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combinations would result in a stalemate and give neither player a point. The player with the most points at the end of 3 rounds would win decibels and stay in the ring to face another opponent. A tie at the end of 3 rounds would result in both players going to the end of the line, as there was no sudden death situation in place. If a player won a certain number of games consecutively, they would receive a prize in the form of virtual furniture for use in Coke
Studios, starting with a tatami mat and gradually getting more valuable.
265:, and was rewarded for: receiving 'Thumbs Up' votes from other users whilst performing music; drinking Virtual Coca-Colas found in crates, vending machines, and refrigerators; playing other games on the Coke Studios website; and filling out surveys. There are various locations based on real-life cities where the user can perform their music, such as
52:
467:, stated in an interview that "to evolve Coke Studios we needed a digital partner that offered technology and capabilities that we didn’t have". She further stated that "There.com’s digital platform offered more flexibility and creativity to develop a more lifelike world through which we can deliver greater and more varied content."
332:
against the clock to get the most points possible. If the player got a certain number of points, they would be rewarded special themed furniture, such as a robot statue or a gear chair for use in Coke
Studios. There was also a high score system for players to compare their point totals against others.
309:
Uncover The Music was a matching game played in a jungle ruins setting where players compete to uncover matching symbols that play the same small beat, such as a jungle drum. A matching pair would give the player points. There were also two special tiles: a snake which would end the player's turn and
288:
MyCoke's website also hosted a number of smaller games that tied into Coke
Studios. Players would be represented by their avatar(called a virtual ego or V-ego) to compete either against other players or against the clock in order to earn decibels or prizes in the form of virtual furniture. The games
298:
V-ego San was a game of rock paper scissors set in a sumo wrestling setting, with the players dressed in sumo wrestler costumes. Players would choose a move from the available list and see if their move beat their opponent. A move that beats the other player will receive a point. However, some move
352:
Pop Quiz was a 5-player game that mixed trivia questions, photo-reveal and name-that-tune with open-ended creative competition. The creativity culminated in a rap battle. All players were given the same three lines from a fictional rhyme and each composed a fourth line to complete the quatrain. In
331:
Recycler was a single player game in a factory setting. The player would have to take pieces of furniture and maneuver around moving obstacles to reach the other side and win points. If the player hit an obstacle, they would lose what they were carrying and have to start again. The game was a race
320:
MyCoke
Coaster was a roller coaster race between two teams of players involving memory and speed. Each team would be given a combination of colored levers to pull and pulling them in the right order caused the roller coaster car to move up the hill. The combination gradually got more complex each
321:
round, requiring both memorization skills and speed in order to beat the other team. The team that completed each round and got to the top of the incline first would win the game and be awarded decibels. Jairo Fula was a major contributor to the art and design of this game.
61:
289:
proved to be very popular especially during times when Coke
Studios was not open as well as when Coke Studios was at full capacity. The games also used a lobby system similar to Coke Studios if they involved more than one player. The games offered were:
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rooms, items, avatars, and user interface as well as other come studio assets. It contains additional features which did not exist in the original game, such as infinite worlds, mining, and the ability to customize the layouts of private studios.
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the open-ended competition the players vote for the best line - but they cannot vote for themselves. This game was principally developed by GamesThatWork, including trivia content by Gerri Miller.
197:. Version 2 of the game was released in late 2004 on a new technology platform called Galapagos, created by Studiocom, and featuring new locations and a special double-reward 'Coca-Cola Red Room'.
405:
sponsorship changed the entire game, turning every avatar into fish in the style of the characters in the movie, and the rooms were underwater themed. There were also new minigames to be played.
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a frog which would automatically match the player's selection. The player with the most points when all tiles were matched would receive decibels for use in Coke
Studios.
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On May 18, 2011, Michael Wilson announced that There.com will be re-opening, on the There.com homepage. All previous members will have access to their old avatars.
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342:
The trivia game was a competition between 2 players to answer questions and win points. The player with the most points at the end would receive decibels.
741:
227:, and was rewarded for doing various activities. There were various locations based on real-life cities where the user could perform music, such as
189:
brand and products. It was created in
January 2002 by VML Inc (Previously Studiocom) an Atlanta-based digital agency using core technology from
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and sponsored by the Coca-Cola corporation. It was released
December 6, 2007, but closed on March 9, 2010 because of the closure of There. In
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videos. Players could use a "music mixer" tool to develop their own music. The chat system was focused on textboxes or
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in June 2006. During these sponsorships, the in-game client released furniture advertising such shows. The
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452:. Players could create their own customized avatar, and could obtain property, and buy pets and vehicles.
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The main focus of the game was to socialize, mix music, and decorate various interiors. The in-game
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The main focus of the game was to socialize, mix music, and decorate various interiors. The in-game
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440:, activities were focused on music, and entertainment. The virtual world included a
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193:, the company responsible for a similar popular online game called
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585:"Coca-Cola Re-Launches Coke Studios at There.com Virtual World"
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Carol Kruse, vice president of Global
Interactive Marketing at
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The virtual world was officially shut down on March 9, 2010.
687:"Coca-Cola, There.com Team For CC Metro Online World"
37:"Coke Studios" redirects here. For similar uses, see
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89:
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551:. Archived from the original on February 20, 2001
520:. Juho Kuorikoski. 18 May 2015. p. 128.
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460:points to obtain various items in the game.
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426:is an online spin-off of the virtual world
782:Internet properties disestablished in 2007
777:Video games developed in the United States
517:Finnish Video Games: A History and Catalog
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43:
767:Internet properties established in 2002
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772:Video games based on soft drink brands
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214:. There was closed on March 9, 2010.
204:closed, and encouraged users to join
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685:Leigh Alexander (December 6, 2007).
444:skate park and a theater presenting
365:had sponsored several high-profile
239:had sponsored several high-profile
747:Promotional campaigns by Coca-Cola
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25:
742:Inactive multiplayer online games
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1:
752:Social simulation video games
587:. Jack Myers. Archived from
493:. 2006-11-18. Archived from
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337:Sports Challenge Quiz Game
36:
29:
757:Virtual world communities
569:: CS1 maint: unfit URL (
104:Archived official website
58:
49:
30:Not to be confused with
716:MyCoke official US site
633:"Jairovskaya Portfolio"
456:allowed players to use
408:CaveJam is a game with
611:"There.com is closing"
432:. It was developed by
94:The Coca-Cola Company
200:On December 6, 2007
110: (archive index)
434:Makena Technologies
181:chat game used for
169:(formerly known as
139:Current status
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208:which was part of
191:Sulake Corporation
549:"Sulake Homepage"
379:in October 2004;
304:Uncover The Music
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80:Available in
16:(Redirected from
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732:2002 video games
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27:Online chat game
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458:My Coke Rewards
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385:in April 2005;
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155:Adobe Shockwave
147:Written in
108:Wayback Machine
90:Created by
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32:My Coke Rewards
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497:on 2006-11-18
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397:in 2006; and
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696:. Retrieved
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665:. Retrieved
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640:. Retrieved
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615:. Retrieved
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593:. Retrieved
589:the original
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553:. Retrieved
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531:. Retrieved
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499:. Retrieved
495:the original
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410:Coke Studios
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363:Coke Studios
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237:Coke Studios
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175:Coke Studios
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134:January 2002
123:Registration
69:Type of site
491:"StudioCom"
373:including:
195:Habbo Hotel
159:Adobe Flash
39:Coke Studio
762:Advergames
726:Categories
698:2011-03-03
658:"Pop Quiz"
613:. Engadget
501:2020-09-14
477:References
442:hoverboard
403:Shark Tale
376:Shark Tale
171:Coke Music
115:Commercial
84:1 language
718:(Archive)
692:Gamasutra
642:26 August
617:26 August
595:26 August
555:26 August
533:26 August
465:Coca-Cola
446:Coca-Cola
293:V-ego San
206:CC-Metro,
187:Coca-Cola
183:marketing
177:) was an
565:cite web
454:CC Metro
438:CC Metro
423:CC Metro
417:CC Metro
358:Sponsors
347:Pop Quiz
326:Recycler
262:decibels
257:currency
251:Gameplay
224:decibels
219:currency
142:Inactive
131:Launched
126:Optional
74:Internet
18:CC Metro
106:at the
667:10 May
637:FulaKi
524:
283:London
281:, and
271:Mexico
233:Mexico
202:MyCoke
179:online
167:MyCoke
45:MyCoke
429:There
367:films
279:Tokyo
241:films
211:There
669:2017
644:2015
619:2015
597:2015
571:link
557:2015
535:2015
522:ISBN
399:FIFA
369:and
259:was
243:and
221:was
185:the
173:and
151:Java
275:Goa
231:or
100:URL
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20:)
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.