Slideshare presentation for Q3 2013 KZero Universe chart
Here’s the full Slideshare presentation for the Q3 2013 update of the KZero Universe chart.
Virtual World and MMO Universe chart: Tween/Teen segment for Q3 2013
Yesterday we published the Q3 2013 update of the Universe chart, starting with the Kids sector. This chart shows virtual worlds and MMOs with an average user age of 10 and under. The kids chart is here. Today we’re shifting focus towards the Tween and Teen segment, containing VWs/MMOs with average user ages between 10 and 15. Here’s the chart…
Whereas the kids segment is dominated by a very large world at the upper age range (Club Penguin), a handful of long-established worlds (Neopets and Webkinz) and a smaller (but growing) group of worlds, the Tween/Teen sector is more distributed.
At the younger range of this segment, Poptropica is clearly the leader, with 292m cumulative registered accounts. But, this end of the age range also has power-players such as Moshi Monsters (85m accounts), Bin Weevils (huge in the UK and growing overseas), and Moviestar Planet. Moviestar Planet has quite dramatically grown its userbase in the last 24 months, assisted to a high degree through TV advertising, coupled with localisation into several languages.
Moving older into the age 12 – 14 year old range, Wizard 101, Roblox and Minecraft are slugging it out in the 30-35m account bracket, albeit with different game mechanics.
Finally, shifting up to the 14 – 15 year old segment, girls become more engaged than boys, which reflects the dominance of fashion/dress-up properties such as Stardoll and GoSupermodel, the former just about to hit 250m global registered accounts – and it’s global for a reason as Stardoll has branched out aggressively into new territories.
The full KZero Universe chart is now on Slideshare here.
Virtual World and MMO Universe chart Kids segment for Q3 2013
Hot off the press, we’ve just updated the KZero Universe chart for Q3 2013. The Kids segment covering virtual worlds and MMOs with an average user age of 10 and under is shown below (and the Tween/Teen chart is here).
Other userbases in this segment such as Webkinz, Bearville and Neopets, whilst having large 20m+ cumulative accounts, showed slower growth through 2013.
Inversely, the trio of Knowledge Adventure worlds, namely Jumpstart, Math Blaster and recently released School of Dragons all grew strongly year to date, with a combined total of 26m cumulative registered accounts. These guys are leveraging their expertise gleaned from growing Jumpstart, across into their newer portfolio.
Looking at the newer companies in the kids sector, key themes present include mobile/tablet versions (from launch), cross-platform functionality and real-world brand/IP based plays.
Next up we’ll be publishing the tween/teen segment of virtual worlds and MMOs targeting 10 to 15 year olds. The full presentation is over on Slideshare.
Digital Kids Conference presentation
Here’s the presentation Nic delivered at the Digital Kids Conference in New York yesterday.
Slideshare presentation: Q4 2012 Universe chart
Universe Chart for Q4 2012 Now Ready to Order
Back by popular demand, we’ve been busy bees over Xmas getting the KZero Universe chart ready. Shown below is an extract from the Universe chart showing virtual worlds and MMOs with an average user age between five and 10.
As per usual, high res versions of the Universe chart presentation can be ordered here, Also included within this report is our forecast for Active Users as at Q4 2012 as well as Market Penetration rates and the Usage Multiplier.
Here’s the chart for the five to 10 year old segment.
Poptropica remains the dominant player in this segment both in terms of their overall user base size as well as forging into new business development efforts such as licensing – a strategy becoming increasingly popular amonst the larger worlds as well as the more aggresive smaller players, such as Fight My Monster.
Founded in the UK, Fight My Monster used (and continues to use) TV advertising very early after launch. The company has also inked several licensing deals which is quite unique considering their relatively small (compared to other UK VWs such as Moshi Monsters and Bin Weevils) user base of circa 2m.
Neo Geo’s Animal Jam continues to expand in line with year one growth, closing Q4 with circa 9m registered users. Another property with ties back to TV is Toonix from Turner. Toonix has pushed through 1m registered accounts in just over a year.
For the full high-res set of Universe charts as well as other data-sets such as Active Users and Market Penetration rates, order here,
The KZero Universe chart is sponsored by Dubit.
Extracts from this report as well as other KZero insight will be presented at the upcoming Digital Kids conference in New York City next month.
Active Users and Market Penetration for Kids VWs and MMOs
We’ll shortly be publishing the Q4 2012 update of the Universe chart. The Universe chart (for those of you that don’t know) visualises the virtual world and MMO marketplace showing cumulative registered accounts and average user ages for all the companies in the market. The slideshare presentation of the Q1 2012 version of the Universe chart is here.
All the usual suspects (Club Penguin, Moshi Monsters, Stardoll, Fantage, Poptropica) will be in the Q4 Universe as well as newer (and growing) kids on the block such as Space Heroes, Skylanders and Pirate 101.
For the Q4 update presentation we’ll also be including our forecasts for active users and overall market penetration. Here’s a sneak-peak at the global active users and market penetration analysis. First up, active users.
We define Active Users as a created user account that has logged into a virtual world or MMO at least once in the quarter. Note that this analysis covers the age ranges of seven to 13 year olds.
The current market sweetspot of 11 and 12 year olds is clearly visible in the chart. Also apparent is the growing domiance of the Asian marketplace, driven by China, India and Indonesia.
The Western world regions of North America and Western Europe also play a pivotal role for the active user counts.
And, if you’re looking for an underserved market segment from an age perspective, the seven to nine year olds is certainly a sector to focus on. Expect some new entrants prepping themselves for launch in Q1 and Q2 of this year.
Here’s the data-table.
On an overall basis we forecast closing Q4 2012 unique active users of 66.4m globally. Asia accounts for 23.2% of the total, followed by North America with 17.6m and Western Europe in third place with 17.6m.
Slideshare for Q1 2012 Universe Chart
Universe charts for Q1 2012
Earlier this week we published the first version of the KZero RPG Galaxy, a visualisation of companies and games in the MMORPG sector. These charts of course are based on the virtually world famous Universe charts and here are the Q1 2012 versions of the Universe.
This is the most comprehensive edition of the Universe chart we’ve ever produced with over 100 virtual worlds and KT&T MMOs shown. Quarter on quarter from Q4 2011 to Q1 2012 the overall total for cumulative registered accounts increased by 149m with the 15 – 25 year old showing the strongest growth. At the highest level the total market of cumulative registered accounts now stands at 1.921bn.
And here’s the segment for virtual worlds with an average user age of 10 to 15.
Universe Chart Slideshare presentation
Universe chart Q4 2011: Avg User Age 10 to 15
The release of our Q4 2011 data headlined with total cumulative registered accounts reaching 1.7bn (read that post here). Here, we’re showing a segment from the Universe chart for virtual worlds with an average user age between 10 and 15. This age segment is the largest in the sector, closing with 787m registered accounts as at Q4 2011. Here’s the segment.
Looking at virtual worlds with a heavy focus on user generated content, Roblox and Minecraft reside within this age segment with 3m and 18m users respectively. Expect these worlds to post significant increases in users during 2012. Of course, we’ll be following their progress.
Virtual World registered accounts reach 1.7bn in Q4 2011
Strong growth in the virtual worlds sector throughout 2011 saw total cumulative registered accounts reach 1,772m at the end of Q4 2011. This growth was driven by booming user bases from worlds such as Poptropica, Habbo, Moshi Monsters, Stardoll and Club Penguin.
Encouragingly, whilst the top-tier larger worlds (with over 50m registered users) continue to attract users and leverage their brands, mid-tier worlds (10m to 50m registered users) such as Bin Weevils, Wizard 101, Minecraft, Meez and Fantage also posted positive increases.
The table below shows quarterly numbers by major age range.
The 10 to 15 year old segment continues to set the pace in the space, closing with 787m total cumulative registered accounts in Q4 2011, with the 15 to 25 year old (average user age) element coming in second highest with 596m total accounts.
The chart below shows total cumulative registered accounts by major age range.
We’ll be posting the Universe chart segments on here very shortly, but in the meantime you can get a sneak peak over on our Facebook page.
The full KZero Universe chart presentation with high-res imagery can be ordered here.
Slideshare presentation of Q2 2011 Universe chart
Q2 2011 VW cumulative registered accounts reaches 1.4 billion
With the largest quarterly increase since we started tracking in 2008, the virtual worlds sector now has 1.4 billion cumulative registered accounts. That’s an increase from Q1 2011 of 214 million. Not bad.
Growth has come from several sources in Q2 2011. The big boys of the sector continued to grow strongly, with excellent numbers from Moshi Monsters (up 16m to 50m), Poptropica (up 26m to 170m), Habbo (up 20m to 220), IMVU (up 5m to 55m), Minecraft (up 5m to 10m) and Stardoll (up 22m to 116m). Encouraging growth all round and also interesting that these worlds span a variety of different play and socialisation types, such as dress-up, nurturing/pets, casual gaming, chat and UGC.
The table below shows the quarterly numbers by age range.
The five to ten year old segment grew 17.6% from Q1 to Q2 assisted primarily by increases from Poptropica and Panfu. The next age segment, 10 t0 15 year olds grew by 16.2%, with Moshi Monsters and Stardoll leading the charge. Next up, the 15 to 25 year olds increased the most with a quarter-on-quarter uplift of 23%. A modest increase was seen in the 25 and older segment – this is a growth area with several companies looking to tap into this underserved market over the coming months,
Here’s the Universe segment for the 10 to 15 year olds.
Slideshare Universe presentation, Q1 2011
VW registered accounts for Q1 2011 reach 1.185bn
Registered accounts in the virtual worlds sector have reached 1.185bn during Q1 2011. That’s the high-level finding from the latest KZero Universe chart.
The break-out by age band is shown below:
The Q1 2011 total of 1.185bn is a 104m increase on Q4 2010. The 10 to 15 age segment continues to dominate the sector with 561m total accounts, assisted greatly by Habbo with 200m accounts and Stardoll with 94m. This growth was also asssisted by strong performances by Wizard 101 and Club Penguin.
Shown below is the segment for 5 to 10 year olds where you can see Poptropica and Moshi Monsters going from strength to strength. We’ll be making the full report available over the next few weeks via our report order form.
In the meantime, the full chart and accompanying segments can be seen on our Facebook page. You never know – if you ‘like’ our Facebook page then you might just get the full report a little earlier (it’s a bribe but it’s a good bribe).
Slideshare presentation for the Q3 2010 Universe Chart
Universe chart Q3 2010: 15 to 25 year olds
The market segment of virtual worlds with an average user age between 15 to 25 is, we believe, THE one to watch over the next 12 to 18 months. Why? Several reasons:
- The largest world is the market, Habbo, resides in the sector and has considerable ‘clout’. With an active user base as large as Habbo’s it’s the perfect testing ground for emerging initiatives such as branded virtual goods, simulcasting/real-event integration and product extension.
- Monetisation: Users in this segment have direct purchasing ability. Finding new ways to achieve monetisation could yield significant upsides.
- Mobile devices: This is the texting generation. Expect to see greater integration of mobile devices in the forthcoming year.
- New entrants: There’s some extremely interesting new propositions coming to market.
- IMVU: Those guys are always up to something interesting. No laurel-resting here.
Here’s the Universe segment for virtual worlds with an average user age of 15 to 25.
The entire report can be ordered here. Continue reading “Universe chart Q3 2010: 15 to 25 year olds” »
Universe chart Q3 2010: 10 to 15 year olds
Virtual worlds with an average user age of between 10 and 15 account for 46% of the total market – that’s 468m of the 1.009bn as at Q3 2010.
Shown below is the updated Universe chart for this age segment. Stardoll leads this segment with 69m total registered accounts and has experienced extremely strong growth year to date.
In terms of worlds in development (blue dots) there’s some interesting concepts entering the market.
Lego Universe will of course be an interesting one to watch, particularly bearing in mind the client download factor.
The other in-development worlds are largely what we call ‘Vertical’ worlds – virtual worlds themed into specific genres, as opposed to the more generalist casual gaming and socialising platforms already in the market. Adventure in Oz and Star Team (both KZero clients) are examples of movie/IP-led worlds coming to market.
Our complete report covering Q3 2010 registered accounts and all segments of the Universe chart can be ordered here.
Virtual world registered accounts breakthrough 1bn
Our Q3 2010 Universe Chart has just been completed and the major headline to report is that total registered accounts have reached 1bn (1.009bn to be exact).
That’s a 51m increase in accounts from Q2 2010 and a 350m increase over the last 12 months. The chart below shows quarterly growth from Q1 2009.
From an age perspective, the 10 to 15 year old age range still dominates, with 468m total registered accounts, a 24m increase from Q2. The second largest group is 15 to 25 with 288m accounts – a 15m increase. The table below shows total registered accounts by age band from Q1 2009. Continue reading “Virtual world registered accounts breakthrough 1bn” »
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.
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” »
Q4 2009 Universe chart: Kids and Tweens
As published in our last post, the overall market of total registered users in the virtual worlds sector reached 800m in Q4 2009. Here, we delve into the younger segmented of this market, Kids and Tweens.
Virtual worlds with an average age user between five and ten reached a total of 179m in Q4, up 17.8% from 152m. The chart below contains the Universe segment for this age range.
Commentary on this age range in terms of drivers for growth and upcoming worlds is explained in this post based on the Radar. The full report on Q4 growth containing both the Universe and Radar charts can be requested here.
Here’s the segment for the ten to 15 year old group. This segment (the largest in overall size) grew 6.8% quarter on quarter from 367m to 392m. Continue reading “Q4 2009 Universe chart: Kids and Tweens” »
KZero referenced in the Guardian
Published in the technology news & features section in the Guardian, our Universe Chart and research helped highlight the boom in virtual world memberships. “Membership of virtual worlds grew by 39% in the second quarter of 2009 to an estimated 579 million,” reports Victor Keegan based on our research. He also explains that much of this growth comes from children (or tweens). Keegan mentions Twinity’s recent funding and explains that unlike Second Life, there is no content creation allowed. You can read more about Twinity here. At the end of Keegan’s article he writes that “one problem of virtual worlds is that you can’t go from one to another,” a concept known as interoperability – a concept we’ve been thinking about for quite a while.
Growth areas in 2009 for virtual worlds: 5 to 15
Following the Virtual Worlds London Expo earlier this week, as promised I’m going into greater detail in terms of offering my thoughts on growth areas. This post covers virtual worlds with average age ranges between 5 and 15 years old. The actual presentation delivered can be seen here. Also, the K Zero Universe charts how have a permanent home, here.
Learning 2.0 / P2P
The majority of effort to date in this space in terms of proposition has focussed on casual gaming, socialising and play. Whilst this is all well and good, from a parental perspective this raises the issue of ‘value’ – what is my child actually gaining from interacting with this virtual world? This issue is becomes further compounded when considering the propensity for users to be converted into premium accounts.
An area which is currently under-served and in my opinion ripe for growth are educational virtual world platforms. For example, curriculum-based initiatives could work very well. In this context, environments could be created to allow children to explore history-based topics – ancient cities, historical buildings and events – a really engaging idea. This flows over to geography as well – sure, real-world field trips are great and will always be the best way to ‘show’ but a virtual world alternative has obvious benefits. Problem-solving and team work are two other outputs from this concept. Continue reading “Growth areas in 2009 for virtual worlds: 5 to 15” »
Updated: Virtual world analysis for 20 – 30′s
And here’s the segment tailored towards 20 – 30 year olds. Full universe charts are here.
Updated: Virtual world analysis for tweens and teens
Here’s the updated segment of the Universe graph for virtual worlds targeting tweens and teens.