For Consumer Product Strategy Professionals (Length: 13 pages)

January 22, 2008

European Online Youth And Virtual Worlds

Are Virtual Worlds Hitting The Highly Connected European Youth Market?

by Paul Jackson

with Michelle de Lussanet, Lizet Menke


Executive Summary (This is a document excerpt)

European online youth are starting to engage with virtual worlds in significant numbers — around 13% are using one or more of these applications, and levels of awareness are sky-high. Given the fast-moving nature of this new space and the large number of new worlds launching "soon," will 2008 be a breakthrough year for youth-centric virtual worlds? As with any application targeted at minors, virtual world owners need to take care to ensure a secure, safe, and friendly environment — and make sure that claims of exploitation can't be leveled at them or their commercial partners.

Buy Risk-Free

Download and print PDF immediately. Price: US $499

Our Money-Back Guarantee: If you are not completely satisfied, return it for a full refund within three weeks of your online purchase.

Already a Forrester Client?
Log in to read this document.

Add to cart

TABLE OF CONTENTS

NOTES & RESOURCES

itemThe Evolution Of Consumer Virtual Worlds

itemHow Are European Online Youth Using Virtual Worlds?

itemWhich Virtual Worlds Are Resonating With European Online Youth?

itemThe Future Targeting Of Youth Virtual Worlds

WHAT IT MEANS

itemGet Ready For The Second Growth Spurt Of Virtual Worlds

itemSupplemental Material

We drew data from Forrester's European Technographics Online Youth Survey, Q3 2007. Forrester conducted an online survey of 7,120 European individuals (ages 12 to 24) in seven European countries: France, Germany, Italy, the Netherlands, Spain, Sweden, and the UK.

Related Research Documents

itemGetting Real Work Done In Virtual Worlds

January 7, 2008

itemSocial Computing: The Role Of Telcos In User-Generated Content

August 21, 2007

itemDisney Buys Club Penguin

August 3, 2007

itemThe Real Business Of Virtual Worlds

March 23, 2007

Find Documents In Related Categories

This document falls under the following categories. Click on a link below to find similar documents.

Analyst: Paul Jackson
Technology: Customer Experience, Marketing & Advertising, Social Computing & Web 2.0
Industry: Consumer Media & Entertainment, Gaming, Media & Entertainment
Geography: Europe

Archived Teleconference:
Using Social Media For Product Development
Original air date: Wednesday, September 16, 2009
corner border corner
Ratings and Comments
Rating: 10 out of 10
based on 1 ratings across all roles.
corner border corner