VW Census
“Demographics of Virtual Worlds”, by Jeremiah Spence (2008, in Journal of Virtual Worlds Research, pdf)
Abstract
Virtual worlds, as both a concept and an industry, has changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, to a needed reexamination of the uses and utility of virtual world technologies and experiences, as provided in this paper. Within academia there are a number of issues that require further examination. The academic community appears to be divided into four camps: 1. those who embrace virtual worlds; 2. those who ignore the shifting use of technology; 3. those who are aware but have not yet explored the technology; and 4. those who are entirely unaware that virtual worlds exist. There is an overwhelming focus of research, publications and funding on a single virtual world: Second Life, which does not serve more than a fraction of the entire population utilizing virtual worlds or similar technologies. An overview of the size, shape and forms of virtual worlds may have a positive impact on both of these issues. This paper presents an in-depth survey and analysis of virtual worlds and related technologies. (abstract: http://www.jvwresearch.org/v1n2_spence.html
The Virtual Worlds Research Consortium (http://vwrc.org) is planning to launch a large census project covering social virtual worlds, opensims, and mmorpgs over the next couples months. VWRC is actively seeking partners for this project.
Intellagirl at http://ubernoggin.com/archives/383
“As some of you may know, as part of my dissertation research I’ve been noting the presence of ten facets present in virtual worlds. It’s taken me about 18 months to do it but I’ve noted the facets in over 70 worlds. If you’re interested in the chart I’ve published it here:
http://spreadsheets.google.com/pub?key=pgKqGR6eOiPOKjMG9f856Sw