Our latest report, Virtual Worlds 2010+ explains the key growth areas emerging in the sector over the next three years. This is a series of posts taking each area in turn and breaking out the analysis.
We think one of the major contributors to growth in the KT&T category will be branded worlds – virtual worlds created by real world companies in the toys, games and media spaces.
We’ve already seen some indication of the power of branded worlds, namely with Barbie Girls, Webkinz and Buildabearville (shown right in a segment from the Radar).
The MTV suite of worlds are also worthy of note, albeit slightly less successful (in terms of comparative registered accounts), perhaps due to targeting a slightly older age group.
All three of these branded worlds amassed multi-million registered account user bases in a relatively short period of time – something pure-play virtual woods typically struggle with.
Here are the reasons why branded worlds are set to be major growth areas in 2010+:
1. Brand awareness
The importance of The Brand is often over-looked by new VW companies. Sure, having a technically sound platform and product is one thing and of course, viral marketing is great (as a theory) but potential users need to know about the world. Branded worlds have a huge advantage over pure-plays because they have incumbent levels of real-world brand awareness – they have customers that already have a relationship with the brand.
We’ve recently completed a consulting project for a global games publisher on one of their tween brands, providing guidance and strategy on the in-world user experience/journey, financial model, marketing/acquisition and monetisation strategies. What blew us away right at the start was the incredibly high level of brand awareness in several key territories – an ideal start for a virtual world.
Furthermore, creating the virtual world was almost a ‘no-brainer’ strategy as it’s simply an evolution and extension of their existing brand.
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