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Kids and Teens: Virtual Worlds Open New Universe

Published by: eMarketer

Published: Sep. 1, 2007 - 30 Pages


Table of Contents


Executive Summary

US Child and Teen Internet Users* Who Visit Virtual Worlds, 2006-2011 (millions and % of total Internet users ages 3-17)

Issues & Questions

The eMarketer View

Key eMarketer Numbers - Kids and Teens Online

Trends in Online Activity

Internet Usage Still Increasing

US Child Internet Users, 2006-2011 (millions and % of total population ages 3-11)

US Teen Internet Users, 2006-2011 (millions and % of total population ages 12-17)

US Internet Users, by Age, 2007 (millions and % of total)

US Internet Users, by Age, July 2007 (thousands and % of total)

US Internet Users, by Age, July 2007 (thousands and % of total (1))

US Teens* Who Have At-Home Internet Access, May 2007 (% of respondents in each group)

US Children and Parents Who Use the Internet, by Age, 2006 (% of respondents in each group)

US Internet Users, by Age and Gender, July 2007 (thousands and % of total in each group)

TV and Internet Command Attention

Time Spent on Select Media by US Teens, 2004-2006 (hours per day)

Media that Would Be Missed the Most by US Kids and Teens, by Age, April 2006 (% of respondents)

Most Important Consumer Electronic Device Used on a Regular Basis according to US Tween and Teen Internet Users, by Age, March 2007 (% of respondents in each group)

Gender, Games and Online Socializing

Frequency of Internet Use among US Teens* with At-Home Internet Access, May 2007 (% of respondents in each group)

Weekly Activities of US Child and Teen Internet Users, by Gender, December 2006 (% of respondents)

Time Spent on Weekly Activities by US Child and Teen Internet Users, by Gender, December 2006 (hours)

Communication Technologies that US Teens Use "Every Couple Days or More Frequently", by Gender, December 2006 (% of respondents in each group)

Favorite after-School Activities of US Children, by Gender, April-August 2005 & April-August 2006 (% of respondents in each group)

Virtual World Antecedents: Gaming

Video Games

US Video Game Players, by Age and Gender, 2007 (% of respondents)

US Kids and Teens Who Play Video Games, by Gender and Age, April 2006 (% of respondents)

US Teens Who Play Computer or Console Video Games Online vs. Offline, by Age and Gender, October-November 2006 (% of respondents in each group)

Types of Video Games that US Kids and Teens Like to Play, by Gender, April 2006 (% of respondents)

Online Games

Online Activities of US Children*, Fall 2006 (% of respondents)

Select Online Consumer Activities of US Teens* in the Past Month, May 2007 (% of respondents)

Types of Game Played Most Often by US Online Gamers, 2007 (% of total units)

Virtual World Antecedents: Social Networking

Communication Technologies Used* by US Tweens and Teens, December 2006 (% of respondents in each group)

US Teen and Young Adult Consumers Who Have Used a Social Networking Web Site*, April 2007 (% of respondents)

Frequency of Social Networking Web Site* Usage among US Teen Internet Users, October-November 2006 (% of respondents)

Time Spent per Week on Social Networking Sites according to US Tween and Teen Internet Users, March 2007 (% of respondents)

Reasons that US Teen Internet Users Visit Social Networking Web Sites*, October-November 2006 (% of respondents)

Methods by which US Teen Internet Users Communicate with Friends Using Social Networking Web Sites*, October-November 2006 (% of respondents)

Consumer Use of Virtual Worlds

US Child and Teen Internet Users* Who Visit Virtual Worlds, 2006-2011 (millions and % of total Internet users ages 3-17)

Creative or Authoring Online Activities* of US Tween and Teen Internet Users, March 2007 (% of respondents)

Weekly Online Activities of US Tween and Teen Internet Users, March 2007 (% of respondents)

Weekly Participation in Virtual Worlds among US Child and Teen Internet Users, by Gender, December 2006 (% of respondents and hours per week)

US

US Unique Visitors to Select Virtual World Web Sites, July 2006 & July 2007 (thousands and % change)

US Unique Visitors to Select Virtual World Web Sites Aimed at Children and Teens, January & July 2007 (thousands and % change)

Market Share of US Visits to Select Virtual World Web Sites, July 2007 (% of visits to all Web sites and % change)

Top 10 Web Sites among US Children Ages 2-11, Ranked by Audience Composition, July 2007 (unique visitors in thousands and % composition)

US Unique Visitors to Select Virtual World Web Sites Aimed at Children and Teens, by Age, July 2007 (unique visitors in thousands and % of total)

Top 10 Web Sites among US Teens Ages 12-17, Ranked by Audience Composition, July 2007 (unique visitors in thousands and % composition)

US Unique Visitors to Select Virtual World Web Sites Aimed at Children and Teens, by Gender, July 2007 (% of total)

Worldwide

Worldwide Unique Visitors to Select Virtual World Web Sites, June 2006 & June 2007 (thousands and % change)

Active Second Life Residents Worldwide, by Region, March 2007 (thousands of unique users, % market share and % increase vs. January 2007)

A World for Every Interest

Characteristics of Select Virtual World Web Sites Aimed at Children and Teens, 2007

Children’s Entertainment

Virtual World Profile: Club Penguin, 2007

Fashion, Dolls and Avatar Creation

Virtual World Profile: Stardoll, 2007

Toy Tie-Ins

TV and Media Tie-Ins

Virtual World Profile: Virtual MTV*, 2007

Teens and Young Adults

Virtual World Profile: Gaia Online, 2007

Adverworlds

Virtual World Profile: Coke Studios, 2007

Ad Models

Virtual Laguna Beach and Pepsi

Whyville and kajeet

There.com and Capitol Music Group

Measuring Virtual World Advertising

Ad Measurement Offerings of Select Virtual World Web Sites Aimed at Children and Teens, 2007

Virtual World Ad Spending

US Virtual World Advertising Spending, 2006 & 2012 (millions)

US Video Game Advertising Spending, by Segment, 2006 & 2012 (millions)

Massively Multiplayer Online Game (MMOG) Subscription Revenues in North America and Europe, 2006 (millions)

Key Factors

Worldwide Video Game Advertising Spending, 2006-2011 (millions)

US Video Game Advertising Spending, 2006-2011 (millions)

Worldwide Online Social Network Advertising Spending, 2006-2011 (millions)

Issues

Interoperability

COPPA, Regulations and Safety Concerns

Conclusion

Related Information and Links

Related Links

Contact

Report Contributors

About eMarketer

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Abstract

For marketers trying to figure out how to reach kids and teens on social networking sites, there is a new game in town: virtual worlds.

The Kids and Teens Online report analyzes the ever-changing trends and forces affecting marketing to the 3-to-18-year-old segment.

eMarketer estimates that 24% of the 34.3 million child and teen Internet users in the US will use virtual worlds on at least a monthly basis in 2007. By 2011, 53% of them will be going virtual.

Key questions the "Kids and Teens Online" report answers:
  • How many kids and teens use virtual worlds?
  • How do video games and online social networks relate to virtual worlds?
  • What are the various types of virtual worlds?
  • How can marketers use virtual worlds to reach kids and teens?
  • And many others...
eMarketer Reports—On Target and Up to Date
The Kids and Teens Online report aggregates the latest data from marketing and communications researchers with eMarketer analysis to provide the information you need to make the right business decisions—right now.

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