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IMVU (/ ˈ ɪ m v j uː /, stylized as imvu) [2] is an online virtual world and social networking site. IMVU was founded in 2004 and was originally backed by venture investors Menlo Ventures, AllegisCyber Capital, Justin Greene, Bridgescale Partners, and Best Buy Capital. [3] [4] IMVU members use 3D avatars to meet new people, chat, create, and ...
IMVU, an online social entertainment game. Inner Worlds, a DOS platformer where you play as a woman that turns into a wolf. (Sleepless Software, 1996) [5]
IMVU deployed code to production nearly 50 times a day, an unusually rapid development cycle. [2] [6] Ries also copyedited an early version of Blank's book on customer development, The Four Steps to the Epiphany. [7]: i IMVU aimed to integrate instant messaging with the high revenue per customer of traditional video games. [3]
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Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space or spaces) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.
The UK MMO-market is now worth £195 million in 2009 compared to the £165 million and £145 million spent by German and French online gamers. [ 21 ] The US gamers spend more, however, spending about $3.8 billion overall on MMO games. $1.8 billion of that money is spent on monthly subscription fees.