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In recent years, virtual worlds (also known as massively multiplayer online games, or MMOs) have shown tremendous growth in terms of user numbers and revenue. However, the market for them is currently in tremendous flux, with the most well-known sub-genre — the subscriber-based fantasy role playing games (MMORPGs) — suffering a growth plateau, due to the dominating success of World of Warcraft. At the same time, user activity in “freemium” virtual worlds continues to explode, most especially in the tween/adolescent market, which is likely to reach a market saturation point soon, though monetization prospects for all but the established players remain uncertain. The explosion of social networks, which share numerous traits with virtual worlds, have created a new potential audience for this genre, while the mass adoption of web plug-ins and smartphones like the iPhone have opened up new markets for the genre.

In this transitional period, many of the best investment and growth opportunities to watch are not the worlds themselves, but the solution providers offering developers the means to better monetize their existing MMOs. Opportunities also exist in niche MMOs that appeal to consumers seeking entertainment outside the established fantasy and kids social MMO space. However, new players that would enter this already crowded market must foster a community of users by rewarding user-created content and continued engagement, while also being architected with multiple revenue streams and play platforms. Read more at GigaOM Pro »

Users of IMVU, the popular web-based virtual chat room network profiled on GigaOM last June, can purchase songs from a catalog of 1 million tracks, either as a stream to be played within IMVU or as DRM-free MP3s they can play anywhere. Read more »

Judging by the geek cocktail buzz I keep hearing over RocketOn, the web-based “parallel virtual world” being developed by the Bay Area startup with the same name, I’m not the only one excited about its Sept. 15th launch. RocketOn CEO Steve Hoffman and Co-founder Eric Hayashi […] Read more »

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Second Life is either peaking or busy crossing the chasm, depending on who you believe. IMVU stealthed its way to tons of users. Club Penguin found its windfall by figuring out how to reach children safely. Blizzard had revenues of $1.1 billion last year. Qwaq makes […] Read more »

The other virtual shoe finally dropped today– after a year and a half of rumors, Google (GOOG) now brings us Lively, a web-driven mini-virtual world. Not a contiguous, immersive, fully user-created metaverse like Second Life, as it turns out– so it’s not really a direct competitor– […] Read more »

Flying under the proverbial radar for the last four years, the web-based virtual world chatroom IMVU has released new jaw-breaking data: Since April 2004, it has amassed 20 million registered accounts, with 600,000 of those active monthly users. By comparison, Second Life took five years to […] Read more »

While it may temping to lump every game that has chat or a shared leaderboard under the social gaming umbrella, to do so muddies the water of a category that just may be the natural progression from social networking. It’s time to define what we mean by social gaming, so that we can better focus on the actual value we are creating for the players themselves — and avoid the trap of slapping a sparkly new phrase on any gaming startup that wanders onto the scene. Read more »

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