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
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
Cheers!