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Virtual World/MMO Radar Chart: Slideshare presentation

This week we published the Q2 updated version of the KZero Virtual World/MMO Radar chart. This chart (and segments) shows live, in-development and closed VWs/MMOs and importantly, displays them by genre. This post gives some background to the genres as well as insight into UGC and Existing IP based games and worlds.

A full high-res version can be ordered here and we’ve also put the presentation into Slideshare format, below. In terms of the formats of these VWs, some are 2.5D, some 3D in the browser/client and some are becoming compatible with virtual reality headsets.

Further information:

Virtual Worlds and MMOs by Genre – The Q2 2014 Radar Chart

The KZero Radar chart visualises virtual worlds and MMOs by genre, average user age and operational status. The latest update showing Q2 2014 data is now available and a high-res version can be ordered here.

A ‘slice’ of the Radar is shown below, containing three of the 12 genres by which we segment the market. This slice shows virtual worlds and MMOs classified by Content Creation / User Generated Content, existing IP’s / brands and Sports.

Two of the genres shown, namely Content Creation and Existing IP’s are at the upper-end of monetization from a conversion rate perspective and enjoy above average ARPPUs compared to other genres. Sports virtual worlds don’t perform particularly well for these metrics as this genre is better-served by consoles.

kzero radar chart q2 2014 seg4

Upcoming new entrants in development/closed beta (indicated as green circles) include High Fidelity (from the creator of Second Life), Lego Minifigures Online, Landmark (from Sony) and Transformers Universe (from Hasbro/Jagex).

The 12 genres used in the Radar Charts are as follows: Content Creation/UGC, Existing IP’s, Sports, Socialising/Open Worlds, Casual Gaming, Mirror Worlds, Questing/Fantasy, Toys/Games, Music, Fashion/Lifestyle, Education/Development and the good ‘ol Misc.

Associated with the Radar is our equally well-known market visualisation known as the Universe chart. The Universe chart shows virtual worlds and MMOs by size (cumulative registered accounts), average user age and launch date. The latest version of the Universe chart has just been released and is available here.

We’ve also taken the Virtual World Radar and aligned it with the emerging market for Virtual Reality games and experiences. An updated Q2 2014 VR Radar is coming shortly.

 

12 key segments for the Consumer Virtual Reality market

AKA, the Virtual Reality Radar Chart for Q1 2014.

We’ve been tracking the Virtual Reality market for a while now and 2014 is the year we’re going to start seeing consumer devices reach the market. Now of course, having the devices (the Virtual Reality headsets) is one thing, but you have to have applications, games and content in order to bring the essence of virtual reality to life.

To that end, we’ve taken the popular Virtual Worlds Radar chart and adapted it for the consumer Virtual Reality market. The Virtual Reality Radar Chart shows 12 key segments we believe will be popular as the device penetration grows. For each segment we’ve identified the year in which the first commercial activity will occur, i.e. when developers will launch their games. Then, we’ve indicated the key user age ranges that the games and apps will be targeting.

Shown below is one of the Radar slices, this one showing activity in three of the 12 segments, namely New Concept MMOs, Simulation games/apps and Casual Games.

vr radar thematic seg4 q1 14New Concept MMO/VW applications are multi-player, 3D immersive games specifically created to exploit the benefits of virtual reality. The older gaming market (15 years +) will see the first of these concepts come to market in 2014.

From here, new entrants to the market will age-down, meaning tween/teen games launch in 2015 and then kids in 2016.

Simulation games are typically first-person applications such as flying games, sandboxes and simulated worlds made more immersive via virtual reality. In 2014 we expect games coming to market catering for a wider age range of teens through to adults, with the kids market becoming active from 2015. Continue reading →

Digital Kids Conference presentation

Here’s the presentation Nic delivered at the Digital Kids Conference in New York yesterday.

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Slideshare presentation for Q1 2013 Radar Chart

Related article: The State of the Virtual Worlds Market

 

 

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The State of the Virtual Worlds Market – KZero Radar Chart for Q1 2013

Here it is – the updated KZero Radar chart for Q1 2013.

Whereas the Universe chart shows the number of registered accounts for each virtual world and MMO in the market, the Radar chart segments these companies by genre and operational stage. The segments are:

  • Socializing / Open: Worlds that focus more on chat and user interaction, rather than gaming.
  • Casual Gaming: Worlds that are basically gaming malls.
  • Misc: We had to have a misc section! These include faith-based worlds (a growing segment) along with B2B platforms and other.
  • Mirror: Worlds that simulate places in the real world.
  • Questing / Adventure: Game-based worlds that focus on exploration and questing. Includes fantasy roleplay.
  • Toys / Real World Games: Worlds based on existing toy and game IPs.
  • Music: As it says on the tin.
  • Fashion / Lifestyle: Worlds based around avatar customization and dress-up.
  • Education / Development: Worlds focussed on user self-development and learning.
  • Sports: Self-explanatory.
  • TV / film / books: Worlds based on existing IPs in these categories.
  • Content Creation / UGC : Worlds that allow users to create objects and assets.

Each virtual world / MMO is colored according to their operational stage. Red for active, green for in-development and black for closed (here’s some reasons for those closures).

We have a full presentation report showing each segment of the Radar chart that can be ordered here. Shown below is the segment covering TV/Film/Books, Sports and Content Creation.

Focusing on the TV/Film/Book segment, expect a number of new companies to bring their existing IPs to market this year (many of which are still in stealth mode and therefore not listed). As publishers and IP owners seek to drive digital revenues, creating online worlds is a key strategy for them. Good examples in this instance include Toonix (from Turner), Adventure in Oz, Transformers Universe and PBS.

Moving to the Content Creation segment, although Minecraft and Roblox are the dominant players, the power of User Generated Content is expected to stimulate activity across all age ranges.

Order the full presentation here. The Slideshare version will be posted shortly.

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Competition Thematic for VWs and MMOs

Later this week we’ll be publishing the Q1 2013 Radar Chart. In the meantime, here’s a thematic visual showing the levels of competion (companies) by genre and age for the virtual world and MMO sectors.

The dominance of the Kids and Tweens age group can be clearly observed below, especially in the Casual Gaming, Existing IP and Education/Development sectors.

This thematic looks at the number of operational companies (as opposed to the size of user bases) and marks each genre and age range into High, Medium, Low and Zero competition. The upcoming Radar Chart will be naming the actual companies in the market and indicating their operational phase.

That is all (for now).

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Q1 2013 Radar Chart Coming This Week

Later this week we’ll be released the Q1 2013 Radar chart. The Radar chart shows Virtual Worlds and MMOs by genre and status (live, in-development, closed) and is a great tool to assess sector competitiveness.

In addition, we’ll also be publishing a thematic chart visualising the hot (and not so hot) spots – useful for companies trying to understand the underserved segments.

If you’re currently working on a VW/MMO that’s coming out of stealth mode, or one that didn’t make our Q1 2012 release (which you can order here), please let us know asap!

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Are you on the Radar?

The KZero Radar chart is a visualization of all the operating and in-development virtual worlds and youth MMOs in the marketplace.

Alongside the Universe chart, the Radar is often used at industry conferences, academic presentations and in investor slidedecks to easily explain the sector. The Q1 2012 Radar is shown below and an extract right.

Well, we’re in the process of updating the Radar and we will also be re-adjusting the category names to reflect a greater number of IP and brand-led virtual worlds in the market.

We’re already aware of a lot of the in-development worlds and MMOs (because we assist them in getting to market) but there’s bound to be some we’re not aware of.

If you’re developing a virtual world or MMO targeting the KT&T (kids, tweens and teens) sectors, let us know and we’ll make sure you’re on the Radar!

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Radar chart: Toys/games, Questing and Mirror Worlds

Last week we released the Q1 2012 Radar chart showing VWs and MMos by genre and operational stage. Here’s another segment from the Radar showing Toys/Games, Questing and Mirror Worlds.

Brands are increasingly looking towards ‘Connected Play’ as a tool to link on and off line activities. The toys/games sector shows companies either already operational in the market or about to enter. The most recent entrant into this genre is KZero client Ubisoft with their Imagine Town MMO.

You can order the high-res full Radar report here and we’ve also got a Slideshare presentation.

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