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1 Jul

(In and) Out of their World – How Brands are Moving Across Platforms

We’ve highlighted many times the opportunities presented to brands within the virtual world and MMO category, primarily from engagement and monetisation perspectives. Linked to this is another trend we identified of leveraging different platforms to synergise brands. This is a post about how these trends are rapidly transforming and driving the sector.

Real world brands having virtual worlds is not a new concept. Barbie Girls and Webkinz were early pioneers of this strategy, amassing multi-million user bases in short periods – and importantly, in most cases much faster than ‘pureplay’ virtual worlds which at present make up the bulk of the sector.

We’ve just updated our Radar charts showing existing and new worlds and MMOs by genre. Related to this, we thought you’d be interested in seeing how brands are moving across different platforms. This is shown in the diagram below (which we’ll be updating on an ongoing basis).

We’ve placed five different channels (TV, Movies, Toys/Games, Consoles and Books) around the virtual world platform. From here we’ve shown how a brand has moved from one of these channels into virtual worlds. For example, BuildaBear started life as a toy retail operation and then , BuildaBearVille. Kung Fu Panda similarly created a MMO off the back of the movie – so on and so forth. Continue reading →

Radar chart Q1: Sports, TV/film/books and content creation

Here’s the second segment from our updated Radar chart for Q1, 2010. The first segment is here and the full report can be order from here.

Updated Radar charts for Q1 2010

Here we go folks, our updated Radar charts for Q1 2010. On an overall basis we’re seeing a shift from ‘Chasing the Penguin’ and now we’re seeing efforts in the following areas:

1. Learning and education. Expect a growing number of virtual worlds entering the marketplace focusing on various elements of learning, education and self-development. These are focused around the eight to 12 year old segment.

2. Real-world IP: We’ve discussed this particular segment in length for a long time. This relates to existing popular brands creating virtual worlds to accompany movies, toys, TV and other IP-led properties.

Here’s the first segment (Education/Learning, Fashion/Lifestyle and Music). The full report can be ordered here.

kzero radar q12010 seg3

KZero services:

Strategy

Business Planning

Marketing/Media

Product Development

17 Feb

Universe and Radar presentation

Here’s a Slideshare presentation containing our Q4 2009 Universe and Radar analysis.

Radar chart: Toys/games, fantasy and mirror worlds

Following on from our Universe chart posts for Q4 2009, we’re delighted to release the Radar charts. These charts show, be genre, virtual worlds either live or in development. The chart below shows three segments, Toys/real world games, fantasy/questing and mirror worlds.

kzero radar q409 seg2

For the Toys and real world games segment, we’re expecting a lot of movement. Mattel has lead this segment with Barbie Girls and we’re now seeing Hasbro/EA move into the market with the Littlest Pet Shop Online (LPOS) and Ubisoft with Imagine, launching shortly (Shameless plug alert – both are KZero consulting clients). And let’s not forget about Lego Universe. Continue reading →

Q4 2009 Radar chart: Music, Fashion and Education/Development

Throughout 2009 and certainly for the majority of 2008, almost all the focus in the KT&T virtual worlds space was in casual gaming and socialising.

Now, we’re seeing a different trend, with worlds catering towards education and development being the hotspot in terms of upcoming worlds.

The chart below shows Education/Development, Fashion/Lifestyle and Music.

You can order the full report analysing growth in the virtual worlds sector here. Our report, Virtual Worlds 2010+ details the major drivers for growth in these categories. Continue reading →

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