By
mingling aspects of video gaming, social networking
and communicating, virtual worlds have appeal for
both genders and are an intriguing opportunity for
those marketing to kids and teens, according to eMarketer's
latest report 'Kids and Teens Online: Virtual Worlds
Open New Universe'.
According
to eMarketer, 24 per cent of the 34.3 million US child
and teen internet users visit virtual worlds once
a month in 2007. This will rise to 34 per cent in
2008 and by 2011, 53 per cent will do so.
Virtual worlds are essentially about connecting and
communicating - two recurring themes for online youth.
Theyalso allow kids to tap into their creativity,
indulge their desire for self-expression and exercise
their proclivity for exploration.
The
good news for marketers is that most virtual worlds
are capable of offering detailed information about
how their users interact with brands and advertising.
"The
bad news," says senior analyst and author of
the report Debra Aho Williamson, "is that it
is difficult to know what all this virtual interaction
really means. What value is there in a person's avatar
drinking a Pepsi? Or wearing a shirt bought from a
virtual store? What if a person's virtual activities
have no bearing on their real-world activities?"
eMarketer
offers research and analysis on digital marketing
and media by aggragating business research from about
2,800 sources, and brings it together in analyst reports,
daily research articles and the 'eStat Database' which
lists e-business and online marketing statistics in
the world.