Virtual world growth projections

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    Virtual world growth projections - Presentation Transcript

    1. Nic Mitham, Founder, K Zero Virtual World Research & Consulting
    2. Demographics & numbers: Where things are & where they are heading A presentation given at Virtual Worlds Expo, San Jose, Oct 10 2007
    3. Growth sectors Market Diversification New development Markets Market Product Current penetration development Products Current New
    4. Market penetration Current products into current markets Word of mouth continues to work - viral element Media assists in growth - circle of three Advertising? - can’t rely purely on PR Ageing of younger popn from Club Penguin, Whyville, Habbo etc
    5. Market development Current products into new markets New countries - Eastern Europe, South America, Asia Older dems and groups - Silver Surfers Corporate communities - IBM Educational growth - Whyville
    6. Product development New products into existing markets Easier user interfaces / better orientation - bridges adoption gap into early majority Web-based remote viewers Mobile devices Other worlds - There, Kaneva, HiPiHi for example Google My World
    7. Diversification New products into new markets Category centric ‘Vertical worlds’ - Football Superstars Platform centric - PlayStation Home Cross-world avatars Grows total population, not total unique users
    8. Growth projections: Q4 07 - Q4 08 Registered accounts Second Life: 10m to 20m There: 1m to 7m Kaneva: 0.6m to 3m HiPiHi: 0m to 10m Whyville: 3m to 10m Club Penguin: 15m to 30m Football Superstars: 0m to 3m
    9. www.kzero.co.uk nic@kzero.co.uk

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