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MyCoke
View on WikipediaMyCoke (formerly known as Coke Music) was a website used for marketing the Coca-Cola brand and products. It was created in January 2002 by Studiocom (Now VML Inc),[2] an Atlanta-based digital agency using core technology from Sulake Corporation, the video game company responsible for a similar popular online game called Habbo Hotel.[3][4] The site hosted multiple games, sweepstakes, music downloads, and Coke-related media. However, Coke Studios was the main feature of the website.
Key Information
On December 6, 2007 Coke Studios closed, and encouraged users to join CC Metro, which was part of There.[5] There was closed on March 9, 2010.[6] The MyCoke website remained open for multiple years to host minigames and Coke-related media.

Coke Studios
[edit]The main focus of the game was to socialize, mix music, and decorate various interiors. The in-game currency was decibels (or DB) and they were rewarded for any of the following activities:
- 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
- Filling out surveys on the website.
There are various public studio locations within MyCoke based on real-life cities such as San Francisco, Mexico, Goa, Tokyo, and London. In these public areas, users can queue up to play a song they've created with the music mixer on a stage.
Version 2, or "v2", of Coke Studios 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'.
Promotions
[edit]Coke Studios had sponsored several high-profile films and television shows including:
- Shark Tale in October 2004
- Batman Begins in June 2005
- American Idol in April 2005, 2006 and 2007
- FIFA in June 2006 [citation needed]
- NCAA in 2007
During these sponsorships, the in-game client released furniture advertising such shows. The Shark Tale 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. Additionally, there was lot of cross-promotion with My Coke Rewards. Many game items, including the promotional NCAA items, had to be redeemed through this reward website.
Minigames
[edit]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 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:
- V-ego San
- 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 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.
- Uncover The Music
- 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 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.
- MyCoke Coaster
- 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 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.[7]
- Recycler
- 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 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.
- Sports Challenge Quiz Game
- 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.
- Pop Quiz
- 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 the open-ended competition the players vote for the best line - but they cannot vote for themselves. This game was principally developed by GamesThatWork,[8] including trivia content by Gerri Miller.
CC Metro
[edit]CC Metro is an online spin-off of the virtual world There. It was developed by Makena Technologies 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 CC Metro, activities were focused on music, and entertainment. The virtual world included a hoverboard skate park and a theater presenting Coca-Cola videos. Players could use a "music mixer" tool to develop their own music. The chat system was focused on textboxes or voice over IP. Players could create their own customized avatar, and could obtain property, and buy pets and vehicles. CC Metro allowed players to use My Coke Rewards points to obtain various items in the game.[9]
Carol Kruse, vice president of Global Interactive Marketing at Coca-Cola, 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."[9]
The virtual world was officially shut down on March 9, 2010.
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.
References
[edit]- ^ van der Graaf, Shenja (January 15, 2004). "Q&A: Viral Experiences: Do You Trust Your Friends?". SSRN. SSRN. Retrieved July 20, 2025.
- ^ "StudioCom". 2006-11-18. Archived from the original on 2006-11-18. Retrieved 2020-09-14.
- ^ Finnish Video Games: A History and Catalog. Juho Kuorikoski. 18 May 2015. p. 128. ISBN 9780786499625. Retrieved 26 August 2015.
- ^ "Sulake Homepage". Archived from the original on February 20, 2001. Retrieved 26 August 2015.
- ^ "Coca-Cola Re-Launches Coke Studios at There.com Virtual World". Jack Myers. Archived from the original on 19 March 2015. Retrieved 26 August 2015.
- ^ "There.com is closing". Engadget. Retrieved 26 August 2015.
- ^ "Jairovskaya Portfolio". FulaKi. Retrieved 26 August 2015.[permanent dead link]
- ^ "Pop Quiz". GamesThatWork. Retrieved 10 May 2017.
- ^ a b Leigh Alexander (December 6, 2007). "Coca-Cola, There.com Team For CC Metro Online World". Gamasutra. Archived from the original on December 17, 2007. Retrieved 2011-03-03.
External links
[edit]- MyCoke official US site (Archive)
- MyCoke Wiki
MyCoke
View on GrokipediaHistory
Launch and Early Development
MyCoke was launched by Coke One North America (CONA), a shared services organization formed in 2016 to support the IT and business processes of North America's 11 largest Coca-Cola bottlers.[4] The platform was introduced as a digital tool to simplify B2B operations for retailers, restaurants, and foodservice providers, initially focusing on product ordering, inventory management, and basic support services.[5] Early development emphasized integration across bottler networks to serve over 220,000 customers, addressing fragmented legacy systems with a unified interface.[6]Expansion and Enhancements
In 2023, MyCoke expanded with the introduction of myCoke Payments, a digital payment solution rolled out starting with Swire Coca-Cola to over 5,000 customers. This feature enabled streamlined invoice management and payments through partners like Fiserv and SnapPay, enhancing efficiency for commercial users.[7] The updates were driven by feedback from bottler representatives, aligning the platform more closely with user needs for faster transactions and order tracking. By this point, MyCoke had become a core tool for operational support across the Coca-Cola North America ecosystem.Technological Overhaul
In 2024, MyCoke underwent a comprehensive technology and design overhaul led by CONA's Digital Office under Chief Digital Officer Samantha Mitchell. The platform migrated to the Salesforce ecosystem in partnership with CloudGaia and Coreflex, improving user experience with mobile accessibility, advanced search, and workflow automation.[5] Now accessible at my-coke.com, the refreshed version incorporates enhanced security, personalized dashboards, and integrated service requests, reflecting ongoing evolution to meet the demands of a digital-first B2B landscape.[6]Core Features
Virtual World Mechanics
MyCoke's virtual world was rendered in a 2D pixel-art style, featuring top-down views and pixelated avatars that evoked the aesthetics of early browser-based MMORPGs such as Habbo Hotel.[8][1] Avatars navigated this environment using grid-based movement, allowing users to traverse public and private spaces in discrete steps, which facilitated precise interactions within the shared digital landscape.[8][1] This system, developed by Sulake Corporation using Flash technology, required browser plugins for operation and supported real-time rendering in an isometric perspective.[9][10] Central to the virtual world was its room system, where users could create and personalize dedicated spaces to reflect their preferences.[8] These rooms served as private studios or hangouts, furnished with Coca-Cola-branded items such as virtual Coke bottles, vending machines, and other thematic decor, enabling creative expression tied to the brand's identity.[8][9] Users accessed these spaces via a central hub modeled after real-world cities like Tokyo or London, promoting exploration across themed lobbies.[9] The economy operated on an in-game currency called Coke Cash, originally termed "decibels," which players accumulated through mechanisms like daily logins, completing quests, submitting bottle cap codes from physical Coca-Cola products, or participating in virtual activities such as consuming digital Coke.[8][1] This currency was redeemable exclusively for virtual items, including furniture and accessories to enhance rooms, thereby incentivizing engagement without real-world monetary transactions.[8][9] Earnings could also stem from community interactions, such as receiving "Thumbs Up" votes on user-generated content.[9] To maintain a safe environment, MyCoke implemented moderation tools that filtered inappropriate chat and content, supported by client-side interfaces for administrators.[10] Moderators enforced community rules using administrative tools, ensuring compliance with Coca-Cola's standards for teen-oriented interactions.[10] Technically, the platform relied on a Shockwave/Flash client for browser-based access, handling persistent user data across Java servers and multiple databases.[10] Global accessibility was achieved through regional servers, such as the UK server operational until 2006, allowing users worldwide to connect without significant latency issues.[8]Social and Customization Elements
Users personalized their experience in MyCoke through the creation of avatars known as V-egos, which allowed customization of facial features, skin tone, hairstyles, clothing options with selectable colors, and a short personal motto displayed on the avatar's infostand.[11] These customizations enabled users to express individuality within the Coca-Cola-themed virtual environment, where avatars could interact by obtaining and consuming virtual Coke products.[11] The platform's chat system supported social interactions via public messaging in themed rooms modeled after real-world locations like Sydney or London, as well as private communications to foster connections among users.[12] Emotes, such as thumbs up or down gestures, were available for quick, non-verbal expressions, particularly in shared spaces like music demo lobbies.[1] Friend lists facilitated ongoing relationships, while a trading system allowed exchanges of virtual items using in-game currency called Decibels, including premium furniture and avatar accessories acquired through in-game activities using decibels.[13][1] Customization extended to private virtual rooms, or Studios, where up to 20 spaces could be decorated with furniture, wallpaper, and flooring, and users could set rights to control access, such as kicking others or restricting item movement.[12] These rooms served as venues for hosting user-driven events, including virtual parties and music-sharing sessions.[1] Community engagement was enhanced through organized events like daily trivia contests and promotional tie-ins offering Coke prizes, encouraging safe, moderated interactions in a platform targeted at teenagers with restricted access hours from 10:00 a.m. to 2:00 a.m. EST.[12][14]Minigames and Interactive Content
MyCoke offered a variety of browser-based minigames designed to boost user engagement through casual, branded gameplay within its virtual world. These activities were central to the platform's appeal, providing quick diversions that rewarded participation with in-game currency known as decibels. Key examples included V-ego San, a competitive rock-paper-scissors game themed around sumo wrestling where players selected moves to outmatch opponents and earn rewards like tatami mats or gongs for consecutive victories; MyCoke Coaster, a memory-based roller coaster race pitting teams against each other to replicate sound and lever sequences at high speed; and Recycler, a single-player puzzle shooter navigating a factory line to avoid obstacles and collect points for themed furniture such as robot statues.[15] Integration with the virtual world allowed seamless access to these minigames via portals in public or private rooms on the Coke Studios platform, using players' V-ego avatars for immersion. Gameplay outcomes directly contributed to decibels, which served as Coke Cash equivalents for acquiring customizable items, thereby linking minigame performance to broader personalization options. Multiplayer support in titles like MyCoke Coaster and V-ego San enabled up to four players to compete in real-time, fostering social interaction and rivalry among users.[15] Periodic updates introduced seasonal and promotional content to maintain interest, such as the 2004 Shark Tale collaboration, which reskinned games like Recycler (formerly Whale Wash) with underwater themes and added related challenges to align with the film's release. These enhancements, tied to major Coca-Cola campaigns, refreshed the minigame library and extended play sessions during peak promotional periods.[8]Coke Studios
Music Integration
Coke Studios functioned as the central hub for music-related activities within MyCoke, providing a branded virtual environment where users explored music creation and sharing as part of Coca-Cola's youth-oriented digital engagement strategy. Launched as an extension of the original Coke Music platform in 2002, it emphasized interactive audio experiences tied to the brand's sponsorships in the music industry, allowing avatars to interact in music-themed spaces modeled after global cities like London, Tokyo, and San Francisco.[3][9] At the core of the music integration was the Music Mixer tool, which enabled users to compose original tracks by combining modular sound bytes and loops in a user-friendly interface. This feature drew from the platform's roots in Coke Music, evolving to support creative expression alongside social interaction, with users earning virtual currency (decibels) for sharing their compositions. Created songs could be queued for playback in public venues, simulating a collaborative music ecosystem.[9][8] Public rooms within Coke Studios included dedicated stages serving as virtual concert venues, where users performed their mixed tracks for audiences of avatars. These spaces facilitated experiential music events, with queued playlists functioning like shared radio stations or jukeboxes, allowing room owners to customize audio playback to enhance gatherings. By 2006, the platform had expanded to include refined tools for music customization, integrating seamlessly with room-based social features.[9][8] The music system positioned Coke Studios as a discovery platform, where virtual gigs featured avatar interactions synced to played music, such as dancing animations during performances. Social chatting complemented these events, though the emphasis remained on the audio-driven experience.[3]Promotional Campaigns
Coke Studios promotional campaigns were integral to Coca-Cola's strategy for engaging teens through music and interactivity, tying virtual experiences to broader brand advertising efforts. These initiatives often featured artist collaborations, such as promotions for the 2007 MyCokeFest, where bands like Maroon 5 performed live events advertised via in-game banners, email newsletters, and site-wide announcements to drive user participation in the virtual world.[16] Contest mechanics encouraged user creativity, exemplified by activities like designing personalized digital Coke bottles or ads, where submissions could win real-world prizes including merchandise or event tickets, fostering community involvement and brand loyalty.[17] Cross-promotions linked physical products to digital rewards, notably through bottle cap codes under the My Coke Rewards program launched in 2006, which unlocked exclusive access to Coke Studios features, virtual furniture, and music content upon redemption.[18] Major 2006 music contests tied to these promotions, including rewards for music downloads and event entries, attracted millions of participants overall, with over 1 million prizes redeemed in the program's first year alone, highlighting the campaigns' scale and impact on user engagement.[19] By 2007, promotional intensity waned amid growing platform fatigue, as user interest shifted toward emerging social media alternatives, leading to scaled-back music integrations and contests.[20]CC Metro
Formation and Platform Shift
CC Metro emerged as the successor to Coke Studios (the rebranded MyCoke virtual environment) following its shutdown on July 31, 2007, and merger into There.com. Launched on December 7, 2007, it represented a significant technological shift by integrating into There.com's 3D engine, developed by Makena Technologies, to provide more immersive graphics and social interactions compared to MyCoke's flat, browser-based 2D world.[21][22] This transition allowed Coca-Cola to leverage There.com's established infrastructure for a branded virtual space shaped like an iconic Coke bottle continent, enabling unlimited customization opportunities such as branded islands and content filters to maintain a family-friendly, PG-13 environment.[21][23] The migration process for MyCoke users was designed to facilitate a smooth transfer, with the MyCoke.com site redirecting visitors directly to CC Metro within There.com. Existing My Coke Rewards points earned from product codes on bottle caps were retained and could be used to purchase avatar customizations and accessories in the new 3D space, bridging the real-world rewards system with the virtual economy.[23][21] While explicit avatar imports from MyCoke were not detailed, users were encouraged to create new detailed 3D avatars, preserving continuity in social and customization elements from the prior platform.[23] Coca-Cola's investment in this partnership with Makena Technologies focused on tailoring There.com for branded content, including filtered interactions to exclude unsavory elements and immersive features like hoverboards for navigation. Initial user onboarding emphasized tutorials to adapt 2D habits—such as point-and-click movement—to 3D controls, including avatar setup and spatial exploration on the platform.[21][22] Early challenges included compatibility issues with older browsers and systems, as There.com required a downloadable client that sometimes struggled with legacy hardware common among MyCoke's teen audience, contributing to lower initial traffic compared to competitors like Second Life.[21] Despite these hurdles, the shift marked Coca-Cola's strategic pivot toward more advanced virtual worlds to enhance brand engagement. CC Metro operated until the closure of There.com on March 9, 2010.[23]Key Features and User Experience
CC Metro introduced immersive 3D virtual environments themed around Coca-Cola, prominently featuring a continent shaped like an iconic Coke bottle on the There.com platform. This setup allowed users to navigate expansive, branded spaces such as a virtual diner and movie theater, fostering a sense of exploration within a Coca-Cola-centric world.[21][24] Users created customizable avatars, referred to as alter egos, which could be personalized with clothing and accessories earned through MyCoke Rewards points from real-world product purchases. These avatars supported dynamic mobility, including soaring through the sky on hoverboards, enabling fluid movement across the island and participation in larger-scale events like virtual gatherings and promotional activities. Social interactions were enhanced by retained features from MyCoke, such as text and voice chat, alongside 3D-updated minigames and new elements like dancing at a Coca-Cola club or watching branded short films.[21][23] The platform emphasized virtual product engagement, where users could shop for digital Coca-Cola-themed items and redeem rewards, simulating product sampling in a digital space. This integration aimed to bridge offline consumption with online experiences, though the shift to 3D from MyCoke's 2D format introduced more sophisticated graphics for greater immersion. The environment maintained a PG-13 filter to ensure family-friendly interactions, supporting activities like video uploads and collaborative events that boosted community engagement.[21][24][23]Legacy
Shutdown Aftermath
The closure of CC Metro on March 9, 2010, was a direct consequence of the shutdown of its hosting platform, There.com, which Makena Technologies announced one week prior due to unsustainable operations amid the lingering effects of the 2008 global financial crisis.[25][26] There.com's CEO, Michael Wilson, cited economic pressures that had overwhelmed the company after seven years of operation, leading to the immediate halt of new registrations, billing, and upgrades.[27] Coca-Cola issued an official statement confirming the end of its branded virtual world, emphasizing that the decision was beyond their control as CC Metro was integrated into the There.com environment.[28] Users received notifications through in-world announcements and email updates from both There.com and Coca-Cola, with the latter providing a brief survey soliciting feedback on potential future virtual experiences.[28] Data export options were limited; There.com offered a temporary buy-back program for its virtual currency (Therebucks) at a reduced rate, allowing some financial recovery for purchases, but user-generated assets such as custom avatars, clothing, and builds were not systematically archived or transferable, resulting in the permanent loss of much of the community's digital property.[25][29] In the immediate aftermath, the virtual world community expressed disappointment across online forums and blogs, viewing the closure as the end of an innovative era for corporate-sponsored 3D social spaces that blended music, customization, and interaction.[28] Many users, including those from CC Metro, sought alternatives, with over 800 migrating to Utherverse's ThereNewWorld platform, which provided incentives like free virtual currency conversions to ease the transition.[28] Coca-Cola responded by redirecting its digital marketing efforts toward more accessible social media platforms, particularly Facebook, where its official page saw rapid growth from 10.4 million to over 22 million fans between August 2010 and February 2011 through targeted promotions and interactive content.[30] This shift marked a broader strategic pivot away from resource-intensive virtual worlds toward scalable, low-cost social engagement tools in a post-crisis economy.[31]Fan Remakes and Recreations
Following the closure of MyCoke and its associated platforms, fans initiated preservation and recreation efforts to recapture the social and interactive elements of the original experience. In the mid-2010s, community members shared complete server and client files from Coke Studios on developer forums, enabling local setups and basic remakes that replicated core mechanics like room navigation and chat functionality.[32] These alpha-stage distributions, often built on similar technologies to the original Habbo-inspired engine, aimed to revive the 2D virtual environments for nostalgic play, though they remained limited in scope and required technical expertise for implementation.[33] Notable among these early projects was the CSProject, a rebuilding initiative launched in 2015 that focused on reconstructing Coke Music's interface and features for offline or private server use. This effort preserved assets such as furniture items and minigame structures, fostering small-scale multiplayer interactions among enthusiasts. By 2020, expanded file releases further supported fan-driven clones, incorporating elements from the later Galapagos engine version of MyCoke to enhance room customization and user avatars.[34] Archival efforts complemented these remakes by compiling screenshots, gameplay videos, and code snippets from the original platforms, often hosted on dedicated community repositories to prevent loss of historical content. These resources have allowed developers to reference authentic designs, such as the layout of virtual rooms and promotional music integrations, ensuring recreations stayed true to the source material. In the 2020s, more polished recreations have emerged, including browser-based emulations that simulate the full social ecosystem. Decibel.fun stands out as a comprehensive non-profit project recreating Coke Studios' atmosphere, complete with public and private rooms, furniture like Coke couches and potted plants, minigames, and music features such as Top 40 charts and mixers.[35] Developed using original Shockwave technology accessible via compatible browsers like Pale Moon, it supports unlimited room access and enhanced daily currency earnings (decibels) to encourage extended play. The project includes a Discord server for community coordination, replicating the multiplayer chat and collaboration aspects of MyCoke.[35] Legal considerations have shaped these fan endeavors, with projects emphasizing non-commercial, educational intent to avoid infringement. Decibel.fun explicitly disclaims ownership of Coca-Cola trademarks and reserves rights to original assets, reflecting a cautious approach that has permitted such toleration without reported takedowns for non-monetized revivals.[35]References
- https://commons.wikimedia.org/wiki/User:Mav/Gallery/Concerts
