<title>Comments on: LEGO Universe Demo Debut Reactions</title>
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		<title>By: Calvin (seagod1111 in MLN)</title>
		<link>http://www.triplepointpr.com/lego-universe-demo-debut-reactions/comment-page-1#comment-240</link>
		<dc:creator>Calvin (seagod1111 in MLN)</dc:creator>
		<pubDate>Wed, 18 Nov 2009 23:45:16 +0000</pubDate>
		<guid isPermaLink="false">http://triplepointpr.com/?p=1681#comment-240</guid>
		<description>I believe that LEGO Universe could be one of the most important MMOG’s to come to market since WoW (World of Warcraft) and if executed well, will be genre changing!  With 11.5 million users paying $15 per month, WoW rakes in more than $2B in subscription revenue alone.  LEGO (a household name), with a 77 year brand, millions of global customers, an existing infrastructure, and deep retail relationships has the opportunity to dwarf WoW and to expand the realm of MMOG’s to encompass virtual learning environments and have meaningful relationships to the 3D world.  While WoW is an exciting game, the relationships stop when the computer is shut down.  LEGO Universe on the other hand will have the ability to transcend the virtual with the real world.  One way this can occur will be through building relationships into K-6 classrooms first within the US, UK, Germany and eventually the rest of the world.&lt;br&gt;&lt;br&gt;  &lt;br&gt;Image a one room virtual classroom in LEGO Universe where teachers can upload lesson plans, kids can complete homework assignments, parents can stay updated with calendar and academic events . . .  a place where kids could earn extra game time with proper academic balances tuned by the parent and/or teacher. If kids need tutoring in Math they could earn extra stickers/resources by completing online learning modules and contests.  I believe the demographic for LEGO Universe will be far broader than 8-12 year old children, probably more like 6-16 with a strong parental following well into their 40s.  The possibilities are endless and the retail partnerships are ripe for the picking. I have had many ideas since I first viewed this posting in October and am excited to share them with the LEGO Universe team.</description>
		<content:encoded><![CDATA[<p>I believe that LEGO Universe could be one of the most important MMOG’s to come to market since WoW (World of Warcraft) and if executed well, will be genre changing!  With 11.5 million users paying $15 per month, WoW rakes in more than $2B in subscription revenue alone.  LEGO (a household name), with a 77 year brand, millions of global customers, an existing infrastructure, and deep retail relationships has the opportunity to dwarf WoW and to expand the realm of MMOG’s to encompass virtual learning environments and have meaningful relationships to the 3D world.  While WoW is an exciting game, the relationships stop when the computer is shut down.  LEGO Universe on the other hand will have the ability to transcend the virtual with the real world.  One way this can occur will be through building relationships into K-6 classrooms first within the US, UK, Germany and eventually the rest of the world.</p>
<p>Image a one room virtual classroom in LEGO Universe where teachers can upload lesson plans, kids can complete homework assignments, parents can stay updated with calendar and academic events . . .  a place where kids could earn extra game time with proper academic balances tuned by the parent and/or teacher. If kids need tutoring in Math they could earn extra stickers/resources by completing online learning modules and contests.  I believe the demographic for LEGO Universe will be far broader than 8-12 year old children, probably more like 6-16 with a strong parental following well into their 40s.  The possibilities are endless and the retail partnerships are ripe for the picking. I have had many ideas since I first viewed this posting in October and am excited to share them with the LEGO Universe team.</p>
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		<title>By: Calvin (seagod1111 in MLN)</title>
		<link>http://www.triplepointpr.com/lego-universe-demo-debut-reactions/comment-page-1#comment-74</link>
		<dc:creator>Calvin (seagod1111 in MLN)</dc:creator>
		<pubDate>Wed, 18 Nov 2009 16:45:16 +0000</pubDate>
		<guid isPermaLink="false">http://triplepointpr.com/?p=1681#comment-74</guid>
		<description>I believe that LEGO Universe could be one of the most important MMOG’s to come to market since WoW (World of Warcraft) and if executed well, will be genre changing!  With 11.5 million users paying $15 per month, WoW rakes in more than $2B in subscription revenue alone.  LEGO (a household name), with a 77 year brand, millions of global customers, an existing infrastructure, and deep retail relationships has the opportunity to dwarf WoW and to expand the realm of MMOG’s to encompass virtual learning environments and have meaningful relationships to the 3D world.  While WoW is an exciting game, the relationships stop when the computer is shut down.  LEGO Universe on the other hand will have the ability to transcend the virtual with the real world.  One way this can occur will be through building relationships into K-6 classrooms first within the US, UK, Germany and eventually the rest of the world.&lt;br&gt;&lt;br&gt;  &lt;br&gt;Image a one room virtual classroom in LEGO Universe where teachers can upload lesson plans, kids can complete homework assignments, parents can stay updated with calendar and academic events . . .  a place where kids could earn extra game time with proper academic balances tuned by the parent and/or teacher. If kids need tutoring in Math they could earn extra stickers/resources by completing online learning modules and contests.  I believe the demographic for LEGO Universe will be far broader than 8-12 year old children, probably more like 6-16 with a strong parental following well into their 40s.  The possibilities are endless and the retail partnerships are ripe for the picking. I have had many ideas since I first viewed this posting in October and am excited to share them with the LEGO Universe team.</description>
		<content:encoded><![CDATA[<p>I believe that LEGO Universe could be one of the most important MMOG’s to come to market since WoW (World of Warcraft) and if executed well, will be genre changing!  With 11.5 million users paying $15 per month, WoW rakes in more than $2B in subscription revenue alone.  LEGO (a household name), with a 77 year brand, millions of global customers, an existing infrastructure, and deep retail relationships has the opportunity to dwarf WoW and to expand the realm of MMOG’s to encompass virtual learning environments and have meaningful relationships to the 3D world.  While WoW is an exciting game, the relationships stop when the computer is shut down.  LEGO Universe on the other hand will have the ability to transcend the virtual with the real world.  One way this can occur will be through building relationships into K-6 classrooms first within the US, UK, Germany and eventually the rest of the world.</p>
<p>Image a one room virtual classroom in LEGO Universe where teachers can upload lesson plans, kids can complete homework assignments, parents can stay updated with calendar and academic events . . .  a place where kids could earn extra game time with proper academic balances tuned by the parent and/or teacher. If kids need tutoring in Math they could earn extra stickers/resources by completing online learning modules and contests.  I believe the demographic for LEGO Universe will be far broader than 8-12 year old children, probably more like 6-16 with a strong parental following well into their 40s.  The possibilities are endless and the retail partnerships are ripe for the picking. I have had many ideas since I first viewed this posting in October and am excited to share them with the LEGO Universe team.</p>
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