Friday, December 12, 2008

A Cool Virtual Yule

It's that time of year again, not only in this world, but the entire metaverse is gearing up for christmas. Time to put up the Christmas Tree and turn on the snow on Sogeti island in Second Life.
Here are some images from other virtual worlds getting ready for christmas:


Christmas in Runescape

Christmas in Club Pinguin

The worlds largest 3D chat, IMVU, is known for heavily advertising its service throughout the web, so small wonder they've put up special christmas ads.
Christmas in World of Warcraft


Through email I received a christmas teaser from Twinity

Also in the World of Entropia things are getting dressed up for christmas. In the Entropia Forum (clothing section) I found a number of christmas pants, jackets and hats.

No doubt christmas will be celebrated in more worlds. Please send your images to veejay [at] mindblizzard [dot] com to have your christmas posted here and a link to your site.

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Saturday, October 04, 2008

IMVU - I N V U

The people I hang out with are either dedicated gamers (people that play World of Warcraft, Warhamemr, Lord of the Rings Online or Rapelz), or metaverse enthusiasts that explore virtual worlds and do interesting blah blah on interoperability and portability. In neither community we take 3D chatrooms very seriously and why should we? Those are just chatrooms, not entire worlds. When we chat, we use twitter, msn or skype.

I guess that's not fair on the chatrooms. Let's be honest. What have we seen of corporate use in virtual worlds sofar? Most users to Second Life do little else than using it as a social hangout to chat or do other social stuff which could easily have been done just as good in a 3D chatroom.

We can laugh at most of these 3D chatrooms and wave them away as being niche things in the industry. This is true for a number of these environments, as some can barely reach 2.5D or have a sole focus on sex, like Rapture or Naughty America, but there's one that stands out among its peers: IMVU.

I Envy You

You just can't miss IMVU these days. Whereas the majority of 3D related ads was taken up by World of Warcraft about a year ago, lately the ad market for 3D products seems to be dominated by IMVU. In the picture below a screenshot from the IMVU website, and 5 different IMVU ads I encountered in the last 5 hours at technorati.

Aside from the addvertisements, I don't hear a lot about IMVU, but it's serious business out there. In the past year they've grown rapidly - without much fuzz overtaking even Second Life in users - growing to over 20 million registered users, with about 600K active users every month. So what is IMVU exactly and why is it so succesfull

IMVU is a graphical instant messaging client with over 20 million registered users, and over 600,000 active monthly users, as of June 6th, 2008. Currently, it is in public beta, and has been available since April 02, 2004. It is developed by IMVU, Inc., founded by Will Harvey, a video game developer and founder of There.

IMVU has world’s largest catalog of virtual goods with over 1.5 million items, produced by over 100,000 content creators. It has generated $1 million in revenue per month, 90% of which comes directly from consumers who buy IMVU credits and virtual goods.

The primary focus of IMVU is the ability to use personalized 3D avatars and environments that let the user interact with the person they are chatting with. The secondary focus of IMVU is allowing the members to develop content that can be purchased by other members for use in personalizing their avatars and environments. [Wikipedia]

In general the presscoverage for Virtual Worlds has been dominated by Second Life, both positive and negative. The people I've spoken to, working at other Virtual Worlds generally feel most impact of the negative publications about Second Life, and feel they have hurt the industry and hampered growth. Yet again, this does not seem to be true for IMVU. They've mainly steered away from the press and did their own things. IMVU started up in 2004 and it took them four years (!) to release their first press statement, or as IMVU's CEO Cary Rosenzweig said last June:

"Today we take a big step for IMVU as a company - we’re issuing our first-ever
press release.

We are starting public relations (“PR”) activities for the first time in order to tell the IMVU story to a larger audience. We want to reach out and attract even more people to IMVU so that you have more people to meet, more people to have fun with, more people to buy your items from the catalog, more people to become content creators themselves."

And this was only after they've hit the 20M user mark.

In November last year I made a short overview of chatroom. To see what elkse is out there, check out this blogpost.

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Saturday, November 03, 2007

Virtual Chatrooms

Yesterday I've posted a first overview of the VW industry with several charts. Although I said it wasn't exact science, I received many comments trough twitter, IM and other media. Thanks for the feedback.


One of the first changes I've made is to add specific categories for 'adult worlds' (with the input I received about 4% of the market) and chats (19%) (no games included)



The chatrooms are both 2D and 3D worlds, many aiming at different agegroups.



  1. BlaBla

  2. CityPixel

  3. Cybertown

  4. Dubit

  5. Faketown

  6. IMVU

  7. Kids com

  8. Mokitown

  9. Moove

  10. TAATU

  11. Towerchat

  12. vSide

  13. WeeWorld

  14. Whyville

This list is up for discussion. I for one am not sure Whyville or vSide are really chatroom focussed. Here some screenshots:





















Additions are welcome!

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Tuesday, May 22, 2007

Chung boosts virtual finance

Earlier this month I've blogged about Anshe Chung getting a banking licence for the Entropia universe. It seems like that this was just a starter for our Metaverse Mogul, according to a press release on the AC Studio website:

"Anshe Chung Studios is preparing to launch a virtual financial market, financial products and a set of services that are going to, for the first time, allow direct capital flow and investment across virtual world boundaries. This step will be the first of many in the creation of an open, cross platform Metaverse economy that transcends individual virtual worlds. "Some virtual worlds like Second Life (R), Entropia Universe (R) and IMVU (R) have demonstrated the enormous economic potential that exists when key sectors of a virtual world economy such as content creation, trade, banking and services are privatized. This has lead to a boom in each of these worlds that has yet to be matched by any other economy, real or virtual", says founder Ailin Graef a.k.a. Anshe Chung. "Now the time is right to go further and link these exciting spaces together, to begin with the creation of the global Metaverse." [read the full article @ Anshe's site]

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Saturday, May 05, 2007

Intergalactic news

Here's some interesting news from other media


Second Life resident demographics

Both 3pointD blog and the Dutch webwereld report on the current statistics for Second Life. For the first time the US visitors were not the most active SL users, in march 2007 SL was visited by 207.000 US citizens, but were topped by the Germans with 209.000 residential immersions.
Numbers 3 to 5 are France, UK and the Netherlands. These figures were produced by a comScore research.

Based on the comcast publication, serious Dutch Press (Nu, De Pers and Elsevier) reported that about 9% of the Dutch have stepped into Second Life already. Linden Labs says otherwise, more like 2%). Anyway it would all wrap up to about 40.000 active Dutchmen in SL.


Hails from a different Galaxy

RuneScape, an MMORPG, reports that it has hit 1.000.000 (one million) subscribers. In the Wild Wild West only World of Warcraft can boast more subscribers. Of course, Cyworld Korea has many many more.

Thene there's news from yet another Virtual World, this time it's Entropia who's auctioning banking licenses. One of the most remarkable new bankers in Entropia is Second Life's inworld mega real-estate dealer Anshe Chung who acquired the licence for a lousy 60 US bucks. Superchung is perhaps one of the most cross-reality entrepeneurs at this moment, having commercials ties with IMVU and There.com as well.

update


Some of this blogs readers have pointed out that there was a serious error in this post. They're right. Chung purchased the licence for US$ 60,000 -and that ain't lousy anymore.

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