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Kids and Teens: Growing Up Virtual
The number of child and teen virtual world users in the US is projected to increase by 55% in the next five years, driven in large part by major marketers and media companies investing in virtual environments themed to their brands.
The number of child and teen virtual world users in the US is projected to increase by 55% in the next five years, driven in large part by major marketers and media companies investing in virtual environments themed to their brands.
Executive Summary
US Child Internet Users Who Use Virtual Worlds, 2008-2013 (millions and % of total) Key Questions The eMarketer View
Key eMarketer Numbers-Child and Teen Virtual World Users Virtual World Users
US User-Generated Content Creators, by Content Type, 2008-2013 (millions)
US User-Generated Content Creators, by Content Type, 2008-2013 (% of Internet users) Children
US Child Internet Users Who Use Virtual Worlds, 2008-2013 (millions and % of total)
Top 10 Websites Among US Tweens, by Gender, August 2008 (% of respondents)
Online Activities* of US Tween Internet Users, by Age, 2008 (% of respondents in each group)
US Child Online Social Network Users, 2008-2013 (millions and % of child Internet users) Teens
US Teen Online Social Network Users, 2008-2013 (millions and % of teen Internet users)
US Teen Internet Users Who Use Virtual Worlds, 2008-2013 (millions and % of total)
Online Activities of US Internet Users, by Age, 2006-2008 (% of each group)
Weekly Online Activities of US Internet Users, by Generation, September-October 2008 (% of respondents in each group)
Video Game Genres Played by US Teen Video Gamers*, by Gender, November 2007-February 2008 (% of respondents in each group) Users Worldwide
Virtual World Website Cumulative Unique Registered Users Worldwide, 2009 & 2015 (millions) Top Virtual World Activities and Destinations
Virtual World Websites, by Share of Total Registered Accounts Among Users Ages 10-15, Q1 2009 (% of total)
Virtual World Websites, by Share of Total Registered Accounts Among Users Ages 5-10, Q1 2009 (% of total)
Virtual World Websites, by Share of Total Registered Accounts Among Users Ages 15-25, Q1 2009 (% of total)
US Teen Internet Users vs. Total Internet Users Who Visit Select Virtual World Websites, February 2009 (thousands)
US Unique Visitors to Select Virtual World Websites*, February 2008 & February 2009 (thousands and % change)
Average Visits per US Unique Visitor to Select Virtual World Websites*, February 2008 & February 2009
Time Spent on Select Virtual World Websites*, February 2008 & February 2009 (average minutes per US unique visitor and % change) Advertising Trends
Virtual World Website Revenues* Worldwide, by Segment, 2008 (% of total)
Nongaming Virtual World Website Advertising Revenues Worldwide, 2008-2015 (millions)
Online Social Network Advertising Spending Worldwide, 2008-2013 (billions and % change)
Interactive Marketing Tactics Used by US Marketers, 2007 & 2008 (% of respondents)
Types of Advertising that Have the Most Impact on the Buying Decisions of US Internet Users, September-October 2008 (% of respondents)
Types of Ads/Promotions that US Internet Users Find Acceptable or Annoying, September-October 2008 (% of respondents) Virtual World Advertising Models Measurement Challenges Why advertise in a virtual world? Virtual Goods What is the value of branded virtual goods? Branded Virtual Worlds Virtual Game Play
US Unique Visitors to Toy/Product-Based Virtual World Websites, February 2008 & February 2009 (thousands and % change)
Time Spent on Toy/Product-Based Virtual World Websites*, February 2008 & February 2009 (average minutes per US unique visitor and % change)
Average Visits per US Unique Visitor to Toy/Product-Based Virtual World Websites*, February 2008 & February 2009 Conclusions Endnotes 100882 | 100883
US User-Generated Content Creators, by Content Type, 2008-2013 (% of Internet users)
US User-Generated Content Creators, by Content Type, 2008-2013 (millions) 101293 | 101294
US Teen Online Social Network Users, 2008-2013 (millions and % of teen Internet users)
US Child Online Social Network Users, 2008-2013 (millions and % of child Internet users) 102102
Online Social Network Advertising Spending Worldwide, 2008-2013 (billions and % change) 103112 | 103113 | 103114
US Child Internet Users Who Use Virtual Worlds, 2008-2013 (millions and % of total)
US Teen Internet Users Who Use Virtual Worlds, 2008-2013 (millions and % of total)
Key eMarketer Numbers-Child and Teen Virtual World Users Related Information and Links Related Links Contact Report Contributors
The number of child and teen virtual world users in the US is projected to increase by 55% in the next five years, driven in large part by major marketers and media companies investing in virtual environments themed to their brands.
comScore Media Metrix Cox Communications Deloitte eMarketer GfK Roper Consulting K Zero Penton Research Pew Internet & American Life Project PROMO magazine Strategy Analytics Teenage Research Unlimited (TRU) Youth Trends
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