Archive for the ‘Virtual Research’ Category

The Brand New Worlds

Thursday, July 8th, 2010

Here’s a presentation giving an overview of how real world brands are creating their own virtual worlds and MMOs.

For a pretty-much complete list of all brands inside virtual worlds, including third-party activity, click here.

Augmented Reality Brand Tracking

Monday, July 5th, 2010

Here’s an update to our presentation showing the use of augmented reality by brands and companies.

Young Children’s Play in Online Virtual Worlds

Sunday, July 4th, 2010

This is a great article by Jackie Marsh from the University of Sheffield. The piece, ‘Young Children’s Play in Online Virtual Worlds’ is taken from the Journal of Early Childhood Research. If you’re in the kids virtual world or MMO space I’d recommend taking the time to read this. I’ve ‘bolded’ the parts that I think are particularly interesting.

Abstract

Virtual worlds for children are becoming increasingly popular, and yet there are few accounts of children’s use of these worlds. Young children are spending increasing amounts of time online as technology continues to create significant changes in social and cultural practices in the 21st century.

Some of children’s online interactions can be categorized as playful in nature; however, play and technology are frequently positioned as oppositional. In this article, I explore the tensions surrounding the relationship between play and technology and relate it to similar discourses concerning the concepts of ‘real’ and ‘virtual’. I then move on to consider the growing popularity of virtual worlds with young children and examine the way in which the worlds have been marketed to children and parents/carers on the basis of their propensity to offer online play in a safe environment. The article provides an overview of two virtual worlds currently targeted at young children and draws on a survey of primary children’s use of virtual worlds in order to identify the nature of play in these environments.

One hundred and seventy-five children aged 5–11 completed an online survey and 15 took part in group interviews in which their use of virtual worlds was explored. This article focuses on the data relating to 17 children aged from five to seven years who used virtual worlds. Findings indicate that virtual worlds offered these young children a wide range of opportunities for play and that the types of play in which they engaged relate closely to ‘offline’ play. The implications for early years educators are considered. (more…)

Q2 Radar Slideshare Presentation

Friday, July 2nd, 2010
Kzero Radar Q2 2010

The full Radar Chart report and presentation can be ordered (for free) here.

KZero on Facebook.

KZero services:

Strategy

Business Planning

Marketing/Media

Product Development

Q2 Radar: Brands and Learning dominate new entrants into virtual worlds sector

Thursday, July 1st, 2010

We’ve updated our Radar Charts for Q2 2010. These charts show both existing virtual worlds and platforms in development (closed beta). This time we’ve included MMOs into the Radar charts and we’ll be building out this list over time.

As a whole, the virtual worlds and MMO marketplace is changing quite dramatically. Whereas 12 months ago a concept we called ‘Chasing the Penguin’ was the main thrust of activity. This related to completely new companies setting up shop funded on the basis and excitement caused by the Disney acquisition of Club Penguin. This led to a massive influx (60+ new worlds) entering the marketplace going after the lucrative kids and tween sectors.

Of course, there’s only so much time kids have available and only so many times these kids can convince their parents to part with their hard-earned cash – we’re seeing casualties now.

As our last post explained, the virtual world and MMO marketplace is now shifting to being brand dominated as companies with existing customers, channels and operations see the value in sliding the brands and offerings into immersive environments.

The uplift in new platforms being developed as a result of these brands can be seen in the Radar segment shown below.

The other key segment seeing increased activity from new entrants is Education and Learning with a wide range of companies across many different educational areas developing their offerings. (more…)

Dubit report into VW popularity in the EU now available

Wednesday, April 28th, 2010

The full presentation from the Dubit research is now available from our Report Order section. This report looks into the popularity of kids virtual worlds across the EU.

Radar chart Q1: Sports, TV/film/books and content creation

Wednesday, April 21st, 2010

Here’s the second segment from our updated Radar chart for Q1, 2010. The first segment is here and the full report can be order from here.

kzero radar q12010 seg4

Updated Radar charts for Q1 2010

Tuesday, April 20th, 2010

Here we go folks, our updated Radar charts for Q1 2010. On an overall basis we’re seeing a shift from ‘Chasing the Penguin’ and now we’re seeing efforts in the following areas:

1. Learning and education. Expect a growing number of virtual worlds entering the marketplace focusing on various elements of learning, education and self-development. These are focused around the eight to 12 year old segment.

2. Real-world IP: We’ve discussed this particular segment in length for a long time. This relates to existing popular brands creating virtual worlds to accompany movies, toys, TV and other IP-led properties.

Here’s the first segment (Education/Learning, Fashion/Lifestyle and Music). The full report can be ordered here.

kzero radar q12010 seg3

KZero services:

Strategy

Business Planning

Marketing/Media

Product Development

Kids virtual world popularity across the EU

Thursday, April 8th, 2010

Here’s the master summary of the Dubit research looking at kids virtual worlds. The countries included in this research were: UK, France, Germany, Holland, Sweden, Finland, Norway and Denmark.

Below is the summary slide ranked by the % of the sample that has played/registered each world.

dubit eu allClub Penguin comes out top with 14.5% of the sample having played it. Second place goes to Barbie Girls with 13% with Habbo in third. Interestingly GoSupermodel beats Stardoll based on this research, albeit by a couple of % points.

Looking at this EU summary from a company-location perspective… (more…)

Virtual world popularity in Germany

Wednesday, April 7th, 2010

This post examines the German marketplace for kids aged seven to 10 and the virtual worlds they claim to have used/played. The first post in this series covers the UK and the second France.

The chart below presents the findings.

dubit germany

Barbie Girls came out top in France and this is also the case in Germany, with 10.7% of the sample indicating usage. Club Penguin is in second place, tieing with World of Warcraft (which didn’t make a dent in the UK or France numbers). GoSupermodel and Jumpstart are in fourth and fifth position respective. (more…)