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Market Trends in Virtual Worlds
Data Courtesy of
1Growth in Virtual Worlds
2Trends in
Market Sectors
3Implications for
Educational Research
Growth In Virtual Worlds
The market grows larger every year
1
500 virtual worlds in 2011 growing to 900 virtual worlds by 2012.
Growth Trend continues upward
1.1 billion user accounts in virtual worlds. Kids, tweens and teens are the largest user group.
Growth Trend is among tweens and teens
Virtual World Popularity by Age
• Jumpstart 4M• Buildabearville
21M• Barbie Girls 22M• Poptropica 144M
5-10
• Neopets 65M• Club Penguin 63M• Whyville 7M• Stardoll 94M
10-15
• Habbo 200M• Gaia 36M• IMVU 50M• WeeWorld 40M
15-25
• Second Life 25M• Utherverse 7.5M• eRepublic 2M
25-35
» VW generated $3.9B revenue, up to $6B by 2012
» Cross-platform VW: TV, movies, books, and toys
» Virtual artists & celebrities
» Content creation & sci-fi for adults
» SocNet integration
Overall Trends
Quaver’s Marvelous World of Music
2 Trends In Market Sectors
It’s not just about the visuals, but strengthening
YOUR MESSAGE.
It’s not just about the visuals, but strengthening
YOUR MESSAGE.
It’s not just about the visuals, but strengthening
YOUR MESSAGE.
It’s not just about the visuals, but strengthening
YOUR MESSAGE.
Virtual World Types by Age
HAND: movement(somato-
sensorymotor system)
HEART:relationships,
emotions, long-term memory
(limbic system) HEAD:Intellect, decision making, planning,
impulse control(frontal cortical
networks)
By 2013, 70% of enterprises will establish behavior guidelines and dress codes for avatars associated with the enterprise
Reputation Management
Gartner, Inc.
Augmentalist vs. immersionalist avatars, what is your peer rating?
Reputation Management
Mobile Access
Meta-Branding