Home Category Region Publishers About Us Contact Us
Japanese Korean Chinese
Home > Market Research Report > Telecom & IT > Contents > Virtual Worlds: The Internet of Avatars
Category
Telecom & IT (11491)
Broadband (400)
Contact Centers (153)
Contents (614)
Convergence (197)
Data Center (350)
Digital Broadcasting (310)
E-commerce (204)
IT Outsourcing (321)
IT Security (498)
LBS (151)
Mobile Device (724)
Mobile Subscribers (128)
Network (634)
Network & Access Devices (256)
Next Generation Wireless Com (538)
NFC (148)
Online Marketing (138)
Operator Company Profile (768)
Optical Network (266)
RFID (250)
Satellite Telecom (130)
Set-Top Box (61)
Software (1026)
UC (299)
Web-Service (489)
Wireless LAN/WiMAX (547)
Market Research Report

Virtual Worlds: The Internet of Avatars

Published by Parks Associates
Published October, 2008 Product code 63874
Content info  
Price
US $ 3000 PDF by E-mail (Single User License)


Virtual Worlds: The Internet of Avatars published by Parks Associates in October, 2008. This report price starts from US $ 3000.

Introduction

Abstract

Synopsis

Virtual Worlds: the Internet of Avatars defines the 3D virtual world value chain and key business models, profiles leading companies, examines industry and consumer trends, and forecasts market growth.

The report also offers recommendations to large media companies, technology companies, consumer brands, marketers, and enterprises.

“Without appealing content and applications, virtual worlds are nothing but empty shopping malls,” Yuanzhe (Michael) Cai said. “In order to reach massmarket consumers, the industry needs to move beyond its obsession with user-generated content and infuse their worlds with professional content and engaging activities.”

Table of Contents

The Bottom Line

1.0 Introduction: 3D Virtual Worlds

  • 1.1 Definition and Taxonomy
  • 1.2 Key Market Trends
  • 1.3 Drivers and Inhibitors
  • 1.4 Device Diversification
    • 1.4.1 Game Consoles
    • 1.4.2 Mobile Phones
  • 1.5 Lessons from 2D Virtual Worlds

2.0 Virtual Worlds Business Models

  • 2.1 Subscription
  • 2.2 Land Sales and Maintenance
  • 2.3 Virtual Goods
  • 2.4 Virtual Asset Depreciation
  • 2.5 Marketing and Advertising
  • 2.6 Conclusion

3.0 Value Chain Analysis

  • 3.1 Overview of the Value Chain
  • 3.2 Platforms and Worlds
  • 3.3 Virtual Worlds Agencies, Application Developers, and Content Studios
  • 3.4 Media Companies
  • 3.5 Brands and Advertisers
  • 3.6 Enterprise Customers
  • 3.7 Consumers

4.0 China: an Emerging Market

  • 4.1 A Brief Overview of China' s Virtual Worlds Industry
  • 4.2 Key Chinese Virtual Worlds Companies
    • 4.2.1 HiPiHi
    • 4.2.2 Novoking
    • 4.2.3 UOneNet
    • 4.2.4 iLemon

5.0 User and Revenue Forecast

6.0 Recommendations

  • 6.1 Virtual World Companies
  • 6.2 Media and Entertainment Companies
  • 6.3 Brands and Advertisers
  • 6.4 Enterprises

Resource Book

1.0 Consumer Analysis

  • 1.1 Consumer Adoption of Virtual Worlds
  • 1.2 Demographics of Virtual World Residents
  • 1.3 Virtual Worlds Compared to Other Online Media
  • 1.4 Virtual Worlds Usage Patterns and Behaviors
  • 1.5 Expenditure in Virtual Worlds
  • 1.6 Interest in Adopting Virtual Worlds
  • 1.7 Interest in Avatar Portability
  • 1.8 Europe: Virtual World Adoption and User Demographics

2.0 Company Profiles

  • 2.1 Forterra
  • 2.2 IBM
  • 2.3 Linden Lab (Second Life)
  • 2.4 Makena Technology (There.com)
  • 2.5 Millions of Us
  • 2.6 MindArk PE AB (Entropia Universe)
  • 2.7 Multiverse Networks (Multiverse)
  • 2.8 MyCosm (Simmersion Holdings)
  • 2.9 Sony Computer Entertainment America
  • 2.10 The Electric Sheep Company
  • 2.11 Vivaty
  • 2.12 Vollee

3.0 Data Sources

Figures

  • Key Attributes of Virtual Worlds
  • Participation in Virtual Worlds among Connected Console Households
  • Purchase of Virtual Items among Connected Xbox 360 and PS3 Households
  • Global Forecast of Micro-transaction/Item-Sales Revenue for Xbox 360 and PS3
  • Comparison of Mobile Virtual Worlds and Solutions
  • Virtual Worlds: Registered Users
  • The Virtual Worlds Pyramid
  • Growth of Second Life Premium Subscribers
  • Percentage of Subscribers Based on Total Registered Accounts: Selected Worlds
  • Percentage of Paying Subscribers among MMOPRG and Virtual World Players
  • Second Life Land Pricing
  • Growth of Resident-Owned Virtual Lands in Second Life
  • Percentage Paying for Virtual Items among MMORPG and Virtual World Players
  • Percentage of Spenders and Average Monthly Expenditure on Virtual Items among Virtual Worlds Visitors
  • Types of Virtual Item Purchases
  • Growth of Entropia Universe: Registered Users and Revenue (2003-2007)
  • The Game Advertising Continuum: a Comparison
  • Perception of Second Life as a Medium for Brand and Product Promotion
  • The Continuum of Business Models
  • Virtual World Industry Value Chain
  • Positioning of Different 3D Virtual Worlds
  • Comparison of Leading 3D Virtual Worlds
  • Comparison of 3D Virtual World Technology Platforms
  • Comparison of Virtual World Agencies
  • Comparison of Large Media Companies' Virtual World Activities
  • Comparison of Major Consumer Brands' Virtual World Activities
  • Result of MTV' s Multi-Screen Engagement Case Study
  • Roadmap of Enterprise Adoption of Virtual Worlds
  • 2X2: Virtual Worlds Compared to Other Online Communications Tools
  • Usage of Virtual Worlds Compared to Other Online Communication, Networking, and Entertainment Media
  • Reasons for Visiting Virtual Worlds
  • Comparison of Chinese Virtual World Companies
  • U.S. Forecast of PC-Based 3D Virtual World Users
  • U.S. PC-Based Virtual World Revenue Forecasts: Virtual Goods, Subscription, and Advertising
  • Adoption of Virtual Worlds
  • Adoption of Different Virtual Worlds
  • Adoption of Different Virtual Worlds among Internet Gamers
  • Adoption of 2D vs. 3D Virtual Worlds by Age
  • Active Virtual World Users Are High-Tech Early Adopters
  • Adoption of Different Virtual Worlds by Age Groups
  • Adoption of Virtual Worlds by Gender
  • Usage of Virtual World Compared to Other Online Communication, Networking, and Entertainment Media
  • Weekly Active Users among Users of Different Online Application
  • Online Activity by Gender
  • Online Activity by Age Groups
  • Correlation between Active Use of Social Networks and Virtual Worlds
  • Interest in a Special-Purpose Social Network by Usage of Virtual Worlds
  • Percentage of Virtual World Participants Who Play in Multiple Virtual Worlds
  • Weekly Hours Spent in Virtual Worlds: Mean and Median
  • Average Weekly Hours Spent in Different Virtual Worlds
  • Reasons for Visiting Virtual Worlds
  • Top Three Reasons for Visiting Virtual Worlds
  • Percentage of Paying Subscribers among MMORPG and Virtual World Players
  • Percentage Paying for Virtual Items among MMORPG and Virtual World Players
  • Percentage of Spenders and Average Monthly Expenditure on Virtual Items
  • among Virtual World Visitors
  • Interest in Participating in a Virtual World in the Next 12 Months
  • Interest in Virtual World by Age
  • Interest in Virtual World by Gender
  • Interest in Virtual World by Usage of MMORPG
  • Interest in Avatar Portability
  • Interest in Avatar Portability: 2D vs. 3D Virtual World Users
  • Interest in Avatar Portability: Male vs. Female
  • Europe: Adoption of Virtual Worlds
  • Europe: Monthly Use of Virtual Worlds Compared to Social Networks
  • Europe: Gender Comparison of Monthly Users of Virtual Worlds and Social Networks
  • Age Comparison among European Countries: Monthly Users of Virtual Worlds vs. Social Networks
Back to Top