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Disney Canada Inc.

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Corporate brand

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The Canadian Disney online-games studio formerly known as New Horizon Interactive, best known for creating Club Penguin.

Last updated August 25, 2026

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Overview

Disney Canada Inc. is the Canadian online-games and digital-content operation historically associated with New Horizon Interactive, the Kelowna, British Columbia company that created Club Penguin. The company developed and operated the child-oriented virtual world before its acquisition by The Walt Disney Company in 2007. Following the acquisition, the operation became part of Disney Interactive and was variously described as Disney Online Studios Canada and Disney Studios Canada, while Club Penguin remained its central product and principal source of public recognition. The business grew out of a series of penguin-themed browser experiments developed by RocketSnail Games. Lance Priebe, Lane Merrifield, and Dave Krysko began shaping Club Penguin after looking for an online social environment that children could use safely and without conventional advertising. New Horizon Interactive was established as the vehicle for developing the concept. The resulting service combined cartoon avatars, chat, minigames, personal igloos, collectible virtual goods, recurring parties, and a heavily moderated community. Although anyone could play without paying, the business relied primarily on subscriptions that unlocked additional clothing, furniture, pets, rooms, and other features. Club Penguin launched publicly on October 24, 2005, after beta testing and rapid development based on earlier Penguin Chat projects. It expanded quickly without a large traditional marketing budget. User-account totals rose from thousands during the first months to millions within its first year, more than 30 million by late 2007, and more than 200 million registered accounts by July 2013. The platform was aimed principally at children aged six to fourteen, but it permitted users of all ages. Child safety was central to its design, with filtered communication, an optional menu-based safe-chat mode, personal-information controls, and human moderators. Disney acquired New Horizon Interactive and Club Penguin in August 2007. The purchase gave Disney a successful subscription-based online community and a Canadian development base within its expanding portfolio of virtual worlds. Disney subsequently used Club Penguin for franchise promotion, staging in-game events connected with properties including Marvel, Star Wars, Frozen, and Zootopia. The wider brand also extended into mobile applications, books, music, merchandise, and other licensed or associated content. International support and moderation operations were established, including an office in Brighton and later locations in South America. The studio and its parent organization later faced declining engagement, restructuring, and a more difficult market for browser-based children's virtual worlds. Disney Interactive reduced staff and consolidated operations in Canada, the United Kingdom, and the United States. Several companion applications and language editions were discontinued. In January 2017 Disney announced that the original Club Penguin would close to make way for Club Penguin Island. The legacy game's servers were shut down on March 30, 2017. Club Penguin Island itself was discontinued the following year. The corporate identity, therefore, is principally historical in public-facing brand terms: its legacy rests on establishing one of the most widely recognized moderated children's online worlds of the 2000s and early 2010s.

History

The roots of Disney Canada Inc.'s best-known operation lie in experimental browser games developed by RocketSnail Games in British Columbia. Lance Priebe's early penguin projects, including Experimental Penguins and successive versions of Penguin Chat, supplied technical and creative ideas for a more complete social game. Priebe, Lane Merrifield, and Dave Krysko decided that children lacked an online social environment that was genuinely safe rather than merely marketed as safe. They formed New Horizon Interactive and began work on the new product in 2004. The developers used Penguin Chat as a testing ground while building the new platform. Club Penguin entered beta testing in August 2005 and launched publicly on October 24 of that year. Its design combined a persistent Antarctic-themed world with minigames, chat, avatar customization, igloos, collectible items, and recurring community events. The platform used filtered communications and active moderation to reduce exposure to profanity, personal-information sharing, and other risks. The service was free at a basic level, while paid memberships unlocked most customization and premium activities. Club Penguin's growth was unusually strong for a largely word-of-mouth service. Its user base reached millions during 2006 and continued to expand in 2007. Disney acquired New Horizon Interactive in August 2007 for approximately $350 million, with additional performance-based consideration described in contemporary accounts. The purchase placed the Canadian studio inside Disney Interactive and supplied Disney with a large, subscription-supported virtual world. The studio retained a strong focus on Club Penguin, while Disney's Los Angeles operation worked across a broader set of games and entertainment properties. After the acquisition, Club Penguin became both a standalone online community and a promotional platform for Disney franchises. Parties and in-game appearances incorporated themes associated with Marvel, Star Wars, Frozen, Zootopia, and other Disney properties. The company expanded moderation and support internationally, including an office in Brighton and later operations in Brazil and Argentina. It also experimented with mobile products, including Puffle Launch, Puffle Wild, Sled Racer, and SoundStudio. The company name was shortened in 2013 when the words “Online Studios” were dropped. The business later contracted as children's online entertainment moved toward newer platforms and mobile experiences. In 2015 Disney Interactive reduced staff and closed or consolidated offices and companion products. German and Russian versions of the website were closed, and several applications were removed from mobile stores. Disney announced in January 2017 that the original Club Penguin would end on March 29; the servers actually disconnected shortly after midnight Pacific time on March 30. Club Penguin Island replaced it but was discontinued in 2018. The original game's assets subsequently appeared on unauthorized private servers, prompting Disney copyright enforcement, including action that led to the closure of Club Penguin Rewritten in 2022.

  • 2017

    Club Penguin closes

    [1]

    The original game ended on March 30 and was succeeded by Club Penguin Island.

  • 2015

    Restructuring and product consolidation

    [1]

    Disney Interactive reduced staff, closed selected regional operations, and discontinued several side projects and language editions.

  • 2013

    Brand reports more than 200 million registered accounts

    [1]

    Club Penguin reported more than 200 million registered accounts and celebrated its eighth anniversary with new music content.

  • 2011

    Puffle Launch reaches iOS

    [1]

    A Club Penguin minigame was released as a mobile application.

  • 2008

    International support expands

    [1]

    Club Penguin opened an international office in Brighton to tailor moderation and player support.

  • 2007

    Disney acquisition

    [1]

    The Walt Disney Company acquired New Horizon Interactive and Club Penguin, integrating the studio into Disney Interactive.

  • 2005

    Club Penguin launches

    [1]

    Following beta testing, Club Penguin became publicly available on October 24.

  • 2004

    New Horizon Interactive begins Club Penguin development

    [1]

    The founders established the spin-off company and commenced work on the child-focused virtual world.

  • 2003

    Penguin Chat development continues

    [1]

    Penguin Football Chat, a successor to earlier experiments, introduced concepts and minigames later adapted for Club Penguin.

  • 2000

    Early penguin-game experiments begin

    [1]

    Lance Priebe began developing an unfinished Flash penguin game that helped inspire later RocketSnail projects.

Products and positioning

A child-focused, safety-led online entertainment studio built around moderated virtual worlds, social play, subscriptions, and Disney franchise integration.

  • Massively multiplayer online game · 2005

    Club Penguin

    A browser-based virtual world in which players controlled penguin avatars, explored themed rooms, played minigames, decorated personal igloos, collected virtual items, and participated in recurring parties. The service combined free access with paid memberships and was designed around child safety through filtered chat, menu-based communication, moderation, and controls against sharing personal information.

  • Mobile game · 2011

    Puffle Launch

    A mobile adaptation of a Club Penguin minigame involving the franchise's collectible Puffle creatures. It was released for iOS as part of Disney's effort to extend Club Penguin experiences to mobile devices.

  • Mobile massively multiplayer online game · 2017

    Club Penguin Island

    The successor to the original Club Penguin, designed as a newer mobile-oriented version of the franchise. It replaced the browser game after its 2017 shutdown but was itself discontinued the following year.

Marketing campaigns

  • 2013Club Penguin eighth-anniversary campaign

    International

    The company marked the game's eighth anniversary with new celebratory content, including a song recorded with Jordan Fisher.

    Outcome. The campaign reinforced the game's community and franchise identity during its peak reported account growth.

  • 2007Disney franchise integration

    International

    After acquiring Club Penguin, Disney used themed parties and in-game events to connect the virtual world with properties such as Marvel, Star Wars, and later Frozen and Zootopia.

    Outcome. The game became a cross-promotional channel as well as a standalone subscription community.

Brand decisions

  • 2017

    Replace the original Club Penguin with Club Penguin IslandGeneration change

    Background

    Disney announced that the long-running browser game would be discontinued.

    Action taken

    The original servers were shut down and players were directed toward Club Penguin Island.

    Aftermath

    Club Penguin Island was discontinued the following year, ending Disney's official Club Penguin virtual-world services.

  • 2015

    Consolidate Club Penguin operationsStrategy

    Background

    Disney Interactive faced declining popularity and sought to streamline its online-games operations.

    Action taken

    Disney reduced staff, closed the Brighton office, ended selected regional editions, and removed several companion applications.

    Aftermath

    The company focused resources on the core Club Penguin experience before announcing its eventual replacement.

  • 2007

    Sell New Horizon Interactive to DisneyM&A

    Background

    The founders had previously declined advertising and venture-capital approaches but sought infrastructure to support further growth.

    Action taken

    They sold Club Penguin and its parent company to The Walt Disney Company.

    Aftermath

    The studio joined Disney Interactive and Club Penguin became part of Disney's portfolio of online worlds.

    Acquisition consideration. 350.93 million USD stated purchase price; additional performance-based bonuses were reported but not ultimately paid (2007 acquisition)

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