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
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.
|