Sitting at my virtual desk gathering statistics.
Here are some interesting Virtual World Statistics gathered from a number of different sources.
- In the fourth quarter of 2009, total registered accounts in the virtual worlds sector reached 803 million. This is a 19.7% (132m) quarter on quarter increase, from 671m registered accounts in the third quarter of 2009. From Virtual world registered accounts reach 800m Check out the great chart while you are there.
- The Virtual Worlds Best Practices in Education conference has received 150 proposals from around the world on best practices for education in virtual worlds. From Virtual Worlds Best Practices in Education Conference - March 12-13 PS. Look for guest appearance by Karl Kapp and Tony O'Driscoll talking about Learning in 3D.
- Virtual goods such as weapons or digital bottles of champagne traded in the United State could be worth up to $5 Billion in the next five years. From The US virtual economy is set to make billions
- In Asia, sales are already around the $5 Billion dollar mark and rapidly growing. From The US virtual economy is set to make billions
- About two thirds of the top 15 applications on Facebook are games. Those ten games are said to draw more than 100 million users a month. From The US virtual economy is set to make billions
- A total of $1.38 Billion was invested in 87 virtual goods-related companies worldwide in 2009 a huge jump from 2008 when $408 million was invested. From Engage Digital Media
- The single largest investment in the virtual goods space was $300 million. Invested by game publisher Electronic Arts who paid to acquire social games developer Playfish in November 2009. From Engage Digital Media
- The average UK resident spent about four times as much on virtual goods as his or her American counterpart. From US lagging behind UK in virtual goods uptake.
- World of Warcraft toped over 11.5 million monthly subscribers in 2008. From World of Warcraft Census Tops 11.5 million.
- The virtual world of Whyville, aimed at providing an educational virtual world for kids, turned 11 years old in March 2010. From Whyville
- The Second Life economy totaled $567 million US dollars in 2009 - 65% growth over 2008. From 2009 End of Year Second Life Economy Wrap up (including Q4 Economy in Detail)
- In Second Life, the total amount of virtual currency in circulation reached L$6.95 billion, growth of 23% over December 2008.From 2009 End of Year Second Life Economy Wrap up (including Q4 Economy in Detail)
- Second Life residents spent 481 million hours in world in 2009, 21% growth over 2008. From 2009 End of Year Second Life Economy Wrap up (including Q4 Economy in Detail)
- Second Life monthly repeat Logins reached an all-time high of 769,000 in December 2009, 15% growth over December 2008. From 2009 End of Year Second Life Economy Wrap up (including Q4 Economy in Detail)
- Second Life resident-owned regions reached 23,900 in December 2009, up 6% over December 2008. From 2009 End of Year Second Life Economy Wrap up (including Q4 Economy in Detail)
- Blizzard Entertainment, the company that created and maintains World of Warcraft, donated $1.1 million to The Make-A-Wish Foundation in February 2010. From Blizzard Press Release.
- EA, the large games publisher, plans to close several facilities and create a headcount reduction of approximately 1,500 positions. The majority of these actions will be completed by March 31, 2010. This plan will result in annual cost savings of at least $100 million. From Investor Relations Materials.
- Blending real-world stores and virtual worlds seem profitable. According to Build-A-Bear Workshop's released data from a recent survey, one out of every three guests who visit the virtual world have also recently visited a Build-A-Bear store. The company adds that 40 percent of girls aged 8-12 years old and 50 percent of girls aged 10-11 years old registered their Build-A-Bear stuffed animals at the Build-A-Bearville site. From Build-A-Bearville Shares Stats From Virtual World, Real Store Interactions
- Over 1,400 businesses, government organizations and agencies have used Second Life to hold meetings, conduct training and prototype new technologies as a solution hosted by Linden Lab since 2003. From Second Life Takes Virtual Reality Behind the Firewall at IBM, Navy
- A virtual egg sold for $69,000 US dollars in the MMORPG of Planet Calypso. This following the huge sale of the Crystal Palace Station for a record-breaking $330,000 US dollars in the Planet Calypso virtual world. From Planet Calypso Sees 2nd Amazing Sale of the Year Unique Virtual Egg Sold for Over $69,000.00 USD
- Sony's virtual world, PlayStation Home, has over 10 million residents. From PlayStation Home Taps Sodium, Microtransactions As Users Increase
Other lists of statistics you may find interesting:
Random Web 2.0 Statistics
Video Games, Education and Entertainment Statistics
Learning Statistics
UPDATE: SEE MORE RANDOM WEB 2.0 Statistics at More Random Web 2.0 Statistics Post
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Catalog of Recommended Books, Games and Gadgets Recommended Games and Gadgets Recommended Books Content Guide
2 comments:
Great list Karl... You can add this report to the list... A report http://bit.ly/3mZ0wX about the multi $bn marketplace of buying things which don't exist. Nuts but true.
Thank you for these articles published, both for me to learn more knowledge...
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