New report, Virtual Worlds 2011+ now available

We’ve just made our latest report, Virtual Worlds 2011+ available. You can order it here.

This report identifies and explains the emerging trends in the virtual worlds sector and includes insight into:

  • Kids, Tweens and Teens
  • Platform convergence
  • Music
  • Gambling
  • Online dating
  • UGC
  • Socnet extension
  • Education
  • Virtual goods (consumer and B2B)
  • Mirror worlds
  • Mobile devices
  • Metabrands
  • Branded virtual worlds

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KZero in The Guardian: Virtual worlds: is this where real life is heading?

The registered population of online communities such as Second Life and Blue Mars is greater than that of the US and Europe combined. Today’s residents of the simulated universe aren’t just socialising but doing big business.

Link to story.

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Radar chart: Toys/games, fantasy and mirror worlds

Following on from our Universe chart posts for Q4 2009, we’re delighted to release the Radar charts. These charts show, be genre, virtual worlds either live or in development. The chart below shows three segments, Toys/real world games, fantasy/questing and mirror worlds.

kzero radar q409 seg2

For the Toys and real world games segment, we’re expecting a lot of movement. Mattel has lead this segment with Barbie Girls and we’re now seeing Hasbro/EA move into the market with the Littlest Pet Shop Online (LPOS) and Ubisoft with Imagine, launching shortly (Shameless plug alert – both are KZero consulting clients). And let’s not forget about Lego Universe. Continue reading “Radar chart: Toys/games, fantasy and mirror worlds” »

Q4 2009 Radar chart: Music, Fashion and Education/Development

Throughout 2009 and certainly for the majority of 2008, almost all the focus in the KT&T virtual worlds space was in casual gaming and socialising.

Now, we’re seeing a different trend, with worlds catering towards education and development being the hotspot in terms of upcoming worlds.

The chart below shows Education/Development, Fashion/Lifestyle and Music.

kzero radar q409 seg3

You can order the full report analysing growth in the virtual worlds sector here. Our report, Virtual Worlds 2010+ details the major drivers for growth in these categories. Continue reading “Q4 2009 Radar chart: Music, Fashion and Education/Development” »

Q4 2009 Universe chart: Teens and Adults

Our last post (assessing Kids and Tweens) showed the five to 10 year old segment and 10 to 15′s grew 17.8% and 6,8% respectively from Q3 to Q4 2009. Here, we cover the older sectors and first up virtual worlds with an average age user from 15 to 25. Here’s the Universe chart.

kzero universe q409 15-25

IMVU continues to dominate this age range, growing to 46m registered accounts in Q4. One to watch in this range is French VW Dofus, with 30m registered accounts, mainly in France. Of note, IMVU now publishes active users (concurrency) live on their site (with over 100k online at time of writing this post). Continue reading “Q4 2009 Universe chart: Teens and Adults” »

VW User Profiles: Club Cooee

Our first three posts in this series looking at age and country user profiles focused on younger worlds – Poptropica, Moshi Monsters and Jumpstart. Now we’re switching up a little, this time looking at Club Cooee. CC takes a different approach to delivering a virtual world experience by using the desktop at the platform.

Here’s the user base age profile:

cc.012The spike around age 19 is probably explained by users thinking they get additional features/services/access by indicating they’re over 18 years old.

Factoring this blip out, it’s clear that Club Cooee resonates well into early to mid teens. However, the gradual decline from this sweetspot age range shows that this world is well represented right through to the early 20′s. Continue reading “VW User Profiles: Club Cooee” »

Active VW user forecast: 2009 – 2013

‘Tis the season to release forecasts’. Well, we tend to do this all year round, but seeing as we’re fast approaching 2010, here’s some charts we usually keep wrapped up for special occasions – our active user forecast for the virtual worlds sector.

First up, the headline chart, total unique active users from 2009 to 2013.

user forecasts virtual worlds.002The 2009 year end forecast for active users in the virtual worlds sector is 136m (compared to circa 750m total registered accounts). This has been calculated by assessing the active user data we hold for a range of large (and small) virtual worlds, combined with research relating to users having accounts across multiple worlds (to take out duplicates).

We expect 2010 to be a major year for virtual world growth, both from new worlds coming to market supported by major marketing pushes, along with a pick-up in the overall economy and a continuation of increasing awareness and resonance towards the sector. Continue reading “Active VW user forecast: 2009 – 2013” »

Twinity does time travel. A good use for mirror worlds.

Berlin-based virtual world Twinity has an interesting campaign going on at the moment. And, more importantly, is demonstrating a good use for mirror worlds -the ability to revisit events and places from the past.

Picture 1This is a concept KZero first presented and explained over two years ago as a good (read – build engagement) use for mirror worlds.

The concept of using mirror worlds for time travel is explained in this post as well as in a summary presentation delivered at Virtual Worlds London. Well done Twinity.

We see mirror worlds with the right positioning and activities as being a key driver for older user VW adoption. Here’s the slide from the 2008 conference referencing this…

They’ve re-constructed the Berlin Wall ala 1989 from the Reichstag to checkpoint Charlie in remembrance of the upcoming 20 year anniversary of it coming down. Here’s the video.

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Updated Radar charts for Q3 2009

Earlier this week we published the updated Universe charts for Q3 2009. You may have noticed we’ve slightly changed the format between the Universe and Radar – the Universe chart now only shows live or open worlds. Worlds in development, semi-stealth and closed beta are now only shown on the Radar chart.

In terms of new virtual worlds, growth is slowing down in the casual gaming and socialing segments for KT&T.  This is actually a good sign because there’s some over supply here, caused by a rush of VC money into the space in late 2007/early 2008 – we call it ‘Chasing the Penguin’.

Segments seeing an uplift in terms of pending worlds include fashion (Chasing the Stardoll?), education and development (here’s an interesting podcast on this theme) and thirdly branded worlds. We expect branded worlds to be a dominant force in 2010 – real world brands creating virtual platforms for their IP. In fact, we’ve just completed a business planning and strategic project for Ubisoft in this category – more about that later.

Here’s a segment from the Radar chart. The full set can be seen and high-res versions ordered here.

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kzero radar q309 seg4

Virtual World Accounts Q2 2009: 25+

Last and just a little bit least, here’s the KZero Universe chart for virtual worlds with an average age over 25.

See all the age ranges and virtual worlds here.

Looking back to look forward: 20 trends defining virtual worlds in 2007

Just over a year ago Techdigest did a great job of live-blogging the Virtual Worlds Forum event in London. They also came up with a list of 20 trends defining virtual worlds in 2007. Now then, a year is a long long time in the virtual worlds space so let’s go back and look at these predictions and see what’s happened a year later.

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1. Shedloads of virtual worlds will be launched in 2008. KZ: Spot on. See them here. And expect even more in 2009.

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2. Teen-focused virtual worlds are huge. Well, some of the largest VW’s at present cater to the teen marketplaces like Stardoll, Habbo, IMVU and Gaia, although it’s the tween worlds which show the highest growth signs at the moment.

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3. Brands still get it wrong. They did for sure in 2007. In 2008 we’re seeing better approaches, mainly because brands are starting to realise the range of different worlds available. Agencies are still a little slow getting to grips with virtual worlds though.

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4. There’s a problem with communication. Yes, the industry is still a little insular and the media tends to flirt positively and negatively with virtual worlds. This issue is easing though, mainly through increased penetration of KT&T worlds.

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5. There will be big growth in corporate use of virtual worlds. KZ: The first prediction that has yet to be realised.

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6. Virtual items will be a big moneyspinner. KZ: Definitely, and will I think become the dominant factor for most virtual worlds. Here’s some stats to support this.?

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7. Mobile is a bit of a wildcard. KZ: Not yet. They’re still the red herring.

Continue reading “Looking back to look forward: 20 trends defining virtual worlds in 2007” »

Virtual Pursuits – Who’s on the Radar?

It’s been a week of talking about the future of virtual worlds with VC’s, investors and research companies. The over-penetrated sectors, the under-served niches and where the smart money should be placed from an investment perspective. It’s also been a week of looking at a lot of business plans for potential new worlds with the founders not always realising there’s already competition in the space they’re looking to enter.

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On that note, I thought it would be be interesting and useful to segment the Universe graph by sector and genre to shed some light on the questions above.

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So, I’m dieingto call this graph ‘The Wedgie’, but I’ll settle on the ‘Radar’ (or maybe even Vadar). Here we go:

There’s a lot going on – we know this, so to make this a little easier to assimilate, it’s broken out a little below (and a high-res PDF version can be requested here).

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Socialising/chat, casual gaming and misc are shown below with bands reflecting age groups. There’s about 25 worlds off the radar (i.e. in stealth mode) not shown here. Blue dots refer to worlds in development or closed beta. Red are live or open beta.

Mirror worlds, roleplay/fantasy/quests and toys/real world game worlds are shown below. The toys and real world games sector is a hot area right now, set for continued growth in the next 12 months. Mirror worlds are one of the few categories tailored towards older users.

. Continue reading “Virtual Pursuits – Who’s on the Radar?” »

Updated: Virtual world analysis for 20 – 30′s

And here’s the segment tailored towards 20 – 30 year olds. Full universe charts are here.

Mycosm moves towards closed beta

Virtual world Mycosm is starting to step-up the awareness of their product. Registration is currently open for getting onto the private beta and the management team appear confident they’ll be ticking a lot of the boxes in terms of current frustrations with existing virtual worlds – they call Mycosm a disruptive solution.

Here’s seven things you need to know about Mycosm:

1. User experience is pivotal

2. We enable self expression by nurturing independent worlds

3. We make you look good

4. Content is king and you can wear the crown

5. A place for friends and family

6. Powerful mashups

7. If we make money, you make money

There’s a few soundbites in this list, but if the trailer below is anything to go by, Mycosm is going to one one to watch.

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The virtual Streets of Philadelphia and real-time geo-tagging

The virtual city project created by GeoSim was mentioned briefly in this post from yesterday. Here’s a deeper look into the project.

GeoSimPHILLY is the first real world city to be created by GeoSim Systems, an Isreali-based company. Their objective – to create virtual cities looking as realistic as possible. And, as they put it:

Virtual Philadelphia conveys to a captivated audience of local residents, national and international tourists and visitors the true experience of being there, combined with a variety of location-related content and useful applications, such as: Local Search, Virtual Tours, City Planning, E-Shopping and Human Interaction.
As a user you have the option to walk, hover, jump to and simply roam through true-to-life Virtual Philadelphia, or to meet other users, to click on any building, bus stop or shop to find out more information about it or even to go inside.

So clearly an application worth including in the tourism and travel category of virtual worlds, even though it’s still in beta and only recently launched.

geosim-1.jpg

Initial thoughts – it looks and feels as though it could be a hybrid product mashed together from Google Earth, Maps and Street View. This is mainly because of the four view options available. You can see a typical ‘top down’ map with street names, a fly-by mode a-la from a aeroplane window looking down onto the virtual city, a hover mode (similar to flying in SL) and finally a walking mode that puts you on da streets. It’s a nice mix and works well together.

Here’s those views…

Walk mode

geosim-5.JPG

geosim1.JPG

Hover mode

geosim-7.JPGgeosim3.JPG


Flight mode

geosim-8.JPG

Map mode

geosim9.JPG

In terms of uses for GeoSimPHILLY, the company has identified the following areas:

  • Human interaction
  • City Planning
  • E-Shopping
  • Local Search
  • Virtual Tours

It’s not really until you’re immersed in a mirror world such as this that you’re stimulated enough to think about other uses and applications. Seeing as how you can activate traffic (cars and buses) and people (robot avatars) to give the impression of a living city, I think one area that would massively add to the appeal and usage (not to mention value) of this type of environment is real-time data.

What I mean by this is obtaining and then augmenting third-party data sources and overlaying them onto and into the virtual city. And, a lot of this third-party geo-data is already available, albeit in different sources and disparately located. The limit of my brain breaks this data down into key distinct groups – aggregated (macro) and individual (micro).

Macro data refers to information such as weather and traffic. We already see live satellite weather data on websites and TV presented in a format appropriate for that channel. In this context, you’d experience the weather (cloud cover, lighting) from the street it’s affecting.

Traffic works in a similar way. We already have access to real-time traffic data from feeds such as road-side traffic cameras. Here, this data would simply be visualised to reflect the amount of traffic as well as the directions of the vehicles.

Although as first thought using mobile phone signals is an example of micro data (and explained in the following paragraphs) there’s macro usages for collecting multiple signals on a geo-tagged basis. In this scenario, it could be possible to recreate crowds and groups of people in specific areas in real-time. Are the streets of New York always busy? This would be a way to find out.

Micro data, in other words information relating to individuals could take mirror worlds to another level completely. The most obvious source of geo-specific data is the mobile phone. It’s already possible to calculate the location of a phone using triangulation and there’s several companies in the market offering this service. But embedding this data into a virtual space brings the data much more to life.

Permission is a important area to flag up here. Sure, CTU has been using this concept for years, showing 3D framewire buildings and the specific location of the suspect, but it’s the ‘opt-in’ aspect that provides the most benefits to the general population and in particular parents. They’d be able to find out in real time where their children are (as long as they have a phone of course).

One can’t forget about RFID tags. These transponders are already trackable right down to street level.

Does this mean a different definition for mirror worlds? Todays definition is a virtual world build to copy the real world. Current applications focus on static data (buildings, street layouts etc) but what happens when you’re adding in information in real-time? Is this a mirror of the real world or a combined hybrid view?

More to follow. Lot’s of thoughts.

Re-visiting tourism in virtual worlds. Where are we going?

I’ve long been an advocate of travel and tourism marketing applications in virtual worlds. This is based on the ability of virtual spaces to educate and immerse people into real world places they’ve never been to before. In this context, using VW’s is a great example of the evolution from 2D (webpages) to 3D (environments) – moving from ‘Pages to Places’.

During 2007 we saw a rush of countries, regions and places setting up destinations in Second Life. These ranged from official embassies (such as Sweden and the Maldives), tourist boards (Tourism Ireland and the Netherlands) , hotel groups (Rixos, Crown Plaza and a little earlier Starwood) through to ‘city and region’ marketers (Munich City and Tuscany).

Other related companies in the sector also set-up virtual presences, including Costa Cruises, TUI, and Europ Assistance.

Here’s the latest example of virtual world tourism marketing – Visit Mexico, part two.

So, a pretty busy sector in terms of activities, rivaled only by Automobiles and Technology companies.

The last quarter of 2007/start of 2008 saw a slow-down in virtual worlds activities, caused probably by the seasonal nature of travel marketing (Summer being the key period for holidays). However, other companies outside of SL have been busy readying tourism-related VW applications, demonstrating the potential in this particular category.

The most noticeable entrant in this sector is Amazing Worlds, the self-titled ‘World’s 1st 3D Tourism Mirror World’. Here’s an extract from their launch press release:

‘From key tourism destinations, places of interest , historical sites to realistic full scale 3-Dimensional replicas of entire cities. This mirror world of our existing planet – Mirror World allows end users to journey through virtual words in the comfort of their homes ?¢‚Ǩ‚Äú creating a brand new exciting marketing tool for tourism industry players like tourism destination operators, Hoteliers, Shopping Malls, Retail Outlets and more to showcase and sell their destinations and facilities to key markets around the world.

What sets Mirror World apart from other 3D environment developers in the market is its commitment to the recreation of reality. All images, environments, content and cityscapes are designed to be as life-like and accurate as possible to the real world’

Mirror worlds could be the key element to push this category even further during 2008 and into 2009 as standalone applications used by tourism-related companies and organisations.

There’s three key aspects which in my opinion are crucial to creating successful online ‘destinations’.

The first is realism – a point picked up by Amazing Worlds. The environment needs to be as close to reality as possible.

The second is community. What VW’s are able to create is a sense of context and location if the virtual venues have groups of people who frequent them – a virtual home from home. Just as other corporate venues in SL often lack traffic and appear empty, tourism marketing projects benefit greatly from seeing other people at the same venue you’re currently in. This may be the key challenge for Amazing Worlds – not just creating a lifelike destination but also working hard to get people in.

The third is interaction – being able to ‘do something’ of value either at/in the venue/place or even being able to change, augment or add to it.

Here’s an intro video of Amazing Worlds.

Other VW providers/developers are also recognising the potential of travel/tourism applications.One such is Multiverse, a company ‘aiming to become the worlds leading network of Massively Multiplayer Online Games (MMOGs) and 3D virtual worlds’. Whilst not strictly focusing on tourism, one of their first deployments in terms of demonstrating their technology is a virtual Times Square. Taken from the accompanying press release: Continue reading “Re-visiting tourism in virtual worlds. Where are we going?” »

Virtual Worlds By The Numbers: Today and The Future: VW Expo 2008 (NYC)

For anyone who didn’t make the Virtual Worlds Expo event in NYC, here’s the K Zero presentation.

This presentation was part of the ‘Virtual Worlds By The Numbers: Today and The Future’ session, taking a ‘close look at the platforms currently available to marketers and content holders and goes into detail on demographics, user numbers and user behavior. Also the analysts polish their crystal balls and provide forecasts for the platforms and the industry going forward.’

I’ve taken the standard virtual worlds graph and split it into four age groups. Shown first below is the ‘up to 10 year old’ group. Neopets has the largest number of registered accounts and is also the longest established world.

What could really shake up this segment is the pending launch of Lego Universe. The applications of this world are obvious and extremely engaging. What’s of interest here is the element of content creation that could be on offer to the residents of Lego universe. Very few (possible none) of the under 10′s virtual worlds allow third tier creation (first tier: avatar, second tier: objects, third tier: environment). Allowing kids to make buildings etc could be a killer app and something we haven’t seen much of. Whether or not they engage in this activity remains to be seen, but I’d suggest it will be extremely popular.

kids-virtual-worlds.jpg

In terms of where the growth is coming from in this age group, I think it’s in the following areas:

  1. Toy brands and franchises: Real world toy brand owners creating virtual playgrounds for their assets. Just as almost every toy has a dedicated website at present, expect to see a similar trend emerge in the virtual space.
  2. ‘Spaces to play’: Linked to the first point, creating virtual spaces for kids to play (and learn) will be popular.
  3. Relationship building: Platforms such as Neopets prove the success of teaching kids to look after ‘things’. This early type of relationship building could be a trigger to mass adoption.
  4. Virtual to real : Revenue opportunities for taking assets created in virtual worlds and bring them alive in the real. Continue reading “Virtual Worlds By The Numbers: Today and The Future: VW Expo 2008 (NYC)” »

Virtual world competition and Second Life’s secret weapon

Does Second Life have any competitors? There and Kaneva maybe? HiPihi and Multiverse perhaps. And what about worlds entering earlier beta or in development – Twinity, Smallwords and even the Singapore Virtual World project? It would also be churlish to ignore Google Earth et al as well.First let’s break-out some of the attributes of SL….

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  1. RMT economy
  2. Persistent world
  3. 3-level user-generated content (avatar,objects, environment)

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The worlds listed above all have elements of SL attributes and at first glance could be competitors to SL. But just because they’re in the same space doesn’t mean that strictly speaking they are competitors, due to factors such as age ranges and activities taking place inside them.

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When considering competitive rivalry in virtual worlds, the ‘Threat of Substitutes‘ methodology applies when assessing competition between worlds either live or in development. This methodology takes into account factors such as switching costs, perceived differentation, trade-off and price elasticity.But what about the Threat of New Entrants?

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Looking at this graph assessing total registered accounts across virtual worlds, it’s pretty clear to see that Second Life doesn’t have much competition in the late 20′s – early 30s’s age range.The door is open for competitors to come in then surely. And, I’m also sure there’s a few stealth companies and VC’s looking to penetrate this marketplace and rival Second Life. And that’s all good. Business in business after all.

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Threat of new Entrant methodology takes into account areas such as Access to Inputs, Economies of Scale, Capital Requirements and Brand Identify as issues likely to provide barriers to entry. But all these hurdles can be overcome with nous, finance and expertise.So, Second Life is watching over it’s back then? Of course. Continue reading “Virtual world competition and Second Life’s secret weapon” »

Three Chinese virtual worlds in conversation

Recently, three pioneers in the Chinese virtual world industry, Hui Xu (H.X), founder of HiPiHi, Weijiang Zhan (WJ.Z), founder of NOVOKing and Peng Ye (P.Y), founder of UWorld were invited by popular online media company Yesky to share their views on the metaverse.

Just in case you are not familiar with Chinese virtual worlds market, HiPiHi was the first Chinese virtual world revealed and its private test was launched in June; NOVOKing has been developed for over 2 years and launched its private beta in September; There is little news about UWorld as it is in development stage still but is approaching the private test.

It was a great conversation. It is really a pity I could not translate every words here, but I picked up a few points that interested me here:

Whats a Virtual World?

[H.X] It is next generation of Internet, a 3D Internet. It is more than the text, image and hyperlink.

[WJ.Z] It is a virtual environment, a virtual space where you can have your social life. Whether it is defined in 3D or 2D does not really matter.

[P.Y] It is a virtual society where people can live, work together and also create value. Continue reading “Three Chinese virtual worlds in conversation” »

Vidal Sassoon and HairPiHi

Sorry, HiPiHi.

HiPiHi has announced that Vidal Sassoon is partnering with them to launch ‘Midnight City’ – ‘China’s first-ever hair salon inside a virtual world environment’. This initiative follows the recent Intel announcement for HiPiHi.

Fashion and luxury brands are starting to realise the benefits of virtual world marketing, based heavily on the fact that avatars have a strong desire to customise their appearances.

Here’s the rest of this story, taken from the press release and also reported on Mobinode. Continue reading “Vidal Sassoon and HairPiHi” »

Outeroperability or interoperability?

Outeroperability – there’s a word. Well, actually it isn’t a word at all (try a Google search on it).

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It’s a word meant to mean the opposite to interoperability – the as yet unproven process of enabling avatars to move from one virtual world to another

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interop-world.jpg

When thinking about the process of actually moving from one world to another, several avatar-related issues crop up, such as:

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Names

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If you move from one world to another, what happens to your name if someone in the virtual world you’re heading to has the same name? Continue reading “Outeroperability or interoperability?” »

Intel says Hi to HipiHi. HiPiHi says In to Intel

The often-titled Chinese Second Life, HiPiHi has announced that Intel will have a presence in-world at launch. Intel is apparently launching Intel Island on 160,000 square metres of virtual land.

Tech sector companies were very quick to embrace virtual worlds (as this analysis shows) so it’s highly likely others will follow the lead set by Intel.

Commenting on the Intel move, Xu Hui CEO of HiPiHi said:

‘As Chinas first company to enter into the virtual worlds market, HiPiHi has already attracted Intel and P&G which are well-established multi-national companies. We believe that there are other companies of such stature who will join us in the future and take HiPiHi to the next level such that it will add value and attract more enterprises and consumers to join us. ‘

But wait a minute, there’s an alarm bell ringing. ‘Intel will launch Intel Island on 160,000 square metres of land’. Could this be another virtual mega-build opting for a spatially-driven idea rather than conceptually created? In other words ‘we have all this land to fill, let’s build it out with big buildings’. Let’s hope not.

Marketers considering virtual world strategies should remember that No Brand is an Island – a strategic assessment of virtual world marketing strategies.

Continue reading “Intel says Hi to HipiHi. HiPiHi says In to Intel” »

HiPiHi announces global strategy

HiPiHi announces global strategy. The Chinese 3D virtual world HiPiHi announced its global strategy on 20th August 2007 in Singapore?جº?íand has confirmed their strategic investors, including ngi group. Reported on Virtual World News.

3D Internet and virtual worlds are foreseen to be the next generation of Internet. HiPiHis global strategy is definitely a timely response to this forthcoming revolution. It aims to boost the ecosystem of the 3D virtual world and establish a world-wide collaboration in this market. Continue reading “HiPiHi announces global strategy” »

More funding news coming from China

More funding news coming from China. Leeuu(.com), the Chinese virtual world developer and operator has secured funding from Redpoint Ventures, a US-based VC company.

Leeuu maintain Romantic Chateau Online (RC), a metaverse with mid-level content creation facilities geared primarily to younger audiences. This is currently a 2D environment – a 3D platform is scheduled for launch by the end of 2007. Continue reading “More funding news coming from China” »

VirtualWorldsNews Interview: HiPiHi Founder and CEO

VirtualWorldsNews Interview: HiPiHi Founder and CEO. VirtualWorldNews, the blog supporting the Virtual Worlds Conference and Expo has just released the transcript of their interview with Hui Xu, Founder and CEO of HiPiHi. Read the full interview here. Continue reading “VirtualWorldsNews Interview: HiPiHi Founder and CEO” »

There.com vs Second Life: demographics

There.com vs Second Life: demographics. Ben Richardson from There.com has kindly given me an insight into the demographic profile of the population of There.com. This virtual world has almost 1m registered members and is growing strongly. [read more about comparitive virtual world analysis]

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To date, the most recognised brand in There.com was MTV, running a walled garden version of Laguna Beach, although several major brands including Capitol Music Group are implementing this platform into their marketing strategies.

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There.com is a virtual world geared towards a slightly younger age profile than Second Life – the average age of a resident is 22, over ten years younger a typical Second Life resident. There.com positions itself much more as a ‘hang-out’ social destination than a creative platform, although content creation and in-world currency (therebucks) are both available.

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Here’s an age range comparison between the two:

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second-life-demographics001.jpg

The minimum age threshold for the main grid of Second Life (18 years) may be a reason why younger dems reside in There.com. As shown above, 32% of the registered population are in the 13 – 17 bracket. Although Second Life does has a teen grid, this is kept completely apart from the adult population and does not have a currency or allow commercial activity.

Continue reading “There.com vs Second Life: demographics” »

HiPiHi demo video

HiPiHi demo video