Digital Media - Virtual Worlds

Synopsis

Archived report. This report was archived in 2009 and has not been updated since. Virtual worlds are just one example of the developments occurring as part of the Web 2.0 evolution. The most high profile of these is ‘Second Life’; the popularity of this virtual world has exploded over the past couple of years from around 1.5 million users reported in 2006, to nearly 13 million registered users in 2008. However the departure of some high-profile companies in 2007 has the industry wondering if its growth will continue unabated and attention is turning towards its competitors such as There.com. With recent entrants such as China’s HiPiHi and the emergence of worlds designed specifically for teenagers and children - this sector continues to be a focus for marketing opportunities. This report provides an overview of virtual worlds, including trends, developments and initial statistics. Second Life is used as a case study.

Table of Contents

  • 1. Synopsis
  • 2. Introduction
  • 3. Trends and developments
    • 3.1 Virtual worlds for younger users
    • 3.2 Virtual worlds for education
    • 3.3 Virtual malls for shopping?
    • 3.4 Risks of business in a virtual world
  • 4. Virtual world statistics and forecasts
  • 5. Case study: Second Life
    • 5.1 Introduction
    • 5.2 Recent developments
      • 5.2.1 Second Life departures
      • 5.2.2 Coca-Cola moves to There.com
      • 5.2.3 Second Life voice communications
      • 5.2.4 Virtual Tokyo
    • 5.3 Paul Budde’s Second Life
  • 6. Related reports
  • Table 1 – Number of virtual worlds worldwide – 2007; 2009
  • Table 2 – Growth of Second Life subscribers – 2006 - 2008
  • Table 3 – Market share of Second Life active users by country – 2007
  • Exhibit 1 – Characteristics of virtual worlds
  • Exhibit 2 – Definition of an online avatar
  • Exhibit 3 – Examples of virtual worlds
  • Exhibit 4 – Examples of virtual worlds for younger users
  • Exhibit 5 – Linden Labs ban on gambling
  • Exhibit 6 – Second Life Financials – 2007 - 2008
  • Exhibit 7 – Examples of large companies established in Second Life – 2008
  • Exhibit 8 – Second Life user statistics – 2008

Focus Report profile

Technologies

Digital Media

Number of pages: 7

Status: Archived

Last update: 25 March 2008
View update history

Analyst: Kylie Wansink

NOTE: This report has been archived

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