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Kids and Teens: Virtual Worlds Open New Universe
For marketers trying to figure out how to reach kids and teens on social networking sites, there is a new game in town: virtual worlds.
The Kids and Teens Online report analyzes the ever-changing trends and forces affecting marketing to the 3-to-18-year-old segment.
eMarketer estimates that 24% of the 34.3 million child and teen Internet users in the US will use virtual worlds on at least a monthly basis in 2007. By 2011, 53% of them will be going virtual.

Key questions the "Kids and Teens Online" report answers:
- How many kids and teens use virtual worlds?
- How do video games and online social networks relate to virtual worlds?
- What are the various types of virtual worlds?
- How can marketers use virtual worlds to reach kids and teens?
- And many others...
eMarketer Reports—On Target and Up to Date
The Kids and Teens Online report aggregates the latest data from marketing and communications researchers with eMarketer analysis to provide the information you need to make the right business decisions—right now.
To download the report to your desktop—click Add to Cart:
For marketers trying to figure out how to reach kids and teens on social networking sites, there is a new game in town: virtual worlds.
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 Website*, April 2007 (% of respondents)
Frequency of Social Networking Website* 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 Websites*, October-November 2006 (% of respondents)
Methods by which US Teen Internet Users Communicate with Friends Using Social Networking Websites*, 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 Websites, July 2006 & July 2007 (thousands and % change)
US Unique Visitors to Select Virtual World Websites Aimed at Children and Teens, January & July 2007 (thousands and % change)
Market Share of US Visits to Select Virtual World Websites, July 2007 (% of visits to all Websites and % change)
Top 10 Websites 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 Websites Aimed at Children and Teens, by Age, July 2007 (unique visitors in thousands and % of total)
Top 10 Websites 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 Websites Aimed at Children and Teens, by Gender, July 2007 (% of total) Worldwide
Worldwide Unique Visitors to Select Virtual World Websites, 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 Websites 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 Websites 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
For marketers trying to figure out how to reach kids and teens on social networking sites, there is a new game in town: virtual worlds.
Associated Press (AP) Bridge Ratings Burson-Marsteller Business Software Alliance (BSA) comScore Inc. comScore Media Metrix Disney Online eMarketer Entertainment Software Association (ESA) Experian Hitwise Experian Simmons Grunwald Associates Harris Interactive IAC/InterActiveCorp Ipsos Insight Knowledge Networks/Statistical Research, Inc. (KN/SRI) Mediamark Research & Intelligence (MRI) Mindshare MTV Networks Nickelodeon Nielsen//NetRatings Parks Associates Penn, Schoen & Berland Associates (PSB) Pew Internet & American Life Project Screen Digest Youth Trends
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Price: $695.00
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Price: $695.00
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