Virtual Worlds Providing Real-Life Experiences for Kids
A critical eye's been fixed on virtual worlds and gaming in general lately, with academics, pundits and parents wondering whether such play is constructive-- or destructive-- to children. Examining the issue is London-based Brunel University's School of Sport and Education, where Dr. Simon Bradford and Nic Crowe followed a group of kids ages 13 to 16 for three years, as they played RuneScape, a fantasy MMO from Jagex.
According to the press release, the research found that rather than creating a legion of pale, anemic shut-ins, online worlds "enhance, rather than constrict the imagination of young people," by letting them experiment with different identities and abilities, and try their hands at opportunities and situations they might not have access to in their offline lives.
"We met many players taking part in online role playing, sometimes to extend or to compensate for experiences in the real world," said Dr. Bradford. "For example, young people whose parents could not afford a summer holiday enjoyed virtual holidays online– hanging out with friends, visiting beaches and going to clubs at night to meet new people.”
Further, according to the study, kids seem to be able to reap benefits from interacting in virtual worlds that reach beyond leisure, such as managing virtual currency and property. Bradford noted "how entrepreneurial young players engaged in business deals online, experiencing positive opportunities often not open to them in the material world.”
It isn't immediately clear what specific markers were used to evaluate the study participants, or how many there were. Still, Brunel says it plans to continue its research into gaming, hoping to study behavioral differences in gender next.



Technology-focused research organization Yankee Group has released a report titled "Wither Second Life?" Examining the impact of the slowing rate of growth for Linden Labs' virtual world, which has waned since its peak in October 2006. The report also found that user engagement with Second Life has "leveled off" at 12 minutes per month, contrasting those figures with the steady increases seen by sites like MySpace and Facebook. As to the latter, Yankee Group pegs the average time spent per user at 186 minutes per month, a 24 percent increase over the last six months.
Virtual Worlds Management
The Gartner analyst group has released some research on what it calls "Generation V" (Generation Virtual), and says that in 10 years, the largest influence on all purchases will be the virtual experience associated with them. Gartner states that by 2015, more money will be spent on sales and marketing online than off, with this Generation V driving the trend.
CBC News has an article about some
Market research Strategy Analytics has launched new research into various factors required to capitalize on virtual world trends, looking into consumer behavior, benefits to business and other issues.
In its first-ever quarterly online game subscription tracking report - covering October 2007 to March 2008 - the NPD Group has gathered data claiming that online subscriptions, including MMO, casual, and console titles, represent over $1 billion annually to the U.S. gaming industry.
Virtual worlds are a "powerful and engaging" interactive alternative to more passive activities, such as watching television, potentially enabling children to rehearse useful real-life activities in a virtual space, according to a
The Nelson Marlborough Institute of Technology will receive a $500,000 grant from the New Zealand government's Encouraging and Supporting Innovation fund for a new project exploring the potential of virtual worlds as an educational platform,
One to One Interactive research arm OTOinsights has released a report entitled
U.S. MMORPG publishers may need to offer more free-to-play titles - not games with subscriptions models - to attract new players and grow the market, according to
A recent Manchester University study on gold farming pegs it as a $500 million global market, where some 400,000 workers -- 80 percent of which are based in China -- earn an average of $145 per month.
Internet traffic analyst Hitwise posted

Game Developer Research has revealed select results of its
New data from analyst group Pearl Research shows that China's online games market grew 63 percent in 2008 to a total $2.8 billion.







