Gurus of virtual worlds statistics, KZero, have released their second quarter 2011 info on virtual worlds. Estimated registered virtual worlds accounts now sits at 1.399 billion, up from 1.185 billion in the first quarter of this year: If you'd like to see the whole shebang, you can view the Slideshare presentation right here: KZero Radar Q2 2011 View more presentations … [Read more...] about Registered Virtual Worlds Accounts: 1.4 billion and growing
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Merged realities – events and issues for virtual worlds
1. Leading Second Life broadcaster Treet TV (formerly SLCN) has expanded its web presence by creating Treet Business. Two new business shows are on the way to complement the current lineup. The company has certainly come a long way since its 2007 launch. I'm looking forward to appearing on Tonight Live with Paisley Beebe next week to talk about internet filtering. 2. Kzero … [Read more...] about Merged realities – events and issues for virtual worlds
Merged realities – events and issues for virtual worlds
1. Forterra have fallen upon hard times, laying off around half their workforce, according to an email we've received and as reported here. It's a shame to see any company lose so many employees - her's hoping Forterra are able to continue their work ongoing. 2. The dynamos at Kzero have updated a couple of their forecast charts. Active virtual worlds users is one of the most … [Read more...] about Merged realities – events and issues for virtual worlds
Recession and virtual worlds: go real-world
Nic Mitham at Kzero has written a interesting piece on virtual worlds and the challenges they face in the current economic climate. He pays particular attention to 'pure-play' worlds, which are those that aren't linked to a real-world brand. Pure-play worlds don't have the relative security of a more widely known brand to leverage from and Kzero's view is that a foray into … [Read more...] about Recession and virtual worlds: go real-world
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