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Two of these companies are using offline channels to drive online growth, and many other companies (including MTV, Disney etc) will be taking the same approach. In addition to monetizing through search, there are clearly e-commerce opportunities with Zwinky, as well. The recent April launch of the Zwinky Virtual World, Zwinktopia, has led to over 15 million transactions using the Zwinky virtual currency called Z-Bucks. now has over eight million registered users, spending on average 64 minutes on the site each session. And IAC is driving massive growth for Zwinktopia, as they noted in their Q2 2007 earnings call: Some say that Webkinz is pulling users from Club Penguin. The Alexa graph below shows that Williamson’s observation about big companies jumping into the game is spot on:īarbiegirls signed up 3 million members in the first 60 days - it took Second Life 3 years to hit the same metric. I think as we get into ’08 and ’09 is when you see a lot of traction.” Right now what we’re seeing is a lot more development activity and figuring out how a virtual world fits into media assets. MTV and Nick are getting very aggressive. You’ve got other media companies jumping in the game. 20 are where the growth is slightly bigger than ’10 and ’11. Already you’re seeing session times of a half hour, an hour, and ten hours a month. Just over half of kids and teens will visit virtual worlds at least on a monthly basis by 2011. They offer a lot of things for kids and teens to do. zwinky Login or Register now to see less ads. “Virtual worlds can be an addictive, immersive, compelling environment. VMK Forums Home, VMK Forums Gallery, Arcade, User Control Panel, Register. “I think we may well see a growth trajectory similar to what we’ve seen for social networking,” continued Williamson. Virtual World News notes in an interview with eMarketer Senior Analyst Debra Aho Williamson: By 2011, 53% of them will be going virtual.Īrgueably, virtual worlds will become one of the dominant forms of online communication, supplanting email for this demographic, just as social networks have done. A recent eMartketer report on virtual worlds notes that:ĮMarketer estimates that 24% of the 34.3 million child and teen Internet users in the US will use virtual worlds on at least a monthly basis in 2007. Virtual worlds are big and will continue to grow - over $1bn has been invested in 35 virtual worlds in the last year. Big companies have led the latest surges in virtual worlds
