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Impact of Virtual Worlds

The online destination

for the next generation?�

Dr. Pete Markiewicz

Indiespace/Lifecourse Associates

pindiespace@gmail.com

Sept 2008

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Topics

  • What are virtual worlds?
  • How do vworlds differ from MMOGs?
  • Why are vworlds important?
  • Numbers and growth
  • What vworlds will need in 2019
    • Follow the money…
    • Barriers to growth
  • Unique features of US market
  • US teens – where will they go?

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What are virtual worlds?

  • Extend “sense of place” characteristic of cyberspace (Web, chat, MMOGs)
  • Games may be present, but not a game
  • Virtual “land” or “rooms”
  • Social interaction like Web 2.0 (chat, friends lists, exchange of virtual objects)
  • Customized avatars, for real-time interaction
  • Support for real work, education
  • Economic models for payment, barter, sales

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Two kinds of vworlds

Tween and kid vworlds

Adult vworlds

  • ~25% of US teens
  • Web-based (2.5D)
  • Prebuilt
  • Social networking
  • PG-13
  • ~3% of US adults
  • Custom browser (3D)
  • User-generated
  • Social networking
  • Commerce, Education

Cyworld

Second Life

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Virtual world examples (teen/adult)

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Virtual World Examples (kids)

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Virtual world environments

There

Empire of Sports

Club Penguin

Habbo

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Sports-based vworlds

  • Multiple sports-based worlds in development
    • Empire of Sports (teen/adult) multiple sports
    • Football Superstars (teen adult) virtual football challenges
    • TechDeck Live (kids/teen) virtual skate park

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Vworlds and RL “exergaming”

  • Irwin Toys strap-on Me2 Hardware measures how hard kids exercise
  • Plugs into computer for gameplay in the Me2 virtual world
  • Kids expend as much energy in “active” games as in regular sports

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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

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Virtual products

  • Offered for sale or free
  • Used in-world
    • Fashion
    • Buildings, furniture
  • Connect to outer word
    • E-commerce
    • Teaching tools
    • Virtual phones
  • Prototype real-world
    • CAD/CAM “prints” to vworlds

Vodaphone virtual cellphone HUD

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Vworld creation

  • Development cycle similar to games
  • Must create/maintain associated website
  • 3-5 years needed to develop*
  • $30-60 million required for launch of full 3D*
  • ~$5-10 million required for 2.5D/Flash launch
  • >200 competitors

*Mike Hirshland, Polaris Venture Partners

Google Lively

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Vworlds are NOT MMOGs

  • Members play “the game of life”
  • Members are themselves
  • Members define goals, scores, rank
  • Members reflect general population
  • Members may sell virtual products, own IP
  • Virtual economy tied to the real economy
  • Members can do “real” work (education, business)

Stardoll

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Vworlds are not empty…

  • Compared to MySpace
    • 300 million pageviews/day �~1 minute per page per day
    • 1/3600 pages being viewed at any time
    • If MySpace pages are laid out as “real estate” in a 60x60 grid, occupancy resembles the Second Life grid
    • RPGs in Second Life look 10x-100x better than the average MySpace “real estate”

MYSPACE

HONG KONG ISLAND

MIDIAN CITY RPG

EVERWIND RPG

Take-home: Vworlds aren’t empty…�they just look that way!

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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

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Vworlds versus MMOGs

Goals, scores community created by members

Pre-defined goals, scores

User-created

Prebuilt

Virtual Worlds

Online Games

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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)

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Why are vworlds important?

  • 2009
    • 15% of Internet users MMOG or vworld members (Mark Kern, team lead, WoW)
    • Growth Q1 => Q2 2009: 39%
    • Average user age: 14 year old (Kzero)
    • MMOGs and S/N web make the most money
    • Vworlds populated by older early-adopters
    • Vworlds offer limited value compared to Web 2.0�
  • 2019
    • 80% of Internet users in virtual worlds by 2011 (Gartner)
    • Average user age: >20
    • Vworlds make the most money
    • Vworlds replace the web for the new (“Millennial”) generation
    • Vworlds become Web 3.0

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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

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Virtual world simultaneous users

  • Second Life (3D)
    • 150 users/island
    • ~70,000 simultaneous during Q3 2008 (up from about 2,000 in early 2006)
  • Gaia Online (2.5D)
    • 100,000 simultaneous (2007)

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‘Kid worlds’ have high traffic

SOURCE: Patrick Collins of Brand Architect

http://www.collings.co.za/2007/11/the-march-of-th.html

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Vworld members skew younger

SOURCE: Kzero Blog - http://www.kzero.co.uk/blog/?p=2793

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Predicted growth of “kid” vworlds

Percentage of US child/tweens (3-17)

Expected to visit a virtual world at least once a month

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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

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Vworld members are engaged

  • Wow (Aug 2007)
    • ~80-100 hours/month(!)
  • Second Life (Aug 2007)
    • 24 hours/month (counting actual monthly logins)
    • 3.7 hours/month (counting unique accounts)
  • MySpace (Aug 2007)
    • ~ 30-90 minutes/month per page (depending on how you count)
  • Habbo (Sept 2008)
    • 40 minutes/month

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Take-home

Vworld audiences are small, but their members are MUCH more engaged than Web 2.0 users

Second Life classroom

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Monetization

  • 2008 Dollar revenue, monthly users per month
    • Second Life: $9.30/mthly user/month�(higher due to virtual land sales)
    • Club Penguin: $1.62/mthly user/moth
    • Habbo: $1.30/mthly user/month
    • Runescape: $0.84/mthly user/month
    • Puzzle Pirates: $1.50/mthly user/month
  • Average $1.40/mthly user/month*.
  • Excluding Second Life, $1.25/mthly user/month

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Monetization sources

  • Free Sites, optional subscription (“freemium”)
    • Virtual products – up to 85%
    • Subscription – 10%
    • Advertising – 5%
  • Paid Sites
    • Subscription – 75%
    • Virtual products – 25%
  • Coupled Sites (need real-world product to join)
    • Subscription – 50%
    • Real-world product – 50%

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Virtual products are the key

  • Emulate a real-world thing
    • Seeds
    • clothing
    • Housing
    • Pets
  • Reproduced electronically
    • Near-zero costs
  • Sold for real money
    • “Game money” bought with real currency
    • Direct credit card purchases
  • Secondary barter economy
    • Users swap vproducts
    • Users design and sell custom vproducts

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Virtual Products overview

  • In July 2009, analyst firm Frank N. Magid that found that 12% of Americans had purchased a virtual gift within the past 12 months�
  • Most sales (around 80%) of sales occur within online games

  • Over half of players in online games purchase virtual products�
  • Thirtysomethings purchase the most by revenue, while teens and twentysomethings purchase the most per user

  • Players in online games typically purchase $60-75 dollars in virtual products each year�.
  • Virtual good buyers are often sellers – Playspan estimated that 31% of its buyers also sold virtual products�
  • Asia leads the virtual goods market, with the largest share coming from China

SOURCES: Frank M. Magrid 2009 Media Futures Study

Lightspeed Partners blog, Virtual Goods News

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Growth of virtual product sales

SOURCES: Frank M. Magrid 2009 Media Futures Study

Lightspeed Partners blog, Virtual Goods News

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vProduct case studies

  • Zanga (October 2009
    • FarmVille Players bought $500,000 virtual seeds, 50% of revenues were used to buy real seeds for nonprofits in Hati
  • Ning (October 2009)
    • A new Virtual Gifts Incentive program will allow anyone creating a Ning site to sell virtual products, with a common currency between all Ning networks
  • Facebook (June 2009)
    • $75 million/year from sales of ~100 million digital gifts, or about 10% of total sales

  • Stardoll (September 2008)
    • 1.8 million virtual products were purchased from the Kohl's “back to school” store within its first 16 days
  • Zwinky (August 2008)
    • Sears sold more than 850,000 vproducts in Zwintopia during the first 16 days after launch
  • Habbo (Sept 2008)
    • 2.5 million US users spend $18/month
    • 85% of revenue from sale of virtual products, only 15% from advertising
  • Nexon (creators of KartRider) June 2007
    • Worldwide revenues of $230 million in 2007,
    • 85% of it from sale of virtual items
  • IMVU (Sept 2008)
    • $4 million/month revenue
    • 90% comes from a “cut” from sales of virtual products between members

SOURCES: Lightspeed Partners blog, Business Week, Virtual Goods News

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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

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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”

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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

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What will virtual worlds need to succeed in 2019?

  • Fit the audience
    • My generation, age group, gender, lifestyle, politics
    • I’m special here
    • My friends are all here
    • It’s a regular, normal part of my life�
  • Give the audience what it wants
    • I have control
    • I can find out what I need to know
    • I can buy anything I can find on the web
    • I can do my work here

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Follow the money…

  • Near-term
    • Virtual products NOW!!!
    • Flat-fee subscriptions
    • Advertising
    • Market research

  • Long-term
    • Real product prototyping
    • MMOGs inside larger vworlds
    • Virtual education
    • Government/military use
    • Business work environments

Vproduct Store in Second Life

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Barriers to growth

SOURCE: Thinkbalm - http://www.thinkbalm.com

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Barriers to growth

  • User interface is hard to learn (key commands and complex HUDs)�
  • If users are impeded from creating their own content, they don’t (Philip Rosendale)�
  • Flat fee structure assumed�
  • Massive infrastructure needed

Avatar configuration HUD,

Entropia Universe

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Barriers to growth - US market

  • Most users log in from home (less sense of community)
  • Backlash from Second Life hype
  • Limited mobile power precludes use of mobile vworlds
  • Internet connections in US are slow

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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)

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Sources for Virtual Worlds

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References