Impact of Virtual Worlds
The online destination
for the next generation?�
Dr. Pete Markiewicz
Indiespace/Lifecourse Associates
pindiespace@gmail.com
Sept 2008
Topics
What are virtual worlds?
Two kinds of vworlds
Tween and kid vworlds
Adult vworlds
Cyworld
Second Life
Virtual world examples (teen/adult)
Virtual World Examples (kids)
Virtual world environments
There
Empire of Sports
Club Penguin
Habbo
Sports-based vworlds
Vworlds and RL “exergaming”
Virtual Worlds and Politics
Watching Obama in Second Life Jul 11, 2009�http://foo.secondlifeherald.com/slh/2009/07/watching-obama-in-ghana-from-metaplacesecond-life.html
Virtual products
Vodaphone virtual cellphone HUD
Vworld creation
*Mike Hirshland, Polaris Venture Partners
Google Lively
Vworlds are NOT MMOGs
Stardoll
Vworlds are not empty…
MYSPACE
HONG KONG ISLAND
MIDIAN CITY RPG
EVERWIND RPG
Take-home: Vworlds aren’t empty…�they just look that way!
Vworlds are NOT MMOGs
“…The game industry may have created the idea of online entertainment, but the days of orcs and elves ruling the online space is drawing to a close" �
- Christopher Sherman, Executive director of the upcoming Virtual Worlds Fall 2008 Conference
Vworlds versus MMOGs
Goals, scores community created by members
Pre-defined goals, scores
User-created
Prebuilt
Virtual Worlds
Online Games
Vworlds versus MMOGs
Goals, scores, community created by members
Pre-defined goals, scores
User-created
Prebuilt
Second Life RPGs
Entropia
Kid & tween vworlds
(Club Penguin, Habbo, There
Gaia Online, Cyworld, Stardoll)
WoW and
Similar 3D RPGs
Kaneva
Second Life
Web 2.0
MoiPal
IMVU
vSide
Kid/tween gaming�(Neopets, Nicktropolis, KartRider)
Why are vworlds important?
Vworld accounts in Q4 2008
~90 million
~300 million (330 million in 2009)
TOTAL VIRTUAL WORLD
Kids and teens
Web Flash
7 million
15 million
Gaia Online
Virtual World
Registered Users
Monthly logins
Technology
Demographic
Yahoo
500 million
300 million
Web S/N
General audience
Facebook (web)
120 million
124 million
Web S/N
College students
MySpace (web)
150 million
114 million
Web S/N
Teen and adults
Neopets
60 million
12 million
Web Flash
Kids and teens
Cyworld (Korean)
30 million
21 million
Web Flash
Teens and adults
World of Warcraft
12 million
??? (high engagement)
3D Client
Adult
Habbo Hotel
100 million
10 million
Web Flash
Kids and teens
Stardoll
18 million
6 million
Web Flash
Kids and teens
Webkinz
10 million?
6 million (high recurring)
Web Flash
Kids
Club Penguin (Disney)
17 million
4.5 million
Web Flash
Kids
Zwinky
16 million
4.5 million
Web Flash
Kids and teens
Barbie Girls (Mattel)
13 million
2.3 million
Web Flash
Kids and teens
Home
7 million
??? (high engagement)
3D Client
Teens and adults
Nicktropolis
6 million
1 million
Web Flash
Kids
Virtual world simultaneous users
‘Kid worlds’ have high traffic
SOURCE: Patrick Collins of Brand Architect
http://www.collings.co.za/2007/11/the-march-of-th.html
Vworld members skew younger
SOURCE: Kzero Blog - http://www.kzero.co.uk/blog/?p=2793
Predicted growth of “kid” vworlds
Percentage of US child/tweens (3-17)
Expected to visit a virtual world at least once a month
Time spent in vworlds
SOURCE: http://www.emarketer.com/Article.aspx?id=1006166
Provided to eMarketer by Linden Labs
Total time spent logged-in by Second Life Users,
March 2007-March 2008 (millions of hours)
Growth was unaffected by
negative media stories in
Fall 2007, and economic �slowdown in “real” economy
Vworld members are engaged
Take-home
Vworld audiences are small, but their members are MUCH more engaged than Web 2.0 users
Second Life classroom
Monetization
SOURCE: Lightspeed Partners Blog�http://lsvp.wordpress.com/2008/06/09/successful-mmogs-can-see-1-2-in-monthly-arpu/
Monetization sources
Virtual products are the key
Virtual Products overview
SOURCES: Frank M. Magrid 2009 Media Futures Study
Lightspeed Partners blog, Virtual Goods News
Growth of virtual product sales
SOURCES: Frank M. Magrid 2009 Media Futures Study
Lightspeed Partners blog, Virtual Goods News
vProduct case studies
SOURCES: Lightspeed Partners blog, Business Week, Virtual Goods News
What teens buy in virtual worlds
SOURCE: WeeWorld Member Survey�http://www.virtualworldsnews.com/2009/07/weeworld-survey-teens-still-spend-girls-are-major-influencers-.html#more
For teens, branding in virtual worlds is effective
8
8
16
23
Ad in videogames
7
14
19
23
Ads in virtual worlds
9
12
22
22
Embedded video ads
17
19
19
21
Video postroll ads
28
27
30
36
Video preroll ads
71
63
58
52
Banner Ads
73
68
68
66
Interactive web ads
Matures
Boomers
GenX
Millennial
Media Type
SOURCE: http://www.emarketer.com/Article.aspx?id=1006166
Deloitte Development and Harrison Group, “The State of the Media Democracy Second Edition”
Link to K-Zero’s age breakdown:�http://www.kzero.co.uk/blog/wp-content/uploads/2008/04/kids-world-ages001.png
Take-home
By 2019, vWorlds will become the place the next generation lives and works…
…Web 2.0 and classic MMOGs will decline in importance
There.com
What will virtual worlds need to succeed in 2019?
Follow the money…
Vproduct Store in Second Life
Barriers to growth
SOURCE: Thinkbalm - http://www.thinkbalm.com
Barriers to growth
Avatar configuration HUD,
Entropia Universe
Barriers to growth - US market
Where will US teens go?
Gaming ->Themed Shopping -> Social Networking
Dressup -> Vproducts ->User-created
Second Life (Social)
Kaneva
Most tween &
teen 2.5 vworlds,
e.g.Stardoll, Habbo,�Whyville, Club Penguin,
Virtual pet sites
Entropia
WoW
IMVU
MySpace
There
Moove
User-Created <- Vproducts <-Dressup
Second Life (RPGs)
Second Life (shopping)
Sources for Virtual Worlds
References