Oct 092010
 


This is a brief description and support page for the October 2010 released iPad app Social Media Counts one of several non-client commissioned MUVEDesign smartphone apps.

Get it via the iTunes App store now or go to the Apple App preview page

1.0 RELEASE VERSION 1.0 – Description and screen shot

Social Media Counts is an amazing and hypnotic real time display of eighty four user, content and business metrics across social media, games, mobile and traditional or heritage media. The data is based on actual reported numbers which are listed in the embedded info panel and this rolling ‘count-up counter’ is a projection forward in time based on these real numbers. With over 40 million impressions already of the embeddable flash version across the web this counter gives real insight into the tsunami of content, proliferation of devices and the money being made from a range of entertainment and services.

Features

include the ability to switch in real time between the social. mobile, games and heritage lists as well as step forward in increments of day, week, month and a fixed view of a year ahead. You can also reset the counter at any point using the ‘begin’ button. An info screen contains a list of most of the data sources used in the counter and a web link takes you to a web page with these listed and links to the sources pages also.

Please Note: The application is intentionally not highly interactive as it is meant to be used as a display in portrait mode only, making it readable at presentations and demonstrations to others in small meeting environments as it allows easy visibility of the amazingly large growing numbers.

The app will be updated regularly – approx once a month with updated statistics where available and suggestions are always welcomed for new, remarkable figures (make sure you have a reliable per day, month or year figure though!)

For reference here are the current list of real time counter metrics being displayed:

Social Media Tab

new blog posts, members added on Facebook, US dollars spent on virtual goods globally, tweets sent on Twitter, videos watched on YouTube, iPhone apps downloaded, US dollars spent on Facebook gifts, hours uploaded onto YouTube, new Twitter accounts, text messages inside Second Life, US dollars made from global messaging & data, iPads sold, new members on LinkedIn, pieces of music bought on iTunes, searches made on Google, emails sent globally, US dollars made in ad revenue on Facebook, sms’s sent worldwide, photos uploaded to Facebook, images uploaded to Flickr, new internet users globally

Mobile Media Tab

new mobile phones shipped, US dollars generated from mobile games, sms’ sent worldwide, new phones GPS enabled, US dollars made by global mobile data, WiFi and 3G iPads sold globally, iPhones sold, GBs sent across all mobile devices, hours of mobile video watched in USA, US dollars made from all mobile services globally, new users of mobile social networks, US dollars spent on mobile advertising worldwide, new mobile subscribers globally, new portable pcs / laptops shipped, mms messages in the US, iPhones unlocked, US dollars made from mobile music, people using location mobile services logged onto the web using mobile, made from mobile video, new mobile 3G subscribers globally

Games
join a ‘social’ game from Zynga, US dollars made from MMOG players China, quests completed by WoW players, US dollars revenue from games sold in US, user2user tranactions Second Life, transactions in Eve Online, game units sold worldwide, US dollars spent on virtual goods globally, new global MMORPG subscribers, US dollars generated from Virtual World ads, logged into Fantasy Westward Journey, virtual goods created in Second Life, US dollars invested in Virtual World companies, new US kids (3-11) subscribing to VWs, messages between Second Life users, players transactions in Eve Online, US dollars net revenue made World of Warcraft, portable game units sold, user hours by Chinese online gamers, messages posted on Gaia forums, user hours by Second Life users

Heritage Media
US dollars made at the US box office, US dollars lost to US economy due to movie piracy, read a newspaper in the US, Dollars TV revenue generated globally, single music tracks downloaded, attend a US orchestral concert, US dollars made from global print ads, US dollars total spend making Australian films, US dollars total spend on making UK films, US dollars wages for jobs in US movie industry, US dollarshardcover books sold worldwide, kindle books sold just by Amazon, people in US tuning into radio, US dollars made from music concerts worldwide, US dollars made from DVD & Blu-ray in US, US dollars lost by pirated music & movies Spain, US dollars made from all music worldwide, hours of TV watched by all UK viewers, movie tickets sold US EU China Japan,US dollars spent on new TV sets in the US, printed press page views

Mar 112009
 

Below are my introduction slides from ad:tech 2009 earlier this week. It is such a short time (each panel is given 50 minutes) to cover such a vast area and myself, Jeff (habbo.com.au) and Mitch (SmallWorlds.com) were all struggling to impart tons of great info/examples and have enough time to get interactive. I hogged the first 15 minutes by giving a broad overview and some examples I have been involved in that fitted the brief of the talk.

Below are my slides, a little descriptive text below that and at the bottom of this post some deeper insight into SmallWorlds (given most of my readers probably know Habbo already? – If not, Why Not!? ). I included one slide from Jeff Brookes set looking at Hitwise’s stats on browser worlds and other sites in terms of session length which will no doubt raise a few eyebrows!

Virtual Worlds & Business: What’s The ROI?

Virtual worlds are maturing at a rapid rate and brands are realising there are valuable business opportunities within them. Whether the objective is engagement, research or brand presence, virtual worlds are proving to be a legitimate marketing channel. In this session our panel will look to provide insights into the business benefits of working within a virtual world.

Presenters

  • Gary Hayes, Director, Laboratory for Advanced Media Production, AFTRS & CEO MUVEDesign (Australia’s leading SL developer!)
  • Jeff Brookes, Regional Director – Asia Pacific, Sulake Corporation (habbo.com.au)
  • Mitch Olson, Co-Founder, SmallWorlds.com

There were several important messages in my introduction. Firstly making sure we all understand the different platforms social virtual worlds are operating on so I briefly described

  1. Layered or Parallel worlds – cute 2D type avatars that move over the top of 2D web
  2. Browser Worlds – walled garden that run inside web browsers, often as isometric views as flash or shockwave
  3. Client Worlds – anything from 20MB to 3GB downloads of data and the world is obviously much richer than browser worlds but do need higher spec computers
  4. Console Worlds – a relatively new kid on the block, social spaces that exist on games consoles. All the rendering grunt is there and the avatars are often linked to the PS3, Wii or XBox360 real life account. PS3 Home is the easiest way to match to worlds like Habbo or There.com
  5. Note there are hybrids of the above and I would put ExitReality down as a hybrid of 1 and 3 as it turns a web page into a client style world

Here are the images of the above part of the presentation

worlds_platforms

I decided that a good ‘spine’ to hang the introduction on was the sort of negative questions floating around from those who don’t really understand what’s happening with web 3.0, the live virtual world space. This includes the paranoid printed press, a few out-of-touch businesses, and digital media companies/consultants more interested in iPhone/mobile games or Facebook widgets which is something they can truly explain (read: make money off).

Press hyperbole or myths?

  • Virtual Worlds are on the decline?
  • There’s no one in them?
  • & people don’t spend long there?
  • They are for kids or social ‘games’ not business?
  • There are no marketing models?

But I then addressed each question in turn showing real world stats and examples. Obviously in recession investment in new tech/services are going to be hit and recent reports do suggest a consolidation of investment into kids worlds, hinting at a lowering of VC in the ones I highlighted in my presentation, but this whole area is still something education & business are advised to R&D and understand fully – as a minimum. As we know it will be new ways of doing business, more immersive and efficient ways to collaborate and alternate forms of entertainment that will be partly what will bring us out of recession.

I finished the talk with a quick overview of the main models that virtual worlds (and most online games) can be monetized. Items 1, 3 and 4 were picked up in a talk on the 2nd day of ad:tech looking at how Nike engaged with console ingame campaign experts Massive across a few platforms.

  1. Static Advertising
  2. Promotions & Sponsored events
  3. Virtual Goods & Product Placement
  4. Dynamic InWorld Advertising
  5. Branded Spaces
  6. AdverWorlds & AdverGames

After my talk some great examples from Jeff Brookes from Habbo followed by Mitch from Smallworlds. I am always fascinated by the methods Habbo engages with its loyal and large community and was equally fascinated by Small worlds thinking too and how they are ‘integrating’ themselves with the existing 2D social networked web. This video by the infamous Robert Scoble features Mitch Olsen and Ted of SmallWorlds

They talk about the main traditional world features but then go onto the interesting areas of embeddable worlds (the Google Lively Killer app – not exploited), API integration with almost anything (twitter feeds, YouTube vids, FB updates on walls anyone) and the most interesting ‘missions’. You are encouraged to explore, meet folk, shop and basically get involved – Mitch says this is like the LinkedIn profile thinking, until your profile is 100% filled in you feel like you are missing out. I likened it much more like World of Warcraft, set players tasks, set them group tasks, give them rewards. This to me could be SmallWorlds real killer applet. At the moment they have around 400 000 users and that looks set to take off in the next months.

Tony Fendall blogged about a particularly cute feature that allows (his words) –

One important thing which was missed is that they didn’t have time to talk about all the cool micropayment features (which Ted alludes near the end) such as Gambit, OfferPal and Zong. Gambit and OfferPal are both services which allow users to earn SmallWorlds currency by completing tasks. These tasks include things such as answering surveys and give amounts of currency proportional to the amount of effort put in. This is a great way for players (who may not have a credit card) to still be able to earn a premium SmallWorlds experience. Zong is a simple cell phone payment service, where by users can pay for a premium SmallWorlds experience using their mobile phone. For an excellent look at how we have integrated Zong into SmallWorlds, check out this YouTube video created by the developers at Zong:

Note a cross post from Gary’s other main blog personalizemedia

Feb 032009
 

cnn_001I received an email from Karen iReport (Second Life name obviously) that CNN have now moved on from a small ‘hub’ presence in Second Life and onto their own island – which now includes a ‘classic’ automotive theme. It is great to see a positive growth move from CNN given the exit of Reuters not so long ago – I quote from her press release / email to me.

As a matter of fact, CNN is no longer a hub within SL, we have moved to our own island!

The new space features ‘in-world’ geographic elements and meeting spaces, including a virtual drive-in theater, complete with a snack bar and vintage cars where visitors can view recent in-world iReports, pick up iReport gear to dress their avatars and check out the iReport.com/secondlife page.

As you can see, as others are abandoning their presence in the SL community, CNN’s mission for iReport within Second Life remains as it did upon launch in 2008: to provide Second Life residents a way to identify and share news and events happening within their virtual community through the submission of ‘SL iReports’.

To celebrate our expansion, please join the in-world iReport staff and SL residents on Tuesday, Feb. 3rd, from 12 noon ET noon to 6 p.m. ET (9am SLT – 3pm SLT). We’re going to have an open house including some very special guests, and island tour (click here to view screen shots of the enhancements) and even some dancing!

Hope you can make it…

and more from the official release on the CNN site

CNNBuilding upon the popularity of iReport in the virtual world of Second Life, CNN has relocated to its own island. This island features new ‘in-world’ geographic elements and meeting spaces, including a virtual drive-in theater complete with a snack bar and vintage cars. CNN’s mission for iReport within Second Life remains as it did upon launch in 2008: to provide Second Life residents a way to identify and share news and events happening within their virtual community through the submission of “SL iReports.”

Jan 272009
 

I was looking for one place on the web that had a list of the mix of male and females across the ‘game/virtual world’ space. I have actually found it useful to quote many of these stats to clients who still believe console games, online ‘quest’ based games and virtual worlds are still the domain of twenty something, slightly overweight, couch potato, anti-social males. Nothing could be further from the truth. There are lots of Australian centric insights (eg: SMH here “Never too old to play“) But these are more global or US based. Read on and in no particular order!

“Games Women Play” Sep 08  from the Edge

  • Online casual games bring in 150 million women every month– roughly half the population of the United States.
  • Nearly two-thirds of women casual players online are over 35.
  • Women play casual games 5 to 10 hours per day – significantly greater than the 7.4 hours per week by a survey by the Casual Gaming Association.
  • Competition, rather than simple relaxation or escapism, motivates them to play.
  • Female players who are 18 and older represent one third of the game-playing population while male players who are 17 or younger represent only 18 percent of casual gamers
  • Playing casual games is often the first thing women do after waking. They check their ranking and play for on average of 2 ½ hours every morning.
  • Women engage in trivia games with the family members but play action games alone.
  • Most women players are married or in a relationship and have children.

Online Gaming Popularity Grows Among Youngest and Oldest Female Segments in the U.S. ComScore report.

  • Significant user growth among teenage girls between the ages of 12 and 17 and women between the ages of 55 and 64.
  • Growth in the 12 – 17 age range was 55% compared to the total female online gaming audience rate of 27%
  • The over-55 age range grew 43%.

BBC 23 December 2008 “Battle of the Sexes”

  • It found that the most hard-core players are female, that gamers are healthier than average, and that game playing is an increasingly social activity.
  • Despite gaming being seen as a male activity, female players now make up about 40% of the gaming population.
  • The study (detailed link here from Wiley interscience) looked at gender differences in more than 2,400 gamers playing EverQuest II.

Industry Facts from Entertainment Software Association ESA

  • The average game player is 35 years old and has been playing games for 13 years.
  • The average age of the most frequent game purchaser is 40 years old.
  • Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent).
  • In 2008, 26 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999
  • Sixty-three percent of parents believe games are a positive part of their children’s lives.

GameBoy by Gary Hayes

Women Embrace Casual Games from RedHerring “Casual Gamers Anything But”

  • Spend as much as 20 hours each week playing their favorite games.
  • More than 70 percent said they play at night, and 58 percent have no children living at home.
  • Results from the Harris research reveal that 67 percent of the women over 40 who play games do so at least four times per week. Nearly half play every day.
  • Some 60 percent say they would rather play a casual game than talk on the phone or do projects around the home, while nearly 50 percent said they would rather play a casual game than go to a movie.

PDF report by Pew Internet. “Adults and Video Games”

  • More than half – 53% – of all American adults play video games of some kind
  • Independent of all other factors, younger adults are still more likely to play games.
  • Among older adults 65+ who play video games, nearly a third play games everyday, a significantly larger percentage than all younger players, of whom about 20% play everyday.
  • Gaming consoles are the most popular for young adults: 75% of 18-29 year old gamers play on consoles, compared with 68% who use computers
  • Computers are the most popular among the total adult gaming population, with 73% of adult gamers using computers to play games, compared with 53% console users, 35% who using cell phones, and 25% using portable gaming devices.

BBC 17 Sep 2008 “Online gamers are not unhealthy

  • The “couch potato” image of computer gamers is unfounded, with many in better than average shape, claim US researchers.
  • More than 7,000 players of the online game EverQuest II were quizzed about their health by scientists.
  • They found gamers’ body mass index (BMI) tended to be lower than the US average – with many taking “proper” exercise more than once a week.

Driving Force in Video Gaming: Women and Baby Boomers. Reported on PC World Aug 2008.  IBISWorld claims that:

  • 38 percent of US gamers are women
  • The average player is 35 years old
  • 24 percent are over 50.
  • The percentage of female video gamers climbed from 33 to 38 percent in five years bolstered in part by Nintendo’s Wii, but also “interactive group games” such as Singstar, Rock Band, and Lips, as well as The Sims, The Movies, Nintendogs and NeoPets.

Demographics of the top 3 games on Facebook – from Bret on Social Games

  • Scramble which is the only game among the top three developers dominated by women(63%).
  • The age of Zynga players is spread more evenly among the three age segments, but with ~50% in the 22-25 age bracket.
  • Blake Commagere’s Monsters games also have ~50% of their users in the 22-25 age bracket.
  • They also have a fairly even male-female ratio.

Second Life demographics and usage – reported by Lost in Bananaverse

  • 83.79% of the population is 25 years and older, and the older users spend far more time in Second Life than younger users
  • Females spent nearly twice as long online in Second Life as males. Females make up 45.5% of the Second Life population.
  • Total user hours for April totaled 29,069,684 hours
  • Those 45 and older continuing to be the heaviest users on average.
    • 45 and older: 70.17 hours per user per month
    • 35-44: 66.06 hours per user per user per month
    • 25-34: 55.55 hours per user per user per month
    • 18-24: 37.84 hours per user per user per month
    • Teen grid: 24.67 hours per user per user per month

The demographics of World of Warcraft (useful but old 2005 data from Nick Yee)

  • The average age of the WoW player is 28.3
  • 84% of players are male
  • 16% are female. Female players are significantly older (32.5) than male players (28.0)
  • On average, they spend 22.7 hours per week playing WoW.
  • There are no gender differences in hours played per week.

ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY 2008 SALES, DEMOGRAPHIC AND USAGE DATA (full report from ESA at Scribd)

  • 13 is the average number of years adult gamers have been playing computer or video games. Among most frequent gamers, adult males average 15 years for game playing, females for 12 years.
  • 59% of gamers play games with other gamers in person. This is a rise from 56% in 2007 and from 51% in 2006.
  • The average age of the most frequent game purchaser is: 40
  • 56% of online game players are male 44% are female.
  • What is the One Type of Online Game Played Most Often?
    • 12% Other
    • 47% Puzzle/Board/Game Show/Trivia/Card
    • 16% Action/Sports/ Strategy/Role-Play
    • 14% Downloadable Games Such as Bejeweled and Diner Dash
    • 11% Persistent Multi-Player Universe

Women are hardcore gamers from bNet in 2006

  • Electronic Arts’ casual game site Pogo.com draws 11 million unique users per month. Fifty-five percent of those are women.
  • On the subscription side, 75 percent of the more than 1 million subscribers are women over the age of 35.

Study: Women Gamers Outnumber Men in 25-34 Age Group – from GameDaily 2006

  • Consumer Electronics Association study found that 65 percent of women in the 25-34 age bracket play video games, while only 35 percent of men in that group said that they play video games. The key factor involved with these findings is the increasing popularity of casual games, especially among women. (These casual titles are typically found on web portals like Yahoo!, AOL Games, PopCap Games, EA’s Pogo.com and elsewhere.)
  • Women were found to be slightly less likely than men in the 25-34 bracket to play traditional console games on systems like PlayStation  or Xbox.

Old (2000) but interesting item on ‘gender bending’ in games from womengamers.com

  • 6% of subjects play female characters for 25% or less of their gaming time
  • 24% play females for 26-50% of their gaming time
  • 15% play females for 51-75% of their gaming time
  • 42% play females for 76-100% of their gaming time
  • 12% did not answer this question
Jan 212009
 

We are well into 2009 and there is a lot of news popping about the likely growth of social virtual worlds and their adoption. As a tangent game based virtual worlds are also still in relative growth as covered in SMH’s post Video games thrash movies and DVD, referring to the shift in Australia and reflected in the rest of the world, of more money spent on interactive vs passive entertainment ” video games industry is now double the size of the box office and more than 40 per cent larger than the movie disc industry in Australia”.

But back to social virtual worlds and I have quickly mapped some dates and SVW events (most are recent) onto a slightly modified Gartner ‘hype cycle’ curve. For the uninitiated here is a brief wikipedia definition.

Since 1995, Gartner has used hype cycles to characterize the over-enthusiasm or “hype” and subsequent disappointment that typically happens with the introduction of new technologies. Hype cycles also show how and when technologies move beyond the hype, offer practical benefits and become widely accepted.

Gartner Hype Cycle SVW

Of course in reality we have really been through a sine wave quite a few times since 1987 through 2005 but since the relative maturity of services like Second Life, There and others true and robust applications are emerging, beyond the traditional ‘gamer/entertainment’ use. MUVED created a post a few weeks ago showing widespread investment in a range of niche virtual worlds and this trend is seemingly continuuing apace. Raymond de Villiers, CEO of Wisdom Games is very bullish about the use of these worlds for business communication in a post entitled Growth of Virtual Environment Expected in 2009…

Continue reading »

Jan 162009
 

The Metaverse… the Final Frontier. These are the voyages of  Search Engine, Meta-mole. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly google where no search engine has gone before.

metamole

OK the folks at University of Teeside will probably not be calling to get me to write their taglines yet what they are doing with Meta-Mole is pretty adventurous and most importantly critical at the moment to glue the discontinuous metaverse. The Meta-Mole in simple terms from their press release is:

The Meta-Mole, created by the Centre for Design in the Digital Economy (D-LAB) based within the University’s Institute of Digital Innovation, will ultimately be a dedicated searchable online resource for the 350 plus virtual worlds currently existing on the Internet.
Continue reading »

Jan 152009
 

Senor Hontar: “We must work in the world. The world is thus.”
Father Altamirano: “No Senor Hontar…thus have we made the world. Thus have I made it”
Final lines of the film ‘The Mission’

As well as the increase in venture capital investment across all virtual worlds, the time spent in them, measured in user hours, is growing too. While this is partly due to existing users spending longer it is often the about the typical new user who after the initial log-in hurdles becomes highly engaged for 3-18 months or longer with a particular personally resonant virtual world service. Virtual worlds that offer something beyond mall-like activities (PS3Home springs to mind) or just a glorified chat channel (there are quite a few in this category) will obviously increase engagement. The personalization factor, to make the virtual space YourSpace either by customising other community members work or by creating it from scratch yourself, naturally increases your personal investment. Second Life has always been about Your World and one of the major driving factors is aspirational lifestyle and peer appraisal.

We partly escape, we are often out to impress, we love the control but most importantly we like to co-create and communicate with those we like on our terms and in areas we make.

Increase in User Engagement Second Life

Linden Lab who run Second Life have just published figures looking at 2008 and as in several presentations I have been giving around the world, it shows that SL and other worlds are far more ‘sticky’ than traditional 2D social networks such as Facebook and MySpace. From the Linden Lab (second life creators) Blog:

Second Life Residents logged nearly 400 million hours in 2008, growing 61% over 2007
Thursday, January 15th, 2009 at 12:33 PM by: Zee Linden

Continue reading »

Nov 052008
 

…and a little end of 2008 Virtual Worlds, State of Play… it has been suggested several times recently that games & social virtual worlds especially will really suffer in this economic downturn and may not survive. Which leads to the point of this post to put things in a little perspective.

IS THERE REAL INVESTMENT?

First lets look at investor confidence in them. From Virtual Worlds Management Reports there was $1 billion US invested in 35 virtual world companies between Oct 06-07 – and since Oct 07 to the present day there has already been $918 million trusted to the success of this particular industry. This breaks down roughly as:

  • Q3 08 – $148.5 million invested in 12 VW companies
  • Q2 08 – $161 million in 16 VW companies
  • Q1 08 – $184 million in 23 VW companies
  • Q4 07 – $425 million in 15 VW companies

Continue reading »

Jul 192008
 

My slides below from my presentation at one of Australia’s industries leading advertising conferences yesterday which I had previously blogged about “The Advertising and Marketing Summit” It was a jam packed room with around 400 attendees of marketing movers and shakers. I closed the second day with the talk on ‘engaging in virtual communities’ followed by a great talk on Word of Mouth Marketing from Piers Hogarth-Scott, CEO, Yooster & Trustee.

The general tone of the two days seemed to be the usual big broadcast ‘dry-up’, mobile is not quite here and the ramp up of ‘online’ marketing. Sadly online, as a platform, which to me is a multi-faceted beast (basically it is everything that has been before and much more) is still seen by this particular segment of the industry as only about search and web 1.0 push.

virtual_world_shopping_hayes

SilkCharm at least raised some questions at the end about making sure companies seriously consider Social Media Marketing at executive level and my key points at the end were get in there, spend time and really understand the culture in the vast range of virtual worlds before making a decision to do any R&D or full blown campaigns.