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Age demographics and virtual worlds

Metrics gurus Kzero have released a new breakdown of the age variances by type of virtual world frequented.

There’s no big surprises but the figures do further emphasise the power of the pre-teen and teen market for social virtual worlds.

Thanks to Pavig Lok for the heads-up.

Popularity: 6% [?]

One billion in virtual worlds by 2017

That’s the claim by Strategy Analytics, an international strategic and consulting services firm.

Of course, registrations don’t mean too much, it’s the active users that do. That said, if ten percent of those billion end up active it’s still a large market. Add to that the likelihood of greater activity by registration as usability improves and we’re talking large numbers indeed.

Thanks to Massively for the heads-up.

Popularity: 2% [?]

K-Zero: more than 300 million registered for virtual worlds

K-Zero are a company that follow metrics in virtual worlds and last week they released their updated chart showing the number of registrations by platform over time.

Note that gaming worlds like World of Warcraft (with more than ten million active users) aren’t even part of the 300+ million, which just further illustrates the growing depth of the virtual world population. Of course, an even more interesting measurement would be how many of those people remain active.

Popularity: 5% [?]

Australians in Second Life Update – finally a bounce back

Linden Lab have released their metrics through until the end of February 2008. The regular downward trend has been reversed, with 12,245 active Australian Second Life users. That’s an increase from last month’s 10,885 and Australia remains in 11th place in terms of countries with active users.

There’s still a fair climb to exceed previous highs and there’s no guarantee this is now an upward trend but at least the trend in the other direction has ceased for now.

Popularity: 3% [?]

Australians in Second Life Update – stagnant as she goes

Linden Lab have released their latest set of metrics through to the end of January 2008. The metrics show that the Australian active user population is 10,885, up marginally from last month’s 10,644. Australia remains at its long-standing 11th position in the world, with 2% of the overall active user population.

The lack of growth is becoming a longer term issue and it’s natural to wonder what the impact of ongoing glitches and lag (due to no local SL servers) is having. What do you think?

Popularity: 3% [?]

The growth in Massive Multiplayer Online Games (MMOG)

If statistics and charts are your thing then you’ll love this site which provides a roundup of everything MMOG from a metrics viewpoint. Any business wondering whether there’s a market in virtual worlds need only spend a few minutes looking at the graphs to get a pretty clear answer…

Popularity: 3% [?]

Latest Second Life service metrics posted

It’s all here on the Linden blog. There’s now a full set of data for 2007 performance including until end of January 2008:

sl2007servicemetrics.jpg

It’s fair to say things are still far from pretty on the stability side. Still more than one in five Second Life sessions end in either a viewer or region crash although there’s been a marginal improvement in frame-rates.

How’s your stability been in recent weeks?

Popularity: 3% [?]