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RT @WEARVR: We’ve just reached 1.6m downloads of virtual reality games and experiences on WEARVR!

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13 Jan

VW User Profiles: Club Cooee

User Analysis

Our first three posts in this series looking at age and country user profiles focused on younger worlds – Poptropica, Moshi Monsters and Jumpstart. Now we’re switching up a little, this time looking at Club Cooee. CC takes a different approach to delivering a virtual world experience by using the desktop at the platform.

Here’s the user base age profile:

The spike around age 19 is probably explained by users thinking they get additional features/services/access by indicating they’re over 18 years old.

Factoring this blip out, it’s clear that Club Cooee resonates well into early to mid teens. However, the gradual decline from this sweetspot age range shows that this world is well represented right through to the early 20’s. Continue reading →

Active VW user forecast: 2009 – 2013

‘Tis the season to release forecasts’. Well, we tend to do this all year round, but seeing as we’re fast approaching 2010, here’s some charts we usually keep wrapped up for special occasions – our active user forecast for the virtual worlds sector.

First up, the headline chart, total unique active users from 2009 to 2013.

The 2009 year end forecast for active users in the virtual worlds sector is 136m (compared to circa 750m total registered accounts). This has been calculated by assessing the active user data we hold for a range of large (and small) virtual worlds, combined with research relating to users having accounts across multiple worlds (to take out duplicates).

We expect 2010 to be a major year for virtual world growth, both from new worlds coming to market supported by major marketing pushes, along with a pick-up in the overall economy and a continuation of increasing awareness and resonance towards the sector. Continue reading →

Comparing user profiles: Poptropica, Moshi Monsters and Jumpstart

We’ve had three posts so far looking at individual user base age profiles for Poptropica, Moshi Monsters and Jumpstart. And, whilst looking at these worlds in isolation throws up some interesting data points and findings, it’s as interesting to compare all three side by side.

The chart below presents the specific age profiles for these three virtual words.

The wider overall age spread of Moshi Monsters is clearly shown, peaking at the 10-11 spots. Poptropica follows a similar pattern to Moshi, albeit in a tighter age band.

And the penetration into younger ages achieved by Jumpstart also stands out.

The chart below shows this data on a cumulative user base basis. Continue reading →

VW User Profiles: Jumpstart

Whereas both Poptropica and Moshi Monsters have user age profiles peaked around specific ages ranges, the profile for Jumpstart, the educational world (in 3D using Unity) from Knowledge Adventure is somewhat different and shown below.

It’s more of a ridge than a peak, with ages five to nine well represented in the range of 13% to 11% of the total user base.

This spread of ages is explained by the feature-sets and positioning of the Jumpstart world, with different games and activities available in-world catering to different age groups. Continue reading →

VW User Profiles: Moshi Monsters

Following on this series of looking at the age profiles of virtual worlds (first was Poptropica), now it’s Moshi Monsters.

Moshi is a London-based VW operating by Mind Candy. Grow-wise, 2009 was an excellent year, growing from 1m to 7m across two quarters. We expect Moshi to reach 10m users when we release our Q4 numbers in early 2010. They’re marked on the Universe chart as having an average user age of ten years old. The chart below shows the age profile.

moshi users 1It’s a near perfect curve with equal distribution of ages right from three to 18. Looking at the accounts on a cumulative basis…..

Almost 50% of the users are ten and under and 80% are 13 and under.

Switching to the user locations, the chart below shows the 7m accounts by top countries.

Continue reading →

VW User Profiles: Poptropica

In the first of a new series of posts we’re rolling up our sleeves a little and examining the user bases of popular virtual worlds in the KT&T space. The focus is on the age distribution of registered accounts along with their real-world location.

First up, Poptropica, a virtual world from Pearson that steam-rollered into the sector in September 2007. As the Universe chart shows, Poptropica experienced record-setting user base growth and currently has over 80m registered accounts.

The distribution of these 80m accounts is shown in the graph below.

The best represented age in Poptropica is ten, accounting for 14% of total accounts (that’s 11.2m registered accounts). In second place are nine year olds with 12% of the total.

There’s an interesting dip between six and eight year olds, with children who are seven accounting for 6% compared to 9% and 10% respectively for six and eight’s. Continue reading →

18 Oct

September metrics part 3: Western Europe

Western European countries account for the largest share of the population in Second Life – although North America is showing signs of catching up (and being the lead region again).

What’s of particular interest is the segmentation and analysis of the countries comprising Western Europe. The graph below shows the % share of total SL population for these countries.

Continue reading →

17 Oct

September metrics part 2: A global view on SL usage

North America (primarily the USA) had been the driving force behind the geographical population of Second Life up to about May 2006, largely explained by the ‘localite’ nature of Innovators. From around this period however, a surge in Western European accounts overtook North America as the dominant region in SL. Shown below over time are the major global regions and their respective share of the active resident population.

However, although Western Europe still accounts for the largest region in SL, a clear resurgence in North American active users can be observed from June 2007.

In terms of actual numbers for September 2007, these can be seen below.

Active users residing in North America now accounts for exactly one third of all active, a 1.3% increase month on month.

But what about actual usage? The key metric here is the average number of hours spent in SL per month. The graph below shows this stat for September. Continue reading →

17 Oct

September metrics part 1: Accounts and gender

It’s that time of the month again to examine the latest Linden Lab stats for Second Life activity. This post is dealing with registered/unique accounts and the gender split.

The first two graphs show trend analysis for total registered accounts and total unique users.

Total registered accounts closed September at 9,596,742, an increase of 3.7% from August. Total unique accounts totaled 6,736,832, an increase of 9.3% from the previous month. So, although grow has slowed on an overall basis, we’ve seen a pick-up in unique accounts, as shown in the following graph showing monthly gain.

This obviously leads us onto the relationship between total accounts and unique accounts, explained by the fact that some people choose to have more than one avatar under their control. Continue reading →

29 Jul

BBC News: Game worlds show their human side

BBC News: Game worlds show their human side. The BBC News website is carrying an interesting story about how researchers are using virtual worlds to study human behaviour.


Online worlds offer great potential to social scientists because they overcome some of the problems these researchers encounter when gathering subjects in the real world, Dr William Bainbridge, head of Human-Centred Computing at the US National Science Foundation, wrote in the journal.

For instance, he wrote, social scientists often face problems finding subjects fast enough or securing funds to carry out the research.

The popularity of online worlds such as Second Life and World of Warcraft meant there was a ready pool of subjects that could be recruited over long periods of time for little cost, he said.

K Zero is also exploring this field. This post explains the two main types of ‘person’ in Second Life, augmentalists and immersionalists. The BBC News story discusses the number of avatars created per resident, which as this analysis shows, is higher than they suggest. Continue reading →

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