Over at GamerDNA they've crunched some numbers on some key demographics of World of Warcraft players - the sample group are GamerDNA members combined with Armory data, so the sample is representative to say the least. The results aren't surprising but still interesting. The key points: 1. There remains a preference to sign up an Alliance character than a Horde one, … [Read more...] about World of Warcraft demographics: no big surprises
Metrics
Australians in Second Life Update – small declines
Linden Lab have released their metrics up until September 2008, and in the Australian context there's been a slight drop in activity - 686,872.48 hours, which is nearly eight thousand hours less than last month. Across 10-15 thousand active users, that's not a big drop and Australia maintains the 11th spot worldwide. Overall: - user hours dropped from 34.8 million to 33.2 … [Read more...] about Australians in Second Life Update – small declines
Kids and virtual worlds: the ever-growing market
Virtual worlds metrics gurus, Kzero, have done some further hypothesising on the growth of the kids market for virtual worlds in the next year or two. If the prediction of 110 million kids using virtual worlds by 2010 is close to the mark, even the most cynical corporates are going to start taking notice. Take Hello Kitty as an example. That one brand is likely to draw an … [Read more...] about Kids and virtual worlds: the ever-growing market
Age demographics and virtual worlds
Metrics gurus Kzero have released a new breakdown of the age variances by type of virtual world frequented. There's no big surprises but the figures do further emphasise the power of the pre-teen and teen market for social virtual worlds. Thanks to Pavig Lok for the heads-up. … [Read more...] about Age demographics and virtual worlds
One billion in virtual worlds by 2017
That's the claim by Strategy Analytics, an international strategic and consulting services firm. Of course, registrations don't mean too much, it's the active users that do. That said, if ten percent of those billion end up active it's still a large market. Add to that the likelihood of greater activity by registration as usability improves and we're talking large numbers … [Read more...] about One billion in virtual worlds by 2017