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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
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