Dress-Up for Dollars
Rob Walker
New York Times
February 17, 2008
“This is a game that
girls have played for centuries: it’s about standing in
front of the mirror and dreaming about being a princess,
a rock star or the cool girl next door.” Mattias Miksche
is on the phone from Sweden, making a fair point. But
like a lot of things that have been done for centuries,
identity play is a little different now, and Miksche’s
company, Stardoll, is a good example of a 21st-century
version.
The Stockholm company’s product is, for instance,
digital and transnational. Its variations on paper dolls
and dress-up games help attract 7.8 million unique
visitors a month to a Web site that is published in 15
languages and combines elements of a social network and
a virtual world. The majority of visitors are girls —
average age 13.8 — who spend between two and two and a
half hours a month there. Another contemporary
difference is that Stardoll is backed by venture capital
and is battling a range of competitors all seeking to
capture, and monetize, the attention of young fans.
These range from Cartoon Doll Emporium to Club Penguin,
Webkinz to Habbo.
At Stardoll.com, you will find a long list of celebrity
names: Brad Pitt, Heidi Klum, Amy Winehouse, Paris
Hilton’s dog. Click on a name to get a digital
paper-doll version; nearby is a rack of outfits you can
click and drag to dress the celebrity as you please.
Younger users (up to age 12 or so) generally stick to
this solitary pastime, possibly showing off their
dress-up results to a sibling, or to Mom. But you also
find many appeals to get more involved: join the
millions who have registered and signed up for a free
account, and you can create a MeDoll — a digital paper
doll rendering of yourself, or of whatever self you’re
interested in expressing. Chat with new online friends,
join or form a club (there are more than 360,000) and
expand your audience from Mom to users in Tennessee,
Britain and Israel. It’s the 13-and-over part of the
audience that generally takes the plunge.
The registration step gets you, free, 25 Stardollars to
spend in the virtual “starplaza” mall. Recently, choices
there have included a number of nonvirtual fashion
brands like DKNY and Sephora (both owned by luxury
conglomerate LVMH Moët Hennessy Louis Vuitton) and
various celebrity spinoff lines like Stuff by Hillary
Duff. “The millions of members of the Stardoll community
are a group of great relevance to the future of our
brands,” a top executive at LVMH has explained. “And it
is exciting to be able to interact with them in their
space.” Earn more Stardollars by winning a Covergirl of
the Day contest or by recruiting friends to Stardoll. Or
just buy more Stardollars with some real-life currency;
credit cards accepted. Some things — a Heidi Klum-branded
clover chain necklace, for instance — are available only
if you become a Superstar. This entails a fee: about $6
a month, or $60 a year.
Miksche, the company’s C.E.O., will not say how many
Stardoll users have gone the paid route. On the question
of the financial arrangements that brought DKNY or Heidi
Klum into Stardoll, he is evasive. But he has an answer
to anyone made uncomfortable by commercialization in
this girls’ world. “We have a list of 1,200 brands our
users have asked us for,” he says, from aspirational
names like Dior to quotidian ones like the Gap to “the
most obscure Ukrainian jeans brand.” He adds, “They
really, really want brands.” In other words, it’s not as
if girls are being introduced to branding by the virtual
world of Stardoll; they’re already up on it by way of
experience in a different world, called earth. After
all, one marketing association released a study last
year claiming that teenagers talk about brands 145 times
a week.
Recently, Stardoll did a study of its own, polling
United States users about their brand preferences.
Apparently they saw real-world brands on the same plane
as the half-dozen or so invented brands that exist only
within the site. (Some respondents even made the —
clearly impossible — claim that they wear the strictly
digital Goth-style brand Fallen Angel to school.) So
it’s no surprise when Miksche mentions that what many
users want, and what Stardoll will soon provide, is the
ability to design their own digital apparel — and, if
they like, sell it. Maybe what makes the Stardoll
version of identity play different isn’t the role of
specific brands. Maybe what today’s girls have really
absorbed is the general idea of branding. And they know
what they want from it: a piece of the action.
