2008-11-07 17:30:03 -
- Research and Markets (www.researchandmarkets.com/research/17b2f6/virtual_worlds_and) has announced the addition of the "Virtual Worlds and Web 3.0: Examined, Compared, Analyzed" report to their offering.
Virtual worlds are online, computer-generated simulations of life-like or fantasy environments where users guide their "avatar," or digital representation of their physical selves, to accomplish various goals. Typical virtual world activities include meeting and socializing with
other avatars, buying and selling virtual items, playing games, and creating and decorating virtual homes and properties. Within the context of the evolution of the Internet from Web 1.0 to Web 3.0, Virtual worlds--especially the 3D kinds--are classified under the Web 3.0 category because of their profound ability to integrate multiple types of content, information sources, and feeds into one highly engaging and interactive format. In addition to Web 3.0 applicability, the author has identified nine other critical components of virtual worlds, including user-generated content, social networking, virtual items, an economy, and business integration, to name a few. The author then rated each virtual world company according to these ten components. All ten platforms scored the maximum points possible in the social networking category, which emerges as the one critical element to virtual worlds. Virtual world companies earn close to 90% of their revenue from the sale of virtual items, currency, land, and fees associated with these items. Total registered users of virtual worlds are expected to exceed 1 billion and total revenue is expected to exceed US3 billion by 2012.
Key Topics Covered:
- Executive Summary
- Introduction
- Definition of Virtual Worlds
- Brief History of the Virtual World Industry
- Industry's Growth
- The Significance of Virtual Worlds
- From Web 1.0 to Web 3.0
- Examining the Virtual World Components
- Overview of the Ten Components of the Virtual World Pyramid
- - Storyline/Context
- - Social Networking
- - User-Generated Content (UGC)
- - Virtual Items
- - Economy
- - Graphical User Interface (GUI)
- - Ease of Use
- - Business Integration
- - Population Quality
- - Web 3.0
- Comparing the Main Virtual World Platforms
- Summary
- Club Penguin (Disney)
- Entropia Universe (Mindark)
- Gaia Online
- Habbo (Sulake)
- IMVU
- Kaneva
- Second Life (Linden Lab)
- There.com (Makena Technologies)
- Weblin (Zweitgeist)
- WeeWorld
- Other and Upcoming Virtual Worlds
- ActiveWorlds
- Cyworld
- Hipihi
- Lively (Google)
- Multiverse
- New Xbox Experience (Microsoft)
- Olive (Forterra)
- PlayStation Home (Sony)
- Unisfair
- Vivaty
- User Demographics and Revenue Market Shares
- Virtual World User Market Shares and Demographics
- Virtual World Revenue Models and Market Shares
- Forecast and Conclusion
- Registered Users and Total Revenue Forecast
- Conclusion
- Methodology
- Development of Criteria for Ten Components
- General Sources
- Revenue and User Forecasting Methodology
- Glossary
- Related Reports
- Appendix
For more information visit
www.researchandmarkets.com/research/17b2f6/virtual_worlds_and
Research and Markets
Laura Wood
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