What is world of kaneva
IBM System x ensures Kaneva will have enough computing power and memory to support this pioneering MMO casual game in a virtual world. Kaneva recently launched Dance Party 3D, the first virtual world-based, massive multi-player online (MMO) dance game where hundreds of thousands of people can simultaneously compete and win dance battles, spin playlists, party at clubs and even build their own 3D nightspot.ĭance Party 3D is the first game to support an unlimited number of players for game play and socializing, along with the added ability to explore a growing 3D world with thousands of virtual homes and hangouts.
IBM System x3650 servers will be key as Kaneva’s widespread appeal grows to accommodate millions of members with high computing performance and reliability, while keeping costs and power requirements down. Social networking and rich media are core features of Kaneva, and the world is built for the mainstream consumer, an extension of the real world where you can meet with your friends in real-time. “As we looked ahead, IBM had the vision we were seeking, along with the technology stability to support and manage the fast-paced growth that we anticipate for Kaneva.” “IBM brings deep industry knowledge and a clear understanding of our business model, and recognizes the importance of cultivating a collaborative virtual world ecosystem,” said Christopher Klaus, founder and CEO, Kaneva.
What is world of kaneva software#
IBM System x servers, powered by IBM’s X-Architecture, proved to be the right match for Kaneva’s instancing software capability, which enables up to 1,000 people to fit on a single server. Kaneva recognized it needed to standardize on a server platform that effectively scales. Currently in beta, Kaneva’s unique approach to combining the 3D Internet with social networking capabilities from MySpace, Facebook, YouTube and more has already proven to be popular with registered users approaching 700,000.
Kaneva’s business model is a mixture of ad support, premium membership, and sales of virtual goods.