THE BRIEF Newsletter
February 16, 2010


M2 Research is a market intelligence and consulting firm analyzing and tracking trends in interactive entertainment. Our analysts cover:
- Casual/Social Gaming
- MMOs
- Virtual Worlds
- Console/PC Gaming
- Tools and Middleware
- Gaming Demographics

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A Media Sponsor for the LOGIN Conference

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Join us:
May 10, 2010 at Seattle Waterfront Marriott 
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The Game Investment Conference is for investors seeking direction of the game industry and developers looking to raise capital for their projects.

Game Investment Conference East:
April 28, 2010 at the Hudson Hotel in NYC. 

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M2 Research is pleased to announce the addition of Louise Curcio, who has joined as Senior Analyst tracking the children's market, covering online gaming, MMOs and virtual worlds. She brings with her years of hands-on-experience, having been VP of Entertainment Marketing at Mattel, where she worked with product lines for Disney, Pixar and Nickelodeon. She was also VP of Marketing at Upper Deck, where she led the development of UpperDeckU.com, a virtual world for kids licensed by Major League Baseball and the National Hockey League.

Wanda Meloni
Founder
M2 Research

Online Virtual Worlds for Kids - Predictions for 2010

By Louise Curcio


For many years toy and video game companies have been battling each other for the mindshare of kids.  Toy companies have strong products targeted at children from pre-school up to about second grade, when they turn 7 or 8.  Then, at about age 8, video games start to replace traditional toys.

 

The typical business model enables video game companies to license their products to toy companies to generate additional revenue.  At the same time toy companies have been offering more interactive toys to reach the slightly older child.  Media companies like Nickelodeon, Cartoon Network and Disney have effectively found a way to provide programming for both the younger and older kids and license their properties to toy and video game companies who in turn use their networks to market back to kids. 

 

Over the last few years, an entirely new competitor for children's time has come onto the market - the online gaming world.  Several "independent" companies have figured out how to capture the attention of the 8-12 year old child in a completely new way -- through virtual worlds and online gaming experiences. 

 

Take a look at all the gaming worlds started by independent companies that have been introduced over the past several years.  In 2008, there were 14 new virtual gaming worlds for kids 8-12 introduced in the U.S.  Over 70% came from companies not in the traditional toy, entertainment or video gaming space.  And, with the exception of the NFL and Disney Fairies, the majority of these virtual worlds were completely new brands, with no prior brand recognition with kids.

 

TABLE - Top Virtual Worlds for Kids by Company Type (Ages 8 - 12)


Company Type

Virtual World

Company

Launch

 

 

Toy Companies

Liv World

Spinmaster

2009

UpperDeck U

UpperDeck

2009

ToppsTown

Topps

2008

Barbie Girls

Mattel

2007

Build-a-Bear-ville

BB

2007

Ty-Girlz

Ty Inc.

2007

WebKinz

Ganz

Pre-2007

 

Video Game Company

Free Realms

Sony

2009

Spore

Electronic Arts

2008

 

 

 

 

Entertainment and Media Companies

Fusion Fall

Cartoon Network

2009

NFL Rush Zone

NFL

2008

Disney Fairies: Pixie Hollow

Disney

2008

Nicktropolis

Viacom

2007

Pirates of the Caribbean

Disney

2007

ToonTown

Disney

Pre-2007

NeoPets

Viacom

Pre-2007

Club Penguin

Disney

Pre-2007

 

 

 

 

Independent Virtual World Companies

Super Secret

SuperSecret.com

2009

Webosaurs

Reel FX

2009

Camp Pete

Play Action

2009

Pandanda

Sunleaf Studios

2009

Action Jetz

Model Works

2009

Moshi Monsters

Mind Candy

2008

Wizard101

KingsIsle

2008

Spineworld

Playdo AB

2008

Franktown Rocks

Brainwave Studios

2008

Action All Stars

Six Degree Games

2008

Digital Dollhouse

Digital PlaySpace

2008

Vector City Racers

Vector Entertainment

2008

Fantage

Fantage

2008

Club Pony Pals

FTV, LLC

2008

Robot Galaxy

Robot Galaxy

2008

Poptropica

Family Education Network

2007

Handipoints

Handipoints

2007

Dizzywood

Dizzywood

2007

ElfIsland/Xeko

Good Egg Studio

2007

RuneScape

Jagex

Pre-2007

 















































Then in 2009, we saw a few of the larger companies entering the market.  Sony introduced Free Realms and Cartoon Network introduced Fusion Fall.  Both these companies used their existing resources to help propel these properties to the top of the list in 2009.  Still, many of these brands were new to kids.

 

Of the top virtual world game sites that currently have over 1 million visitors a month, the majority of top performers were started by smaller, independent companies.

 

CHART - Top Virtual Worlds by Traffic
Virtual Worlds for Kids

Trends for 2010

As we move into 2010, M2 Research predicts several key trends for the online gaming space for kids:


1. Toy Companies will become big players in 2010.

To date, the toy companies have been relatively quiet.  The online space with a direct-to-consumer relationship is a relatively new concept for these companies. They have been building up their expertise the past few years and figuring out the best solution for each of their brands.  The challenge for toy companies will be to find a way to participate in the world in a way that is not a "me-too" application.  Barbie Girls, Build-A-Bear Ville and Webkinz have shown the potential.  Expect to see toy companies entering this market in a big way in 2010.

 

2. Entertainment Companies have a head start and will continue to dominate in 2010.

Disney, Nickelodeon and Cartoon Network have done exceptional jobs at building a complete gaming platform for kids online from casual games to more involved virtual worlds.  They cover the casual gaming markets with sites like nick.com, addictinggames.com and cartoonnetwork.com. And the majority of the entertainment-based virtual worlds come from these three.


3. Independents will continue to be plentiful, but face a tough challenge with more well-known brands coming into the market in 2010.

The majority of the new worlds in the past have been from independent companies, many funded by venture capital.  As long as funding remains in place, these worlds will continue to grow.  But, new entries will have more of a challenge, since they will be up against some big brands in 2010.

 

4. Video Game companies are the wildcard in 2010.  What will Nintendo do?

Video game companies have an interesting challenge in protecting their existing console business, while at the same time participating in this growing kids market.  The Xbox Live and the PlayStation Network have typically targeted the over 18 market, with the average player being close to 29 years of age and male.  The big question is what will Nintendo do? The Mario series is one of the top video game franchises for boys 8-12. Will they go beyond the Wii Virtual Console and into the more immersive virtual world market with kids?

 

M2 Research predicts that 2010 will be an exciting year as we watch the larger children's brands like Bakugan and Lego enter the space in a big way.  Louise Curcio, M2 Research's senior analyst tracking children's games and online worlds will be reporting on the happenings, trends and successes as they develop.


As always, please feel free to contact us if you have any questions.

Warmest Regards,

Wanda Meloni
Founder
M2 Research
www.m2research.com