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Virtual Worlds /MMOs:
Key Data, Metrics and Insight
Digital Kids Conference, NYC, Feb 2013
           Nic Mitham, KZero
KZero Clients
Universe Chart
State of the Market Q4 2012
Radar Chart
Companies by Genre & Status
Market Sizing
Penetration Rates and Active Users Q4 2012
Market Penetration: Ages 7 to 13




Active Users as a % of the Addressable Market
Global Unique Active Users (m)

Region
                       7     8      9    10     11     12     13    Total
Age
North America         0.7   1.5   2.5    3.2    3.3    3.3    3.1   17.6

Latin/South America   0.2   0.4   1.3    1.7    1.8    1.8    1.6     8.8

Western Europe        0.8   1.2   1.6    2.0    2.2    2.5    2.3   12.6

Eastern Europe        0.2   0.3   0.3    0.7    0.6    0.3    0.3     2.6

Asia                  1.3   1.8   2.5    4.1    4.5    4.6    4.5   23.2

Australasia           0.1   0.1   0.1    0.3    0.3    0.3    0.4     1.6

Global Total          3.2   5.3   8.3   11.9   12.7   12.8   12.1   66.4

Logged in at least once to a VW/MMO in the quarter
Trends/Strategies
Where is the Market going? Key Strategies for Success
Licensing and Merchandising
 Almost all major (10m+ reg acc) VWs have implemented
 L&M initiatives
 Boosts brand awareness, therefore improving
 monetization conversion
  Without L&M: 1% - 2% conversion rate to paying
  With L&M: 4%+
  Tying physical product to virtual product is the key
  strategy
  Virtual character activation: Skylanders, Bearville
  Encouraging physical store visits: Distroller
  Extending the play length: Great for the brand
Moshi Monsters: Activity Timeline
Reg
Accs
                                             Moshi Music announced




             Trading Cards (Topps)


       Master toy deal announced                                     DS Game: Theme park

                                                             DS Game: Moshling Zoo

                                                       Master toy range launch
                                     Magazine launch
                                                                  McDonalds promotion USA
Stardoll: Activity Timeline
Reg
Accs

                    1st Clothing Deal: JC Penney   1st Media Deal: Strictly Come Dancing



       Signs Innovative Artists as Master Agent




                                                                 2nd Book Deal: Random House
                        1st Book Deal: Random House      1st Toy Deal: Stardoll by Barbie
Aggressive User Acquisition
 User Acquisition budget (or rather lack of) was the joint
 key reason for the failure of ‘Penguin-Chasers’
 Circa $750k acquisition budget is required in year one
   This spend level activates viral index
 Online channels do work for KT&T acquisition
   Even for the younger users
 Sub $1 CPA is target
 Coupled with managing lapse rate
 The aggressive VWs are using TV (and L&M)
 Now seeing smaller VWs using TV from launch
 7 VWs using TV advertising in UK
IP-Led and Follow-Ons
 Fewer start-ups entering the sector
   Those that do enter need to go for niches
 More established co’s leveraging IPs are entrants
   Turner
   PBS
 Successful VWs (or founders) are launching new VWs
   Jumpstart - Math Blaster
   Club Penguin - Mech Mice
   Neopets - Monkey Quest
   User Generated Content - Expect more UGC
   Especially for younger users
kzero.co.uk
@kzeroworldswide
Slideshare:‘kzero’

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KZero Digital Kids Conference

  • 1. Virtual Worlds /MMOs: Key Data, Metrics and Insight Digital Kids Conference, NYC, Feb 2013 Nic Mitham, KZero
  • 3. Universe Chart State of the Market Q4 2012
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  • 7. Radar Chart Companies by Genre & Status
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  • 13. Market Sizing Penetration Rates and Active Users Q4 2012
  • 14. Market Penetration: Ages 7 to 13 Active Users as a % of the Addressable Market
  • 15. Global Unique Active Users (m) Region 7 8 9 10 11 12 13 Total Age North America 0.7 1.5 2.5 3.2 3.3 3.3 3.1 17.6 Latin/South America 0.2 0.4 1.3 1.7 1.8 1.8 1.6 8.8 Western Europe 0.8 1.2 1.6 2.0 2.2 2.5 2.3 12.6 Eastern Europe 0.2 0.3 0.3 0.7 0.6 0.3 0.3 2.6 Asia 1.3 1.8 2.5 4.1 4.5 4.6 4.5 23.2 Australasia 0.1 0.1 0.1 0.3 0.3 0.3 0.4 1.6 Global Total 3.2 5.3 8.3 11.9 12.7 12.8 12.1 66.4 Logged in at least once to a VW/MMO in the quarter
  • 16. Trends/Strategies Where is the Market going? Key Strategies for Success
  • 17. Licensing and Merchandising Almost all major (10m+ reg acc) VWs have implemented L&M initiatives Boosts brand awareness, therefore improving monetization conversion Without L&M: 1% - 2% conversion rate to paying With L&M: 4%+ Tying physical product to virtual product is the key strategy Virtual character activation: Skylanders, Bearville Encouraging physical store visits: Distroller Extending the play length: Great for the brand
  • 18. Moshi Monsters: Activity Timeline Reg Accs Moshi Music announced Trading Cards (Topps) Master toy deal announced DS Game: Theme park DS Game: Moshling Zoo Master toy range launch Magazine launch McDonalds promotion USA
  • 19. Stardoll: Activity Timeline Reg Accs 1st Clothing Deal: JC Penney 1st Media Deal: Strictly Come Dancing Signs Innovative Artists as Master Agent 2nd Book Deal: Random House 1st Book Deal: Random House 1st Toy Deal: Stardoll by Barbie
  • 20. Aggressive User Acquisition User Acquisition budget (or rather lack of) was the joint key reason for the failure of ‘Penguin-Chasers’ Circa $750k acquisition budget is required in year one This spend level activates viral index Online channels do work for KT&T acquisition Even for the younger users Sub $1 CPA is target Coupled with managing lapse rate The aggressive VWs are using TV (and L&M) Now seeing smaller VWs using TV from launch 7 VWs using TV advertising in UK
  • 21. IP-Led and Follow-Ons Fewer start-ups entering the sector Those that do enter need to go for niches More established co’s leveraging IPs are entrants Turner PBS Successful VWs (or founders) are launching new VWs Jumpstart - Math Blaster Club Penguin - Mech Mice Neopets - Monkey Quest User Generated Content - Expect more UGC Especially for younger users