Tag Archives: funding for virtual worlds

Remarkable funding for Virtual Worlds – itsReal

Second Quarter 2008

Grockit——————-MMO Learning Game——-$8 million——-Integral Capital and Benchmark

Nurien Software——–3D social networking——-$15 million——-Northern Light, Globespan, NEA

PrimeSense————-Gestural Interface———-$20.4 million—–Led by Canaan Partners

Realtime Worlds———-MMOG Developer———$50 million——–Maverick Capital, NEA

Stanford Parallel —-Parallel Processing————–$6 million——-Sun Microsystems, AMD, Nvidia, IBM,
Processing Lab for Virtual Worlds HP, and Intel

Turbine———————-MMOG——————-$40 million————–Time Warner and GGV Capital

First Quarter 2008

9You———–Virtual World/Casual Games——$100 million——–Temasek Holdings

Dizzywood —————Youth World————— $1 million——-Shelby Bonnie, Charles River Ventures

EveryScape————— Mirror World————–$7 million——–Dace, Draper Fisher Jurvetson

Fix8 ———————- Avatar Content————$2 million ——–SK Telecom

Gizmoz ——————- Avatar Creation ———- $6.5 million——-DoCoMo Capital, ngi group

iOpener ——————–Mixed Reality ————-$6 million———Triangle Venture Capital

Sparkplay Media——Casual MMO with Games—–$4.25 million—–Redpoint, Prism Ventureworks

Unisfair ——————–Virtual Events Platform—–$10 million——-Norwest, Sequoia Capital

Read full article at Techcrunch

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Nelson Marlborough Institute of Tech gets $500,000 grant – itsReal

Funding for Education research in SL from New Zealand

There’s an ongoing debate about how best to monetise virtual worlds, but one thing’s not in doubt: the flow of investment into the virtual worlds space from two sources: venture capitalists (for commercial virtual worlds), and research grants (for medical / educational applications). The Nelson Marlborough Institute of Technology in New Zealand is the latest beneficiary of the latter, receiving $500,000 for a new project exploring educational uses for Second Life.

NMIT has partnered with Otago Polytechnic, the Wellington Institute of Technology, and the Open Polytechnic on the project, as well as bringing IBM in for technical support and consultancy. The project’s aim is to find out what teaching methods will work best within Second Life, if at all.

Read more AT vwfblog

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