Search Research:  
Research Concierge | Sign Up |
 
Digital Entertainment   |   Mobile Internet   |   Semiconductors & Technologies   |   Business Markets   |   China Research   |   Databases & Trackers
 
 
  Press Releases
 



 

For more information, contact:

Elaine Potter, Marketing Coordinator
Phone: 480-483-4441; Email: epotter@reedbusiness.com

 Consumer Media & Content 

Social Networking and Web 3.0 Merge in Virtual Worlds

SCOTTSDALE, Ariz., November 5, 2008 - Just like blogging and the ability to comment on news items online are, in essence, popularizing and decentralizing the news industry, so too are virtual worlds popularizing and decentralizing the gaming, meeting, and 3D graphic design industries, reports In-Stat http://www.in-stat.com .  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, the high-tech market research firm says. 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.


“Evidence supports the conclusion that the ‘killer application’ that is critical to virtual worlds—and, by extension, to Web 3.0—is, in fact, already here and it is none other than social networking,” says Vahid Dejwakh, In-Stat analyst.


Recent research by In-Stat found the following:

  • Total registered users of virtual worlds are expected to exceed 1 billion and total revenue is expected to exceed US $3 billion by 2012.
  • 70% of the more than 300 million registered users of virtual worlds are younger than 18.
  • Virtual world companies earn close to 90% of their revenue from the sale of virtual items, currency, land, and fees associated with these items.

Recent In-Stat research, Virtual Worlds and Web 3.0: Examined, Compared, Analyzed (#IN0804326CM), covers the worldwide market for virtual worlds. It provides analysis of this new form of gaming and social networking including profiles of 17 virtual worlds. It also includes forecasts of worldwide registered users and revenue for virtual worlds through 2012. User demographics and market shares of virtual worlds are also provided.

For more information on this research or to purchase it online, please visit: http://www.instat.com/catalog/mmcatalogue.asp?id=212 or contact a sales representative: http://www.instat.com/sales.asp

The price is $2,995 (US).

This research is part of In-Stat’s Consumer Media & Content service. “Content is King,” and as digital content evolves it drives a rapidly shifting market place, which demands large investments in unproven products and services. In-Stat too has made investments to cover the consumer media and content markets, enlisting a half-dozen seasoned In-Stat analysts who contribute to this service throughout the year, leveraging In-Stat’s wide breadth of research practices. Consumer Media & Content (CMC) provides invaluable insights into how new delivery methods and business models will influence the evolution of the media value chain end-to-end. CMC also addresses the creation, acquisition, distribution, and use of digital content (audio, imaging, video, and voice), and how it fits into the evolving consumer’s digital entertainment lifestyle.

Related In-Stat research:

Online Gaming: Worldwide Subscriber Growth Expected for Both Free and Subscription-Based Online Services

Online Gaming in Asia: Strong Potential for Growth

User-Generated Video, a Global Stage for You

US Online Social Networking—Here to Stay

World Report on Online Video

For more information, contact:

Vahid Dejwakh, Research Analyst
Phone: 480-483-4450
Email: vahid.dejwakh@reedbusiness.com

Elaine Potter, Marketing Coordinator
Phone: 480-483-4441
Email: epotter@reedbusiness.com

Report Info

Sign up to receive email Market Alerts on this, and related topic

About In-Stat

In-Stat’s market intelligence combines technical, market and end-user research and database models to analyze the Mobile Internet and Digital Entertainment ecosystems. Our insights are derived from a deep understanding of technology impacts, nearly 30 years of history in research and consulting, and direct relationships with leading players in each of our core markets. In-Stat provides its research through reports, annual subscriptions, consulting and advisory services to inform critical decisions. Technology and semiconductor vendors, infrastructure and device manufacturers, service providers and media companies worldwide rely on partnerships with In-Stat’s tenured, experienced staff and on our in-depth market intelligence to support critical business, product and technology decisions.

In-Stat is a strategic segment of the $9 billion Reed Elsevier global information network, with access to an expansive worldwide electronic network, extensive technology databases and well-informed personnel. As a member of Reed Business Information, In-Stat is a division of the largest business-to-business publisher in the U.S.








 
About Us | Services & Reports | Microprocessor Report | Free Research | Analysts | Help | RSS
Copyright © 2010 In-Stat
A Unit of Reed Business Information,
A Division of Reed Elsevier, Privacy Policy