Brand Vending launches most Sqwishable virtual world for kids -

Top Quote From the shadows of the "Great Recession" has emerged a toy so simple and so affordable that it is literally selling by the tens of millions. That its creators thought to transition it to the web, in the process enriching the experience for kids, has taken an already democratic concept of play and made it a truly global phenomenon, "Viva La Juegar" End Quote
  • (1888PressRelease) June 01, 2010 - Scottsdale Arizona - Dax and Lauri Logue knew they were on to something special when they released their line of small, loveable animal characters in 2006 through their bulk vending supply business, "Brand Vending" Inside of 3 years and 47,000,000 units later they took pause to plan the next iteration of their famous Barn Yard and Jungle critters, enter

    In 2009 Dax set about researching the development of a massively multiplayer online game (MMOG), which could be based on the squishy products they sold through vending machines across America and around the world. Serendipity would intervene, as coincidentally another Phoenix based entrepreneur Graeme Warring, the owner of FunGuy Studios and developer of several other MMOG's was looking for more games to make.

    In January 2010 the two collaborated and the result is

    "Sqwishland is a rebranding and repurposing of the characters", Logue said, "It has overlaid a story line and given new life to our line of toys. Being able to transition from the vending machine to the web engages kids like I have never seen before and given kids imagination a whole new playground"

    "Our unique line of soft characters are already highly collectible with kids especially our limited edition rare and super rare items"

    "As they are distributed through the 100's of thousands of ubiquitous vending machines found in almost every mall, gas station, restaurant or convenience store in the U.S. they are readily available and sell for between 25 cents and 50 cents" said Logue.

    The element of affordability is a key feature of Sqwishland. "Whereas other toys which have been associated with online gaming have sold for $20 or more, giving kids the opportunity to collect for a quarter means that any kid can get involved. You do not need to have wealthy parents to play, you don't need to save your pocket money to collect, a quarter is almost seen as free" said Logue. "Where else could you buy a collectible toy for the price of a quarter you find on the sidewalk"

    The product is naturally dispensed through coin-operated vending machines and the capsule dispensed contains the Sqwishland character and a game code, just as you would find in a fortune cookie.

    When the kid creates their account and registers on they enter the code which depending on the luck of the draw, will credit their game account with a varying amount of SqwishCash which they can use to buy avatars and virtual goods.

    Kids customize their Sqwishland environment, creating a place for them to stay and keeping them safe from their evil nemesis, the Sqwabbles who lurk beneath Sqwishland and are ready to pounce on unsuspecting gamers.

    The mythology of Sqwishland has become stuff of legend, over 25,000,000 capsules sold in 3 months since the launch at the Vending Industry Association trade show in Florida. Logue said "we have massively stepped up production and are currently shipping around 2,000,000 per week however we hope to increase this in the next month.

    Logue has also received inquiries from publishers and producers eager to pick up on the Sqwishland phenomenon and while in early stages Logue would not be surprised to see an animated series eventuate in the not too distant future.

    As Logue said "the revolution of democratic play is on the move and who am I to stop it? "Viva La Juegar"

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