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« Animoto: Learning Made Musical (and Fun) | Main | KQED Forum: Psychology of Social Networking »

11 May 2008

Doko: Tween Social Networking and Marketplace

On Friday, Doko joined Club Penguin, Zwinky, and Gaia as the latest social network looking to tap into the lucrative tween market. Doko is an "Online Global Trading Game" geared towards boys and girls aged 7-12 (aka "tweens").

So, exactly how does Doko work? Here's the Cliff Notes version:

  • Tweens purchase "Doko Discs" which have a unique code that can be redeemed for Doko points in the virtual Doko world.
  • Members of Doko are also encourage to trade coins with each other and by doing so, the Doko coin becomes more valuable.
  • Doko Points can also be traded in for real-world merchandise from the Doko marketplace.

The coin can also be tracked around the globe on the Doko Globe. In addition, Dokoites can create their own network of trusted friends where they can chat, play games, and trade Doko Coins using the social features built into the virtual Doko world.

Doko is the mastermind of NSI International/Mammoth Brands, an international toy conglomerate who has sold more than $700 million dollars worth of toys and merchandise. Mammoth Toys distribute their merchandise in more than 30 countries around the globe and have a partnership with Toys R Us to distribute Doko coins.

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