Impact of Virtual Worlds The online destination for the next generation? Dr. Pete Markiewicz Indiespace/Lifecourse Associates pindiespace@gmail.com Topics • • • • • What are virtual worlds? How do vworlds differ from MMOGs? Why are vworlds important? Numbers and growth What vworlds will need in 2019 – Follow the money… – Barriers to growth • Unique features of US market • US teens – where will they go? What are virtual worlds? • Extend “sense of place” characteristic of cyberspace (Web, chat, MMOGs) • Games may be present, but not a game • Virtual “land” or “rooms” • Social interaction like Web 2.0 (chat, friends lists, exchange of virtual objects) • Customized avatars, for real-time interaction • Support for real work, education • Economic models for payment, barter, sales Two kinds of vworlds Tween and kid vworlds • • • • • Cyworld ~25% of US teens Web-based (2.5D) Prebuilt Social networking PG-13 Adult vworlds • • • • • Second Life ~3% of US adults Custom browser (3D) User-generated Social networking Commerce, Education Virtual world examples (teen/adult) Virtual World Examples (kids) Virtual world environments There Habbo Empire of Sports Club Penguin Sports-based vworlds • Multiple sports-based worlds in development – Empire of Sports (teen/adult) multiple sports – Football Superstars (teen adult) virtual football challenges – TechDeck Live (kids/teen) virtual skate park Vworlds and RL “exergaming” • Irwin Toys strap-on Me2 Hardware measures how hard kids exercise • Plugs into computer for gameplay in the Me2 virtual world • Kids expend as much energy in “active” games as in regular sports SOURCE: http://www.nzherald.co.nz/health/news/article.cfm?c_id=204&objectid=10493847 http://www.360kid.com/blog/?p=43 Virtual Worlds and Politics Watching Obama in Second Life Jul 11, 2009 http://foo.secondlifeherald.com/slh/2009/07/watching-obama-in-ghana-from-metaplacesecond-life.html Virtual products • Offered for sale or free • Used in-world – Fashion – Buildings, furniture • Connect to outer word – E-commerce – Teaching tools – Virtual phones • Prototype real-world – CAD/CAM “prints” to vworlds Vodaphone virtual cellphone HUD Vworld creation • Development cycle similar to games • Must create/maintain associated website • 3-5 years needed to develop* • $30-60 million required for launch of full 3D* • ~$5-10 million required for 2.5D/Flash launch • >200 competitors Google Lively *Mike Hirshland, Polaris Venture Partners Vworlds are NOT MMOGs • • • • • • • Members play “the game of life” Members are themselves Members define goals, scores, rank Members reflect general population Stardoll Members may sell virtual products, own IP Virtual economy tied to the real economy Members can do “real” work (education, business) Vworlds are not empty… MYSPACE HONG KONG ISLAND • Compared to MySpace – 300 million pageviews/day ~1 minute per page per day – 1/3600 pages being viewed at any time – If MySpace pages are laid out as “real estate” in a 60x60 grid, occupancy resembles the Second Life grid – RPGs in Second Life look 10x-100x better than the average MySpace “real estate” MIDIAN CITY RPG Take-home: Vworlds aren’t empty… they just look that way! EVERWIND RPG Vworlds are NOT MMOGs “…The game industry may have created the idea of online entertainment, but the days of orcs and elves ruling the online space is drawing to a close" - Christopher Sherman, Executive director of the upcoming Virtual Worlds Fall 2008 Conference Vworlds versus MMOGs Goals, scores community created by members Virtual Worlds Prebuilt User-created Online Games Pre-defined goals, scores Vworlds versus MMOGs Goals, scores, community created by members Web 2.0 MoiPal vSide Prebuilt Second Life IMVU Kaneva Kid & tween vworlds (Club Penguin, Habbo, There Gaia Online, Cyworld, Stardoll) Entropia Second Life RPGs WoW and Similar 3D RPGs Kid/tween gaming (Neopets, Nicktropolis, KartRider) Pre-defined goals, scores User-created Why are vworlds important? • 2009 – 15% of Internet users MMOG or vworld members (Mark Kern, team lead, WoW) – Growth Q1 => Q2 2009: 39% – Average user age: 14 year old (Kzero) – MMOGs and S/N web make the most money – Vworlds populated by older early-adopters – Vworlds offer limited value compared to Web 2.0 • 2019 – – – – – 80% of Internet users in virtual worlds by 2011 (Gartner) Average user age: >20 Vworlds make the most money Vworlds replace the web for the new (“Millennial”) generation Vworlds become Web 3.0 Vworld accounts in Q4 2008 Virtual World Registered Users Monthly logins Technology Demographic Yahoo 500 million 300 million Web S/N General audience Facebook (web) 120 million 124 million Web S/N College students MySpace (web) 150 million 114 million Web S/N Teen and adults Neopets 60 million 12 million Web Flash Kids and teens Cyworld (Korean) 30 million 21 million Web Flash Teens and adults World of Warcraft 12 million ??? (high engagement) 3D Client Adult Habbo Hotel 100 million 10 million Web Flash Kids and teens Stardoll 18 million 6 million Web Flash Kids and teens Gaia Online 15 million 7 million Web Flash Kids and teens Webkinz 10 million? 6 million (high recurring) Web Flash Kids Club Penguin (Disney) 17 million 4.5 million Web Flash Kids Zwinky 16 million 4.5 million Web Flash Kids and teens Barbie Girls (Mattel) 13 million 2.3 million Web Flash Kids and teens Home 7 million ??? (high engagement) 3D Client Teens and adults Nicktropolis 6 million 1 million Web Flash Kids TOTAL VIRTUAL WORLD ~300 million (330 million in 2009) ~90 million Virtual world simultaneous users • Second Life (3D) – 150 users/island – ~70,000 simultaneous during Q3 2008 (up from about 2,000 in early 2006) • Gaia Online (2.5D) – 100,000 simultaneous (2007) ‘Kid worlds’ have high traffic Monthly Unique Visitor (millions in 2008) Second Life Kaneva Redlightcenter Habbo Gaia Online Barbiegirls IMVU Neopets Zwinky Club Penguin Webkinz 0 1 2 3 4 5 6 7 SOURCE: Patrick Collins of Brand Architect http://www.collings.co.za/2007/11/the-march-of-th.html Vworld members skew younger SOURCE: Kzero Blog - http://www.kzero.co.uk/blog/?p=2793 Predicted growth of “kid” vworlds 60% Percentage of US child/tweens (3-17) Expected to visit a virtual world at least once a month 50% 40% Child & Tween Visitors 30% 20% 10% 0% 2006 2007 2008 2009 2010 2011 SOURCE: http://www.emarketer.com/Article.aspx?id=1006166 Time spent in vworlds Total time spent logged-in by Second Life Users, March 2007-March 2008 (millions of hours) 35 30 25 20 Growth was unaffected by negative media stories in Fall 2007, and economic slowdown in “real” economy 15 10 Time Spent in SL 5 0 ar M r Ap ay M Ju Ju l g Au p Se t v Oc No c De r n b Ja Fe Ma SOURCE: http://www.emarketer.com/Article.aspx?id=1006166 Provided to eMarketer by Linden Labs Vworld members are engaged • Wow (Aug 2007) – ~80-100 hours/month(!) • Second Life (Aug 2007) – 24 hours/month (counting actual monthly logins) – 3.7 hours/month (counting unique accounts) • MySpace (Aug 2007) – ~ 30-90 minutes/month per page (depending on how you count) • Habbo (Sept 2008) – 40 minutes/month Take-home Second Life classroom Vworld audiences are small, but their members are MUCH more engaged than Web 2.0 users Monetization • 2008 Dollar revenue, monthly users per month – Second Life: $9.30/mthly user/month (higher due to virtual land sales) – Club Penguin: $1.62/mthly user/moth – Habbo: $1.30/mthly user/month – Runescape: $0.84/mthly user/month – Puzzle Pirates: $1.50/mthly user/month • Average $1.40/mthly user/month*. • Excluding Second Life, $1.25/mthly user/month SOURCE: Lightspeed Partners Blog http://lsvp.wordpress.com/2008/06/09/successful-mmogs-can-see-1-2-in-monthly-arpu/ Monetization sources • Free Sites, optional subscription (“freemium”) – Virtual products – up to 85% – Subscription – 10% – Advertising – 5% • Paid Sites – Subscription – 75% – Virtual products – 25% • Coupled Sites (need real-world product to join) – Subscription – 50% – Real-world product – 50% Virtual products are the key • Emulate a real-world thing – – – – Seeds clothing Housing Pets • Reproduced electronically – Near-zero costs • Sold for real money – “Game money” bought with real currency – Direct credit card purchases • Secondary barter economy – Users swap vproducts – Users design and sell custom vproducts Virtual Products overview • In July 2009, analyst firm Frank N. Magid that found that 12% of Americans had purchased a virtual gift within the past 12 months • Most sales (around 80%) of sales occur within online games • Over half of players in online games purchase virtual products • Thirtysomethings purchase the most by revenue, while teens and twentysomethings purchase the most per user • Players in online games typically purchase $60-75 dollars in virtual products each year . Virtual good buyers are often sellers – Playspan estimated that 31% of its buyers also sold virtual products • • Asia leads the virtual goods market, with the largest share coming from China SOURCES: Frank M. Magrid 2009 Media Futures Study Lightspeed Partners blog, Virtual Goods News Growth of virtual product sales 7.00 6.00 5.00 US Sales Billions 4.00 Global Sales Billions 3.00 2.00 1.00 0.00 2007 2008 2009 2010 SOURCES: Frank M. Magrid 2009 Media Futures Study Lightspeed Partners blog, Virtual Goods News vProduct case studies • Zanga (October 2009 – • Ning (October 2009) – • 2.5 million US users spend $18/month 85% of revenue from sale of virtual products, only 15% from advertising Nexon (creators of KartRider) June 2007 – – • Sears sold more than 850,000 vproducts in Zwintopia during the first 16 days after launch Habbo (Sept 2008) – – • 1.8 million virtual products were purchased from the Kohl's “back to school” store within its first 16 days Zwinky (August 2008) – • $75 million/year from sales of ~100 million digital gifts, or about 10% of total sales Stardoll (September 2008) – • A new Virtual Gifts Incentive program will allow anyone creating a Ning site to sell virtual products, with a common currency between all Ning networks Facebook (June 2009) – • FarmVille Players bought $500,000 virtual seeds, 50% of revenues were used to buy real seeds for nonprofits in Hati Worldwide revenues of $230 million in 2007, 85% of it from sale of virtual items IMVU (Sept 2008) – – $4 million/month revenue 90% comes from a “cut” from sales of virtual products between members SOURCES: Lightspeed Partners blog, Business Week, Virtual Goods News What teens buy in virtual worlds 35 30 25 20 15 10 5 0 Anything Express Give Me Fun Myself More Access Make Me Not Look Good Everyone Send To Friends Can Have SOURCE: WeeWorld Member Survey http://www.virtualworldsnews.com/2009/07/weeworld-survey-teens-still-spend-girls-are-major-influencers-.html#more For teens, branding in virtual worlds is effective Media Type Millennial GenX Boomers Matures Interactive web ads 66 68 68 73 Banner Ads 52 58 63 71 Video preroll ads 36 30 27 28 Video postroll ads 21 19 19 17 Embedded video ads 22 22 12 9 Ads in virtual worlds 23 19 14 7 Ad in videogames 23 16 8 8 Link to K-Zero’s age breakdown: http://www.kzero.co.uk/blog/wp-content/uploads/2008/04/kids-world-ages001.png SOURCE: http://www.emarketer.com/Article.aspx?id=1006166 Deloitte Development and Harrison Group, “The State of the Media Democracy Second Edition” Take-home There.com By 2019, vWorlds will become the place the next generation lives and works… …Web 2.0 and classic MMOGs will decline in importance What will virtual worlds need to succeed in 2019? • Fit the audience – – – – My generation, age group, gender, lifestyle, politics I’m special here My friends are all here It’s a regular, normal part of my life • Give the audience what it wants – – – – I have control I can find out what I need to know I can buy anything I can find on the web I can do my work here Follow the money… • Near-term – – – – Virtual products NOW!!! Flat-fee subscriptions Advertising Market research • Long-term – – – – – Real product prototyping MMOGs inside larger vworlds Virtual education Government/military use Business work environments Vproduct Store in Second Life Barriers to growth SOURCE: Thinkbalm - http://www.thinkbalm.com Barriers to growth • User interface is hard to learn (key commands and complex HUDs) • If users are impeded from creating their own content, they don’t (Philip Rosendale) • Flat fee structure assumed Avatar configuration HUD, Entropia Universe • Massive infrastructure needed Barriers to growth - US market • Most users log in from home (less sense of community) • Backlash from Second Life hype • Limited mobile power precludes use of mobile vworlds • Internet connections in US are slow Second Life (Social) Second Life (shopping) Second Life (RPGs) IMVU Moove There Entropia WoW Kaneva Most tween & teen 2.5 vworlds, e.g.Stardoll, Habbo, Whyville, Club Penguin, Virtual pet sites MySpace Gaming ->Themed Shopping -> Social Networking User-Created <- Vproducts <-Dressup Dressup -> Vproducts ->User-created Where will US teens go? Sources for Virtual Worlds • Virtual Worlds News – general newsfeed http://www.virtualgoodsnews.com/ • Virtual Goods News – virtual products http://www.virtualgoodsnews.com/ • Virtual Economy Research Network http://virtual-economy.org/ • Pearl Research – China & Asian market http://www.pearlresearch.com • Kzero - #1 virtual vorlds consultancy http://www.kzero.co.uk • Thinkbalm – “The Immersive Web” http://thinkbalm.com/ References • • • • • • • • • • • • • • • • • • • • • • • Virtual Economy Research Network http://virtual-economy.org/ LightSpeed Partners Blogs http://lsvp.wordpress.com/?s=RPG+Second+Life&searchbutton=go! http://lsvp.wordpress.com/2008/09/02/facebook-selling-digital-gifts-at-a-35m-run-rate/ Business Week http://www.businessweek.com/magazine/content/07_13/b4027047.htm?campaign_id=rss_daily Virtual Goods News http://www.charleshudson.net/?p=512 http://www.virtualgoodsnews.com/2009/11/asia-driving-the-virtual-goods-marketplace-.html#more http://www.virtualgoodsnews.com/2009/09/over-half-of-gamers-purchasing-in-freemium-games.html http://www.virtualgoodsnews.com/2009/10/ning-launches-virtual-gifts.html#more Online traffice at compete.com http://siteanalytics.compete.com Cnet - Neilsen 2008 results for social networking sites http://news.cnet.com/8301-13577_3-9948219-36.html Why virtual worlds are overtaking the game industry http://www.virtualworldsnews.com/2007/10/why-virtual-wor.html New World Notes - New World Notes' True Community Search: Top Twenty Popular Second Life Sites, September 20 http://nwn.blogs.com/nwn/2007/09/new-world-notes.html “Total minutes” netratings for web 2.0 sites http://www.netratings.com/pr/pr_070710.pdf MySpace real pageviews http://www.mikeindustries.com/blog/archive/2006/04/myspace-click-factory Fun with numbers: Do New Ratings Mean New Valuations? http://voices.allthingsd.com/20070712/robert-seidman/ Second Life statistics http://secondlife.com/whatis/economy-graphs.php Second Life engagement “Second Grade Math”(Oct. 5th 2007) http://blog.secondlife.com/category/economy/ Kid’s worlds poised for growth spurt http://www.emarketer.com/Article.aspx?id=1005410&src=article_head_sitesearch Harvard Business School Conference, Nov 2007 http://www.gamasutra.com/php-bin/news_index.php?story=16326 There.com demographics (2004) http://findarticles.com/p/articles/mi_m0PJQ/is_6_2/ai_114573226 Daedalus Project - The Psychology of MMORGs http://www.nickyee.com/daedalus/archives/001369.php http://www.nickyee.com/daedalus/archives/pdf/3-4.pdf Comparing virtual worlds http://www.kzero.co.uk/blog/?p=978 Virtual World Growth Projections http://www.slideshare.net/nicmitham/virtual-world-growth-projections/ Round-up of 50 virtual worlds http://fabricoffolly.blogspot.com/2007/10/second-life-in-perspective-round-up-of.html eMarketer report on virtual worlds http://www.emarketer.com/Article.aspx?id=1005410&src=article_head_sitesearch