Some virtual worlds data

By September 24, 2008Virtual Worlds

I’m reading a Gartner report on virtual worlds which has lots of interesting data (a lot of which is sourced from KZero).  Here are some highlights:

  • 300m registered accounts aggregate across all virtual worlds
  • Suggesting 30m active users (based on rule of thumb 1 active for every ten members) – compared with 16m active MMOG users
  • Userbase is largely kids and over 35s – the middle group use socnets and MMOGs
  • Enterprise activity in virtual worlds has shown a marked decline over the last 6-9 months as their earlier efforts inspired by a desire to be part of the new wave foundered due to lack of clear goals and value proposition
  • There is little in-world ecommerce
  • hey nic,
    i’d love to read that report
    nic

  • hey nic,
    i’d love to read that report
    nic

  • Agreed with above comment, that would be a really interesting report. I’d be particularly interested to see the breakdown in % between the under 18s and over 35s; which virtual worlds are most dominant (my guesses would be Second Life, IMVU and Club Penguin but I could be *way* off) and which ones rely on ecommerce or not.

  • Agreed with above comment, that would be a really interesting report. I’d be particularly interested to see the breakdown in % between the under 18s and over 35s; which virtual worlds are most dominant (my guesses would be Second Life, IMVU and Club Penguin but I could be *way* off) and which ones rely on ecommerce or not.

  • hey meaghan. this should help:

    http://www.kzero.co.uk/blog/?p=2485

  • hey meaghan. this should help:

    http://www.kzero.co.uk/blog/?p=2485

  • Cheers!

  • Cheers!