Industry News  |  In Practice  |  The Bigger Picture  |  Digital Marketing  |  Your Business

Latest Articles

Alexander McCall-Smith Engages Web 2.0

The Daily Telegraph is in the middle of a 20-week serialisation of an online book created by author Alexander McCall-Smith, his first such project. New Media Knowledge caught up with the organisers to discuss ‘Corduroy Mansions’.

more

Business Brief: Video Advertising Looks to Future

Google has announced it will incentivise advertisers on its video properties as well as launching research programmes into how Web users consume Internet video material. New Media Knowledge spoke to a number of industry players to gauge their views on where the video advertising market is going.

more

‘Virtual Home’ for Ex-Pats in London Established

A social network aimed at providing information for ex-pats living in London has been established. New Media Knowledge met the site’s co-founder to find out more.

more

Related Articles

Our Friends Electric

Filed under: all articles
By: NMK Created on: October 11th, 2007
Bookmark this article with: Delicious Digg StumbleUpon

According to new research compiled by eMarketer, virtual worlds are becoming more and more popular with young people.

According to the company, nearly a quarter (24%) of the 34.3 million US child and teen Internet users will visit virtual worlds once a month in 2007. This is forecast to rise to 53% by 2011. The phenomenon is not just limited to the States, though, with Korea’s Cyworld well ahead of most other worlds, according to the ComScore data cited in the report:


vrstats

While the sector in general is showing growth well ahead of the norm, intense competition for teens’ attention and the faddish nature of children themselves means that it’s more difficult than one might imagine to spot the best places to invest in advertising or online content. Many of the top-scoring worlds have been around for less than twelve months. Similarly, some of the bigger names in this sector, Disney’s Toontown Online and WeeWorld, would appear to be in decline according to these figures.

A further complication highlighted by the report is that the correlation between teens interacting with a brand online and in real life has not yet been established. Report author Debra Aho Williamson observes, “The bad news is that it is difficult to know what all this virtual interaction really means. What value is there in a person’s avatar drinking a Pepsi? Or wearing a shirt bought from a virtual store? What if a person’s virtual activities have no bearing on their real-world activities?”

Comments

You must be logged in to comment.

Log into NMK

Register

Lost Password?
Login

Newsletter


For the latest news from NMK enter your email address and click subscribe:


Subscribe