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Market Trends in Virtual Worlds

Market Trends in Virtual Worlds. Data Courtesy of . 1. 3. 2. Growth in Virtual Worlds. Implications for Educational Research. Trends in Market Sectors. 1. Growth In Virtual Worlds. The market grows larger every year. Growth Trend continues upward.

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Market Trends in Virtual Worlds

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  1. Market Trends in Virtual Worlds

  2. DataCourtesy of 1 3 2 Growth in Virtual Worlds Implications for Educational Research Trends in Market Sectors

  3. 1 Growth In Virtual Worlds The market grows larger every year

  4. Growth Trend continues upward 500 virtual worlds in 2011 growing to 900 virtual worlds by 2012. 1.1 billion user accounts in virtual worlds. Kids, tweens and teens are the largest user group.

  5. Growth Trend is among tweens and teens

  6. Virtual World Popularity by Age

  7. OverallTrends • VW generated $3.9B revenue, up to $6B by 2012 • Cross-platform VW: TV, movies, books, and toys • Virtual artists & celebrities • Content creation & sci-fi for adults • SocNet integration Quaver’s Marvelous World of Music

  8. 2 Trends In Market Sectors

  9. YOUR MESSAGE. It’s not just about the visuals, but strengthening

  10. YOUR MESSAGE. It’s not just about the visuals, but strengthening

  11. YOUR MESSAGE. It’s not just about the visuals, but strengthening

  12. YOUR MESSAGE. It’s not just about the visuals, but strengthening

  13. Virtual World Types by Age HAND: movement (somato-sensorymotor system) HEART:relationships, emotions, long-term memory (limbic system) HEAD: Intellect, decision making, planning, impulse control(frontal cortical networks)

  14. Reputation Management By 2013, 70% of enterprises will establish behavior guidelines and dress codes for avatars associated with the enterprise Gartner, Inc.

  15. Reputation Management Augmentalist vs. immersionalistavatars, what is your peer rating?

  16. Mobile Access

  17. Meta-Branding

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