http://www.kzero.co.uk/blog/?p=2549

Rounding off this series of expanding on the points from the VW London presentation, here's the potential growth areas in the 25+ age group.

Growth areas in 2009 for virtual worlds: 15 to 25

The 15 to 25 year old segment is nowhere near as hectic as the 5 to 15 space in terms of virtual worlds but nevertheless contains companies with impressive user numbers - IMVU and Gaia being great examples. This segment also has some high value characteristics, such as:

Growth areas in 2009 for virtual worlds: 5 to 15

The majority of effort to date in this space in terms of proposition has focussed on casual gaming, socialising and play.

The depth of content creation in Second Life

An analysis of the range of virtual items available in Second Life

Clever Zebra to offer free SL presence with open source model

Nick Wilson (Metaversed.com) has just launched his latest initiative, Clever Zebra - a free (and open source) customisable solution for companies requiring a presence in Second Life. Video after the jump. Now there's an interesting idea. So what exactly is the proposition?

ZDNet Social Web top 10 posts of the year

Steve O'Hear writes the social software and media blog over on ZDNet and has just announced the top 10 most popular posts for 2007. It's good to see that number 10 was inspired by the uselessly useful brand map of Second Life (in need of updating).

The media loves Second Life. The media hates Second Life

They're a funny lot the media. And in 2007, it's been a see-saw of differing views and opinions about Second Life.

What marketers learned in 2007, No 4. There are 'other' worlds

What do you mean? There's other virtual worlds aside from Second Life? Crikeys. Although Second Life virtually became the poster child for virtual worlds in 2007, the more savvy marketers realised they had other options.

Latest player and environment imagery from Football Superstars

The upcoming virtual world metammog, Football Superstar

What marketers learned in 2007, No 3. Collaboration is good, but what's in it for me?

Together with words like 'engagement' and 'immersive', 'collaboration' has been used a lot in 2007 when referring to real world brands and companies' strategies in virtual worlds. But what does this actually mean?

What marketers learned in virtual worlds in 2007, No 2. It takes more than a press release

Being the first Transylvanian manufacturer of air guitars to enter Second Life does not constitute a communications strategy aimed to encourage people to visit an island.

What marketers learned in virtual worlds in 2007, No 1

As we approach the end of 2007, over 200 brands are now present in virtual worlds. Of these worlds, Second Life has had the lions share of attention with over 174 companies deploying initiatives inside it.

Competitive rivalry in virtual worlds. Part 3/5 - Threat of new entrants

How easy is it for new virtual worlds to launch into the metaverse sector and which factors do existing worlds have to consider in order to protect their business?

Outeroperability or interoperability

How should virtual worlds communicate with each other?

No brand is an island

No brand is an island.

Exploring and explaining Virtual MTV

Back in September 2006 (such a long time ago in virtual terms), MTV took the bold step of transferring their brand into a virtual world. MTV chose Laguna Beach as the product to place first into the metaverse and did so in a unique way.

And you thought virtual worlds can be surreal?

Just wanted to share this with anyone who hasn't seen it.

MTV goes for a song

Engagement and relevance - two very important terms in the world of virtual marketing. Virtual MTV is leveraging both aspects with their latest initiative - the Virtual Music Video Contest.

Lucky 13 for virtual worlds?

So many worlds, so many choices. This applies not only to 'people' wanting to chose a virtual world to explore but also to marketers and companies wishing to create new relationships with these people. And, with many more virtual worlds in the pipeline, the choice is only g …

Brand partnering Can be possible in virtual worlds

In Second Life, the concept of brand tie-ins and partnerships has been slow to get off the ground. Reasons: Companies are currently more interested in understanding how their own brand is managed in a virtual space No policies in place to manage virtual brand tie-ins Limited  …

Competitive rivalry in virtual worlds. Part 2/5 - The power of suppliers

What role do suppliers of virtual world services play in terms of influencing the level of competition in the metaverse sector? Using the Porter's Five Forces strategic framework, it is possible to identify the supplier-related factors and then suggest appropriate methods for v …

The Google virtual world game plan

Virtual world domination by Google??

World of Warcraft ups the anti with TV push

Virtual world advertising shifts over to TV with William Shatner and Mr T.

Intel says Hi to HipiHi

The often-titled Chinese Second Life, HiPiHi has announced that Intel will have a presence in-world at launch. Intel is apparently launching Intel Island on 160,000 square metres of virtual land.

The Technology sector and Second Life: entry timelines

The Tech sector was fast to set-up in SL, although of late, has slightly slowed down in term of new entrants. Shown below is the timeline for this sector based against the total number of registered accounts.

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nicmitham

Articles Posted: 11
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Member Since: 8/2006Last Seen: 10/27/2008

I’m the Managing Director of K Zero, a digital marketing, branding and advertising consultancy based in Cambridge, UK.

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