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Virtual world growth projections
 

Virtual world growth projections

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This is a KZero Worldswide presentation given at Virtual Worlds Expo in San Jose, Oct 10 2007.

This is a KZero Worldswide presentation given at Virtual Worlds Expo in San Jose, Oct 10 2007.

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    Virtual world growth projections Virtual world growth projections Presentation Transcript

    • Nic Mitham, Founder, K Zero Virtual World Research & Consulting
    • Demographics & numbers: Where things are & where they are heading A presentation given at Virtual Worlds Expo, San Jose, Oct 10 2007
    • Growth sectors Market Diversification New development Markets Market Product Current penetration development Products Current New
    • 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
    • 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
    • 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
    • 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
    • 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
    • www.kzero.co.uk nic@kzero.co.uk