|
|
 |
|
Viewing report
|
|
 |
 |
Virtual Worlds: the Internet of Avatars (Q4 08)
Parks Associates, Oct 2008, Pages: 127
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 List of 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
Customers who bought this item also bought
Kids and Teens: Virtual Worlds Open New Universe
Virtual Worlds and the 3D Web
Virtual Worlds and Web 3.0: Examined, Compared, Analyzed
Global - Digital Media - Virtual Worlds
The Law of Virtual Worlds and Internet Social Networks
Digital Media - Gaming, Gambling & Virtual Worlds
Being Virtual: Who You Really Are Online
Understanding the IP Issues & Opportunities in a Virtual World
Virtual Currencies in China: Q Coins, Gold Farms, and Real Money Trades
The Virtual Hospital of the Future
Creating the Virtual Reference Service
Virtual Property and Real Money Trade: A Business and Legal Survey
|
 |
|
|