2008 in Virtual Worlds


Trends and issues

Yeah, yeah, I know, virtual worlds sounds so “2007”. But look at it carefully, and you’ll see that the whole industry is moving extremely rapidely.
And this report highlights the coming trends for 08.
http://www.virtualworldsmanagement.com/forecast2008/

I like this report, first because it’s free, second, because it brings several interesting observation on the evolution of virtual worlds.
Just a rapid summary in bad english:

  • The number of virtual universe will continue to grow, especially the one dedicated to teens and pre-teens
  • Virtual universe and social networks will go closer more and more rapidely
  • Virtual universe accessible from a browser will transform niche market in mass market (and do not forget the mobile market)
  • Education market and corporate market will be very active in term of adoption and development of specific usage
  • Virtual universe will be more and more monitored by administrations and governments, especially from tax administrations.
  • Tools to track engagement, traffic and activity will be improved or will appear
  • Second Life (hey, pay attention, that’s the most interesting moment) will probably not being the most privileged universe for brands – brands will probably look at more stable, more structured and more controlable universes
  • The asian market (with its technological and cultural specificities) will have a major influence in the development of these universes.

Just one last word about virtual universes for teens and kids.
Look at this NYT article you’ve probably already read … Who said Virtual Universe has no future ?
Article on the NYT : Web Playgrounds of the Very Young

Extract :

Forget Second Life. The real virtual world gold rush centers on the grammar-school set.Trying to duplicate the success of blockbuster Web sites like Club Penguin and Webkinz, children’s entertainment companies are greatly accelerating efforts to build virtual worlds for children. Media conglomerates in particular think these sites — part online role-playing game and part social scene — can deliver quick growth, help keep movie franchises alive and instill brand loyalty in a generation of new customers.Second Life and other virtual worlds for grown-ups have enjoyed intense media attention in the last year but fallen far short of breathless expectations. The children’s versions are proving much more popular, to the dismay of some parents and child advocacy groups. Now the likes of the Walt Disney Company, which owns Club Penguin, are working at warp speed to pump out sister sites.

More

(you’ll probably have to register on the NYT – for those who are not yet registered, it’s free).

PS : just a reminder : the map of the virtual universe discussed here will help you having a clear idea of the actual situation of the industry

Pierre from Paris.

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