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3-D virtual world applications for enterprise use will grow into an industry earning $8 billion to $10 billion in annual revenue by 2014, according to a new report from GigaOM Pro (subscription required). Today, virtual worlds are primarily associated with role-playing games and avatar-based chat, but […] Read more »

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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 »

A total of $594 million was invested in 63 Virtual Worlds in 2008, according to Austin-based trade show company Virtual Worlds Management. That may seem like a lot, but that’s down from the more than $1.4 billion in 2007 (their estimate), a figure that was hugely […] Read more »

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 »

While slightly down from previous quarters, investment in virtual worlds continued at a good clip in the third quarter. Total investment for the year to date adds up to nearly a half billion dollars. Read more »

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I still haven’t gotten around to unpacking from last week’s Virtual Worlds Expo in San Jose, Calif., but I have had time to streamline the biggest takeaways from the conference into a personal top five list: Big Tech Doubles Down on Virtual Worlds: IBM (IBM) announced […] Read more »

[qi:020] First the good news: virtual worlds are experiencing their own dot com boom. Now the bad news: virtual worlds are experiencing their own dot com boom. Tomorrow and Thursday, the second Virtual Worlds Conference and Expo launches in San Jose; the first one went off […] Read more »