Virtual Worlds 2010+

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    Virtual Worlds 2010+ - Presentation Transcript

    1. Virtual Worlds: 2010 and beyond Key industry trends and market developments
    2. About KZero Consulting, Analytics, Insight
    3. KZero services (we don’t just do charts) For Start-ups: Business planning, market sizing, financial modeling, strategic guidance For Virtual World/Goods companies: Marketing strategy, product development, user analysis For Brands: Media planning, campaign creation, virtual brand strategy For VC’s/Investors: Deal-flow, investment analysis, market sizing
    4. Clients
    5. Media References
    6. Market Growth Buckle-Up. It’s Going North
    7. Key Growth Drivers Perceived Value: Parents allowing their children to spend more time in VWs Greater Funding: Uplift in VC activity moving into 2010 Brand Awareness: More VWs having a real-world presence Payment Mechanics: Easier, faster ways to purchase virtual currencies/services/goods
    8. Growth: Number of VWs 900 750 600 450 300 150 0 2005 2006 2007 2008 2009 2010 2011 2012
    9. Virtual World Revenues (USD) 10bn 8bn 6bn 4bn 2bn 0bn 2007 2008 2009 2010 2011 2012 2013
    10. KT&T Kids, Tweens and Teens
    11. KT&T: Growth areas Media brands: TV shows, films, youth IP all creating VWs to create greater engagement Music: Major growth area for virtual goods and event simulcasting Virtual Celebrities: Starting with musicians More genres: Lots of different types of KT&T worlds Mobile payments: The avg. age of a new mobile phone user in the UK is 8 !!
    12. Q-on-Q Growth: total registered accounts 400m 300m Q1 09 Q2 09 Q3 09 200m 100m 5-10 10-15 0m 15-25 Age Group 25+
    13. Q-on-Q Growth: net increase in reg. accs. 90m 67.5m Q2 09 Q3 09 45m 22.5m 5-10 10-15 0m 15-25 Age Group 25+
    14. Q-on-Q Growth: % increase in reg. accs. 50% Q1 09 Q2 09 Q3 09 40% 30% 20% 10% 5-10 10-15 0% 15-25 25+ Age Group Total Market
    15. Something for the ‘Grown-Ups’ Don’t forget about the Adults
    16. Adults: Growth Drivers Gambling: SMOGs and MMOGs Dating: Great for virtual goods and gifting Creative platforms: Micro-worlds. Vastpark, Mycosm New Genres: Sci-Fi
    17. ARPPUs US$6.00 US$5.00 US$4.00 US$3.00 US$2.00 US$1.00 US$0 12-13 14-15 16-17 18-19 20-29 30-39 40-49 50+ Source: Andrew Chen, http://andrewchenblog.com/
    18. Screenshot from PKR
    19. Screenshot from Mycosm
    20. Screenshot from Vastpark
    21. Screenshot from Omnidate
    22. SocNetthe neighbourhood Moving into Extension
    23. SocNet extension SocNets have an inverse issue to VWs SocNets have user bases without greater interaction VWs have the interaction without the user bases (for new worlds) We expect SocNets to aggressively move into the VW and VG space
    24. Sports The competition has arrived
    25. Screenshot from Football Superstars
    26. Education Immersive Learning
    27. Education: Growth areas Remote Learning: Regardless of geographical location Immersive Learning: For sweet-spot subjects like History and Geography New Student Outreach: Already being used - we expect more P2P Learning: Students helping other students
    28. Photo-Realistic Avatars To lower the barrier to entry
    29. Reputation Management What’s your score?
    30. Reputation Management Necessary for trade-based and B2B platforms A reputation or trustworthiness‘score’ Similar to an Ebay rating - P2P Immersionalists vs Augmentalists
    31. Accounts per unique resident (Second Life) 1.80 Stabilization 1.70 1.60 1.50 1.40 Innovators Early Adopters 1.30 1.20 Jan06 Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Jan-07 Feb Mar Apr May Jun
    32. Mirror Worlds Virtually Real
    33. Mirror Worlds: Growth areas Tactical Uses: Events, promotions Immersive Learning: For education ARGs: Mirror worlds support Alternate Reality Gaming But,facing competition from rapid development applications (on the fly)
    34. Screenshot from Near
    35. Screenshot from Twinity
    36. Mirror Worlds: Microsoft Photosynth Screenshot from Twinity Source: http://michaelaltendorf.wordpress.com
    37. Cross-World Ideas without Frontiers?
    38. Growth areas: Cross-World We have to be able to move‘things’from one world to another Or have a‘place’to aggregate or move from Cross-world applications could be buddy-lists, communicators, virtual goods or even currencies
    39. More Brands KT&T
    40. Growth areas: Brands The first‘brand rush’is over (Second Life 2007) We expect a lot more brands to move in-world Either tactically or into their own worlds
    41. Virtual Goods Integration Plenty of new business models
    42. Growth areas: Virtual Goods Integration Virtual Goods are a booming industry Lots of emerging business models in support - such as Viximo Increased third-party integration of virtual goods into SocNets and virtual worlds
    43. Virtual Goods Revenues (USD) 15bn 12bn 9bn 6bn 3bn 0bn 2007 2008 2009 2010 2011 2012 Source: KZero. Includes VGs from VWs, socnets and cross-world
    44. KZero campaign for L’Oreal Paris
    45. Summary Ansoff Matrix
    46. Summary of 2010+ Market Development New Virtual Goods Integration Diversification Markets B2B / Enterprise Currency Management Education Reputation Management SocNet Extension Market Penetration Product Development Existing Second Life Metabrands, Micro-Worlds Markets More Brands, Mirror Worlds Theme Parks, Cross-World Sports, Sci-Fi Photo-Realistic Avatars KT&T Dating, Gambling Existing Products New Products
    47. Request the full report from www.kzero.co.uk
    48. For further information nic@kzero.co.uk
    49. Other KZero reports

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