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VW Survey Report - March 2015

created using The Startup Way template
published by Bobby R. Blackburn

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VW SURVEY

Demographics, Attitudes, & Preferences

REPORT

Celia Pearce

Northeastern University

Bobby R. Blackburn

Independent Consultant

Carl Symborski

Leidos, Inc.

BY

VIRTUAL WORLDS

MARCH 2015

Real-Life

Transgender

Real-Life

Disability

18-28

29-47

48-66

67+

GEN Y

GEN X

BOOMERS

SILENT GEN

Age

VW Denizens

of

VW Survey 20%

U.S. 15%

VW Survey 2.3%

U.S. 0.3%

24%

45%

36%

1%

VW SURVEY

World of Warcraft

Gender

comparison

PlayOn PARC Phase 2 - 2012

Boosts Self-Understanding 17%

Boosts Well-being 19%

Social Support Social Growth 37%

Income

How do VWs affect

real life

from Virtual World activities

Skill & Personal Growth 16%

Time!!! Sedentary Neglect Real Life 15%

Little or No Effect 11%

Love & Real Life Partnership 7%

Monetary Income 6%

Harm Real Life Relationships 4%

Less Sleep 1%

I have made some income (sold items, donations, tips, etc.)

I make enough income to support my VW expenditures

I supplement my real world income with VW activities

My main Income comes from VW activities

Other

46%

28%

11%

10%

5%

Replace Other Entertainment 7%

Have engaged in Dating / Romance in a VW    67%

Have engaged in Sexual Activity in a VW     59%

Have dated someone in a VW and then in RL     27%

Have dated a RL partner in a VW     25%

Never had sex or relationships in a VW     22%

Engaged in "other" sexual activities     15%

Paid or Received Money for "activities"     11%

Decline       5%

Sex

in Virtual Worlds

Relationships

&

Average number of

hours per week

Most popular VW

activities

Most popular

Virtual Worlds

Less than 5 hours

5-10 hours

10-15 hours

15-20 hours

20-25 hours

25-30 hours

30-40 hours

40+ hours

Exploring    82%

Creating    68%

Dancing    60%

Attend Clubs or Entertainment Venues    50%

In-world Games or Competitions    40%

Community Organization & Management    37%

Role-Playing    32%

Live Performance    26%

Charity Events or Activities    23%

Forums    23%

Study/Attend Classes in-world    21%

Teaching or Mentoring    19%

Outside Pubs, Blogs, Websites    17%

In-world Publications    11%

Machinima      8%

Other    20%

Second Life

There.com

Kaneva

Blue Mars

OSgrid

Onverse

Twinity

Active Worlds

Smallworlds

InWorldz

IMVU

Worlds.com

Red Light Center

Whyville

vSide

AVINATION

Traveler

VTR

Other

89%

26%

16%

14%

12%

12%

11%

 7%

6%

6%

5%

4%

2%

2%

1%

1%

1%

1%

9%

The aim of this study was to enhance our understanding of demographics, attitudes, activities and play preferences across a variety of non-game, social virtual worlds, also referred to as metaverses. Over 800 denizens of 36 different virtual worlds took this survey, the first of its kind. This info graphic provides a few key findings.

A TRANS-WORLD STUDY OF NON-GAME VIRTUAL WORLDS

To read or download the full report, visit:

https://www.academia.edu/11239596/Virtual_Worlds_Survey_Report

For more information, contact:

cp@cpandfriends.com