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For Consumer Product Strategy Professionals

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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

Average:
10 
(1 rating)

This is an excerpt

Executive Summary

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.

TABLE OF CONTENTS

  • The Evolution Of Consumer Virtual Worlds
  • How Are European Online Youth Using Virtual Worlds?

WHAT IT MEANS

  • Get Ready For The Second Growth Spurt Of Virtual Worlds
  • Supplemental Material
  • Related Research Documents

This is an excerpt

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