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Market Research Report

Kids and Teens Online: Virtual Worlds Open New Universe

Published by eMarketer Contact us : +1-860-674-8796
Published 2007/09 Content info 30 Pages, 56 Charts
Product code EM56260
Price From  US $ 695 Order/Price list
US $ 695 PDF by E-mail (Single User License)
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Description TOC

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)
    • Type of Game Played Most Often by US Online Gamers, 2007 (% of respondents)

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

  • A Trusted Resource
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