virtual world growth projections

9
Nic Mitham, Founder, K Zero Virtual World Research & Consulting

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This is a KZero Worldswide presentation given at Virtual Worlds Expo in San Jose, Oct 10 2007.

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Page 1: Virtual world growth projections

Nic Mitham, Founder, K ZeroVirtual World Research & Consulting

Page 2: Virtual world growth projections

Demographics & numbers:Where things are &

where they are headingA presentation given at Virtual Worlds Expo,

San Jose, Oct 10 2007

Page 3: Virtual world growth projections

Current Products New

New

Markets

Current

Diversification

Market penetration

Productdevelopment

Market development

Growth sectors

Page 4: Virtual world growth projections

Market penetration

Current products into current markets

Word of mouth continues to work - viral element

Media assists in growth - circle of three

Advertising? - can’t rely purely on PR

Ageing of younger popn from Club Penguin, Whyville, Habbo etc

Page 5: Virtual world growth projections

Market development

Current products into new markets

New countries - Eastern Europe, South America, Asia

Older dems and groups - Silver Surfers

Corporate communities - IBM

Educational growth - Whyville

Page 6: Virtual world growth projections

Product development

New products into existing markets

Easier user interfaces / better orientation - bridges adoption gap into early majority

Web-based remote viewers

Mobile devices

Other worlds - There, Kaneva, HiPiHi for example

Google My World

Page 7: Virtual world growth projections

Diversification

New products into new markets

Category centric ‘Vertical worlds’ - Football Superstars

Platform centric - PlayStation Home

Cross-world avatars

Grows total population, not total unique users

Page 8: Virtual world growth projections

Growth projections: Q4 07 - Q4 08

Registered accounts

Second Life: 10m to 20m

There: 1m to 7m

Kaneva: 0.6m to 3m

HiPiHi: 0m to 10m

Whyville: 3m to 10m

Club Penguin: 15m to 30m

Football Superstars: 0m to 3m