Virtual Worlds Factsheet
  • Virtual worlds are online environments that allow users to interact with hundreds to thousands of other people in real time. These worlds are persistent, in that they exist even after a user has logged off.
  • MMOs (massively multiplayer online games) are one type of virtual world with objectives and goals for users to achieve via game play. Notable examples include “World of Warcraft,” “EverQuest II” and “Audition.”
  • Social virtual worlds are another type of virtual world. In these worlds, there are seldom explicit game goals or points. Instead, users focus on chatting, mingling, and decorating their homes and avatars. Notable examples include “Second Life” and “Habbo Hotel”.
  • MMOs, like “World of Warcraft” or “EverQuest II” typically charge a monthly subscription fee of approximately $15 per month. Social virtual worlds, such as “Second Life” or “Habbo Hotel” on the other hand, are typically free to play, but users pay small amounts of money to purchase virtual accessories, such as clothing and furniture. In some cases, such as “Runescape”, virtual worlds are free to play, but charge users a subscription fee to access premium content.
  • The Walt Disney Co. recently paid $350 million for “Club Penguin,” a virtual world for kids.
  • The most popular virtual world in the United States is “World of Warcraft,” which debuted in 2004 and now has more than 2 million U.S. players and 10 million worldwide. (Blizzard)
  • There are 73 million online gamers worldwide. (E. Castranova)
  • The average MMO gamer spends 20 hours a week playing online. (N. Yee)
  • Approximately 8.2 million kids in the United States, or roughly 24 percent of 3- to 17-year-olds online, log onto a virtual world each month. (eMarketer)
  • By 2011, an estimated 53 percent of U.S. children and teens online will visit virtual worlds. (eMarketer)
  • MMO gamers range from ages 10 to 70. (N. Yee)
  • Average age of online gamers: 26. (N. Yee)
  • Age demographics for MMO gamers: (N. Yee)
    • 43 percent are ages 18 to 49.
    • 35 percent are under 18 years old.
    • 19 percent are age 50 and over.
  • Gender demographics for MMO gamers: (N. Yee)
    • 85 percent male
    • 15 percent female
 

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