WEB KARE
Recently I played this game
The game have 4 ikemen. choose 1 for being your boyfriend
I chose Ayakawa Tsukasa because he like Fuji . While he smile, he very handsome>///<
Web-Kare
In Japan, girls are crazy over virtual boyfriends. Webkare
(Web Boyfriend in Japanese), a mix between a social network and dating
simulation site, is Nippon’s newest web sensation. Geared exclusively
towards girls, the site attracted over 10,000 members just 5 days after
its release on September 10, racking up 3.5 million page views in the
same time frame.
The site is a huge hit over here. Girls sign up and become members of
a social network but also users of a dating simulation in cartoon
style. They have to try to hook up with one of four male Anime
characters (who are the “stars” of the site) through “conversations” and
must collaborate with other Webkare members in order to move on in the
game. Eventually they conquer the heart of the chosen cartoon boy.
It’s pretty weird but clever. Dating simulations have been popular
in Japan for quite a while now, but Webkare marks the first time the
concept has been brought online and combined with social networking
functionality.
Girls choose between one of four different male cartoon characters
they want to hook up with upon registration. They can then “communicate”
with their digital crush in cartoon-like sequences to try to win over
his heart over the course of the game. It’s also possible to meet other
boys later in the story, which uses a virtual high school as the main
setting.
Interaction is quite limited, as users themselves can neither type
text nor “speak” to the characters. Instead, Webkare will display a
short cartoon clip if you click on the boy you like (some of the clips
include voice samples such as “What’s up?”, “Do you always stay in the
class room until dark?” “Leave me alone!” etc.), driving the love story
forward step by step.
Important conversations or events can be stored in the album section of the site as “memories”.
On the surface, Webkare’s social network functions are kept to a
minimum. There are profiles (including the “Propeta” feature that lets
you decorate your profile with small branded icons, similar to the HotLists used in HotOrNot profiles), a direct messaging system, a discussion board and a Twitter-like
microblogging function. But the social aspect is actually quite
distinctive, as members need to befriend each other and collaborate. LinkThink,
the company behind Webkare, is strangely secretive about the game
mechanics, however, making it hard to figure out how to advance in the
game. For example, it seems to be essential to “talk” to the boyfriends
of other users and view their profiles and albums.
Currently usage is free, with display ads and affiliate links as main
sources of revenue. Webkare’s future monetizing strategy could include
turning the concept into a video game or novel, merchandising, product
placement, selling virtual items, expanding the concept to cell phones,
developing a version for male users or offering premium memberships.
Another obvious option is internationalization, but here the question
is if such an idiosyncratic way of curing loneliness 2.0 could succeed
in the US or Europe as well. Reportedly, 52% of members are Japanese
females in their twenties, with thirty-somethings accounting for 18% of
the user base.
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