Unemployment is on the rise. Housing prices are down. Flat is the new up.
Is there no place where the economy booms?
Look no further than your nearest teen-targeted online virtual world that encourages users to evolve their offline and online identities through the acquisition of virtual goods. At least that's what a recent WeeWorld survey suggests.
Continue reading "WeeWorld Survey: Teens Still Willing to Spend" »
The New York-based Conference Board, a not-for-profit
research group focused on economic indicators and trend analysis, is notorious
for its Leading Economic Index, a monthly roundup of leading indicators
designed to forecast economic trends six to nine months ahead. But the group
delves into all manner of data, including employment statistics, advertising trends, the
trending of CEO confidence, and its proprietary
Consumer Internet Barometer.
Today, the board delivered its assessment of the popularity of social
media and social networks, pointing to both the
"exploding popularity" of social networks such as Facebook, and a broad embracing of social networks
across generations.
Continue reading "Study: Number of "Social Networkers" on the Rise" »
Market research firm Strategy Analytics today released its forecast for growth within the virtual worlds sector and to say it sees growth would be an understatement. Overall, the firm said it sees the global population of virtual world users growing from 186 million today to almost 640 million by 2015 -- that's almost one hundred million new players a year, a nearly 25 percent compounded annual growth rate. The fastest growing demographic is kids between the ages of 5 and 9 which the company predicts will grow 27 percent; the current largest segment of virtual worlds players, tweens and teens, should grow by some 21 percent, according to the company.
Continue reading "Report: Virtual Worlds Growth to Skyrocket " »
Erica and Sam Driver, the principals and founders behind research consultancy ThinkBalm, have come up with an interesting twist to breath additional life into data the company released last month. Complimenting the results of the firm's ThinkBalm Immersive Internet Business Value Study, Q2 2009, they developed the ThinkBalm Data Garden in Second Life and are leading in-world tours.
The garden essentially provides a 3D, immersive, in-world proof of concept experience for those who may doubt the effectiveness of an enterprise-virtual world marriage. The researchers call the garden "a data visualization experience" built around the study.
Continue reading "ThinkBalm Leads Visualization Tours" »
One look at the environment in Second Life, for example, and
the conscious mind knows it is dealing with a virtual world; the same occurs
while attending a virtual event. Still, developers do their best to enhance the in-world experience, using every trick in the book to nudge one toward a suspension of disbelief. Take sound. It helps that the Second
Life servers manage VOIP as they do -- making it proximity based, tuning the vocals based on relative
position to, and distance between, avatars.
The veracity of in-world sound -- at least when it comes to
water and fluids -- may soon become even more realistic, due to the research of
two Cornell University researchers, associate professor of computer science
Doug James and graduate student Changxi Zheng. The two are scheduled to
present their findings at SIGGRAPH 2009, just two months away.
Continue reading "In-world Sound Gets Upgrade from Cornell Researchers" »
Habbo, which see more than 11 million unique users each
month, today released its annual Global Habbo Youth Survey Brand Update.
The study, says Habbo, explores teens' connection and interests toward
individual brands and highlights their preferences in categories
including consumer electronics, music, sportswear, and games. On the game/virtual worlds
front, Runescape maintained its number one status among US respondents, followed
by Gaia Online, IMVU, World of Warcraft, and Club Penguin. The full lineup of
10 most popular game and virtual world destinations, as well as top web sites, after the jump.
Continue reading "Study: Runescape, Gaia, IMVU Most Popular With Teens" »
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