[*NEW*: Game Developer Conference 2010's Social/Online Games Summit (March 9th-10th) is open for registration, with 3 tracks of top social game content planned.]

« OGPlanet Running Halloween Promotion In La Tale | Main | Artix Releases AdventureQuest Worlds »

Tuesday, October 14, 2008

Parks Associates: Virtual Worlds to Reach 33 Million Users in 2013

2008_10_09_parks.jpg

Market research and consulting company Parks Associates has just released details of their new report, Virtual Worlds: the Internet of Avatars, and the main revelation is that the industry is to see incredible growth within the next five years -- reaching 33 million registered users by 2013.

According to their announcement, the report from Parks Associates details "the evolution of the virtual world value chain, profiles leading companies, examines industry and consumer trends and dynamics, forecasts market growth, and offers recommendations to large media companies, technology companies, consumer brands, marketers, and Internet companies."

Explaining the report, Yuanzhe (Michael) Cai, Director, Digital Media and Gaming, Parks Associates said "3D virtual world platform companies, world operators, and full-service agencies form the core of the virtual world ecosystem, providing services to consumers, media companies, advertisers, and enterprises, but content and application developers and service providers are becoming increasingly important.”

“Without appealing content and applications, virtual worlds are nothing but empty shopping malls,” Cai continued. “The industry needs to move beyond its obsession with user-generated content and make 3D virtual worlds more interesting to average consumers.”

[]
Posted by mathewk on October 14, 2008 10:28 AM |

Comments

No, user generated content is the life blood of the media age - 'provided content' and 'portals' is a characteristic of the information age. We are beyond that. The issue now surrounds theory of 'connectivism' - where the connection, the network, the learning and the experience is informal and not obvious. Media barons would like to see 'content' is terms they recognise, as that is their terms of reference. This is why they don't understand how to go about making money from 'user content' - the content is there - its in conversation, shared interests and social networks. There is no such thing as an average consumer, we are all individuals and that is the point that has been missed. The nature of connected intelligence negates all prior notions of 'average'.

Good luck with the marketing.

Post a comment


If you enjoy reading GameSetWatch.com, you might also want to check out these CMP Game Group sites:

Gamasutra (the 'art and business of games'.)

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Weekly Archive

WorldsInMotion.biz [Twitter / RSS feed] discusses the business of connected games - from social gaming through free to play games to core MMOs and beyond - and is created by the folks behind:



Copyright © 2008 Think Services