Transcript
Page 1: Market  Trends in Virtual  Worlds

Market Trends in Virtual Worlds

Page 2: Market  Trends in Virtual  Worlds

Data Courtesy of

1Growth in Virtual Worlds

2Trends in

Market Sectors

3Implications for

Educational Research

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Growth In Virtual Worlds

The market grows larger every year

1

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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.

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Growth Trend is among tweens and teens

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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

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» 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

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2 Trends In Market Sectors

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It’s not just about the visuals, but strengthening

YOUR MESSAGE.

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It’s not just about the visuals, but strengthening

YOUR MESSAGE.

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It’s not just about the visuals, but strengthening

YOUR MESSAGE.

Page 12: Market  Trends in Virtual  Worlds

It’s not just about the visuals, but strengthening

YOUR MESSAGE.

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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)

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By 2013, 70% of enterprises will establish behavior guidelines and dress codes for avatars associated with the enterprise

Reputation Management

Gartner, Inc.

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Augmentalist vs. immersionalist avatars, what is your peer rating?

Reputation Management

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Mobile Access

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Meta-Branding