User:LunaLocket/OurWorld

ourWorld is a MMORPG (massively multiplayer online role-playing game) involving virtual worlds containing a range of online games and activities, developed and released by FlowPlay. After beta-testing, ourWorld was made open to the public in September 2008 and has since expanded into a large online community. About 60 percent of ourWorld users are girls between the ages of 13 and 17 years old. Thus a major focus of the developers has been on a PG-13 environment with built-in filters to block profanity, pornography and account theft.

ourWorld is predominantly driven by social interaction amongst players. Users personalize a desired avatar and may then choose from dozens of social activities including popular flash games, dancing in clubs, shopping, watching videos and more. virtual currency, otherwise known as Gems, may be purchased to buy exclusive items and furniture.

Since its release, ourWorld has continued to grow as an innovative marketing platform while bridging the gap between virtual worlds, social networks, and casual games.

History and Development
Development on ourWorld began in January 2007 followed by a public beta launch in April 2008. Since then the product has received well over 600,000 registrations. The company built the world with a team of 40 employees and contractors in Seattle, Shanghai, and India. In March 2007, Derrick Morton, the CEO of FlowPlay, raised about $500,000 in angel financing for the new company, with about one-quarter of it coming from the founders.

In June 2009, FlowPlay has announced a partnership with PopCap Games that sees the launch of a virtual PopCap Arcade and Bejeweled Jewelry Store in ourWorld in hopes of users purchasing "deluxe" versions of free games.

On February 10th, 2009, FlowPlay announced that it has completed a long-term distribution agreement with Miniclip, by having ourWorld embedded in their site, allowing access 50 million users.

In March 2010, Tagged announced it's integration of ourWorld, in hopes of advancing their movement in online social-gaming. In January 2014, The sponsorship with PopCap Games was dropped and all references to Popcap were removed.