Posts Tagged ‘Stardoll’

KZero clocks 579m registered virtual world accounts

Thursday, July 23rd, 2009

Virtual Worlds consultants and analysts KZero recently pumped out two mid-summer virtual world statistics that should get you to sit up and pay attention. They’ve provided not only a breakdown of where people are headed, but what age groups are predominant in these virtual worlds.

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Admittedly, the first set up stats is slightly complex at first glance, but upon further inspection, these charts are nothing short of eye opening.

This chart visualizes ages breakdowns and the associated virtual worlds that these ages are taking part in, along with each individual world’s launch data and timeline.

If pretty circular chats with fancy blue and red dots don’t really do it for you, KZero has gone the extra mile and broken things down even more. According to their research, the Q2 2009 virtual worlds sector inhabitant count now stands at 579 million. This number represents a 38.6 percent increase over Q1, where inhabitant totals stood at 417 million.

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Taking data-points of the average age of users within each world, and then allocating this data to all accounts, KZero affirms that predominant age in these worlds is 14. The majority of these VW inhabitants come from big players including Weeworld, Habbo, and Stardoll.

Having a different look at the same data, the graph below represents cumulative registered accounts by age.

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There’s obviously a plethora of activity in the 5-14 age group, a moderate increase from 15-20, but after that, a relatively flat curve. For the purposes of this study, Second Life was excluded.

As KZero points out, the majority of activity, and associated monetization scramble, is happening in the 10-15 year old age group. Totaling 334 million registered accounts, over 57 percent of the entire segment, this age segment represents the largest potential for growth. Holding 19 percent of the entire segment is the 5-10 year old age group. Clearly, youth oriented virtual worlds such as CampFu are smack dab right in the middle of the majority of virtual worlds citizens’ radar.

 

Piczo calls it a day, joins forces with Stardoll

Monday, March 9th, 2009

San Francisco based teen social network Piczo looks as though they’ve called it a day with trying to make it on their own, and will be joining the Stockholm, Sweden based teen-girl dress-up site StardollPaid Content UK reports that Piczo will remain independent, however together with Stardoll, they are forming “The Stardoll Network”.  This new network will also include a third member, Paperdoll Heaven (A free title, ad supported).

stardoll1While mainly photo sharing based Piczo claims over 30 million registered users, with 10 million monthly unique views, they’re still a relative ‘unknown’ in the social networking scene.  Part of this low profile stems from the sites’ user base itself – a demographic comprised mainly of 13 – 16 year olds.  In comparison, larger social networking sites such as Facebook, MySpace, and Bebo have an average user age significantly higher.

Stardoll shares a similar story, while flying well below the ‘grown-ups’ radar, the site has been a hit with it’s not always easy to please target audience: teenage girls.  Stardoll currently reports 27 million accounts, and not only allows users to naturally dress up dolls in any way they wish, but have also been courting pop stars to create their own alter-egos.

The third member of the Stardoll Network is Paperdoll Heaven, launched last December.  The name was the original name for Stardoll itself when it launched in 2004.

What is particularly noteworthy about the newly formed Stardoll Network is that they’ve truly got a mixed bag here.  It looks as though the Network is placing one of the big three monetization modules in each child site.  Stardoll includes microtransactions, Piczo includes a ‘Piczo Plus’ option (subscription), and Paperdoll Heaven will be free via ad-support.

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New York Games Conference Agrees: Microtransactions are the way to go.

Friday, October 3rd, 2008

While the New York Games Conference came to a close last week, there were a number of great discussions and roundtables that kept us all informed and entertained.  One ‘Debate Club’ discussion that really stood out to me was the “Get a (Virtual) Life! The Challenges and Opportunities for Monetizing Virtual Worlds and MMOGs” talk.

Coming directly from the nygamesconference.com site:

Get a (Virtual) Life!  The Challenges and Opportunities For Monetizing Virtual Worlds and MMOGs
The lines between social networks, virtual worlds and games are blurring – so how do you monetize these new social gaming environments?

This panel will discuss the relative effectiveness of premium subscriptions, sales of music, video and virtual goods and ad supported content. What is working and what isn’t? How are brand marketers and their agencies navigating this new space? How do advertisers measure ROI and the effectiveness of these new and relatively untested campaigns? How do you handle license and rights issues as well payments effectively? This group of panelists will share their experiences with different business models as well as give advice for how to make smart marketing investments in this ever-changing landscape.

Panelists
Craig Sherman, CEO, Gaia Online
Matt Palmer, EVP & GM, Stardoll
Andrew Schneider, President & Co-founder, Live Gamer
Rob Uhrich, Senior Director, Digital Markets, PaymentOne
Sean Kane, Attorney & Consultant, Drakeford & Kane LLC
Jeff Freedman, Dir of Strategy and Bus Dev, Millions of Us / Virtual Greats

Moderator
Eric Goldberg, Managing Director, Crossover Technologies

While the topic is always certain to bring up a whole slew of varying opinions, all parties involved did manage to agree on one thing: microtransactions are the future of gaming.

Some highlights of the talk include an interesting discussion regarding young people and why they are an ideal market for microtransactions.  Games allow this group a freedom of expression and creativity within their own world.  Stardoll was used as an example whereby users can create a MeDoll, an in-game avatar that is based on an actual picture of the user.  These users can design and buy items for their rooms and personal clothing – thereby providing said outlet for individual creativity and expression – at a cost.
How to pay for it all was another interesting bit.  The panel discussed pros and cons of each side of the pre-paid cards vs. paypal argument, including the often tricky question of ‘Users are often under the age of 18’ question.  By being under 18 years of age, users are technically not able to enter a legally binding contract.  That and not too many 14 year olds that I know have a credit card.

While pre-paid cards and paypal were discussed, I think it was actually an over exertion of a very simple question: How do we actually handle and implement microtransactions?  Clearly a paypal method can work, but has tons of room for errors and problems (think fraud chargebacks), and pre-paid cards are good, but don’t allow for what most game publishers are looking for: an instant transaction, while gamers are looking for an instant gratification.  In other words, even if you’ve purchased a pre-paid card, that doesn’t always mean it’s fully loaded and ready to go for that super swanky 2008 NY Jets Brett Favre jersey Tommy from Wisconsin wants to dress is avatar in.

fatfoogoo is the answer to this debate topic.  By integrating a fully functional and real world tested in-game economy, publishers, producers, and operators can simply skip steps 2, 3 and 4, and start implementing their own microtransaction method today, not 9 months from now.

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