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Monday, March 01, 2010

Random 3D Virtual World Statistics

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
  • 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 virtual world of Whyville, aimed at providing an educational virtual world for kids, turned 11 years old in March 2010. From Whyville
  • 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
To see a great list of virtual worlds and some videos to boot, go to ArianeB's 3D Virtual Worlds.  What statistics or links would you like to add?

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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Mark Copeman said...

Great list Karl... You can add this report to the list... A report about the multi $bn marketplace of buying things which don't exist. Nuts but true.

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