Comparing virtual worlds: age vs content creation. One thing is clear – although virtual worlds are a new phenomenum, different worlds attract different types of people.
To date, this has been more of a ‘push’ strategy, with metaverses positioning themselves into particular ages ranges. The teen worlds such as Habbo, Whyville and Gaia Online are obvious examples of this with specific age bands for membership.
- Habbo: 13-16
- Whyville: 8 -15
- Gaia Online: 13+
But other worlds, both in development and currently live place less emphasis on being a certain age or demographic type and openly invite anyone over the age of 18. So, if the age ranges for these types of metaverses is anyone over 18, you might expect the average ages/demographic sweet-spots to be very similar.
As shown in the graph below, this is not the case. Factors are causing different age groups in different worlds (reds are live virtual worlds and yellows are in development).
Note that for the metaverses in development the average age/sweet-spot is a K Zero assessment, not derived from actual data – because they are not live yet. The degree of content creation is based on information released to date and K Zero first-hand discussions.
What is content creation? Continue reading →