Just over a year ago Techdigest did a great job of live-blogging the Virtual Worlds Forum event in London. They also came up with a list of 20 trends defining virtual worlds in 2007. Now then, a year is a long long time in the virtual worlds space so let’s go back and look at these predictions and see what’s happened a year later.
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1. Shedloads of virtual worlds will be launched in 2008. KZ: Spot on. See them here. And expect even more in 2009.
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2. Teen-focused virtual worlds are huge. Well, some of the largest VW’s at present cater to the teen marketplaces like Stardoll, Habbo, IMVU and Gaia, although it’s the tween worlds which show the highest growth signs at the moment.
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3. Brands still get it wrong. They did for sure in 2007. In 2008 we’re seeing better approaches, mainly because brands are starting to realise the range of different worlds available. Agencies are still a little slow getting to grips with virtual worlds though.
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4. There’s a problem with communication. Yes, the industry is still a little insular and the media tends to flirt positively and negatively with virtual worlds. This issue is easing though, mainly through increased penetration of KT&T worlds.
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5. There will be big growth in corporate use of virtual worlds. KZ: The first prediction that has yet to be realised.
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6. Virtual items will be a big moneyspinner. KZ: Definitely, and will I think become the dominant factor for most virtual worlds. Here’s some stats to support this.?
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7. Mobile is a bit of a wildcard. KZ: Not yet. They’re still the red herring.
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