Kzero have released their analysis of population and marketing statistics for virtual worlds. This is represented as a Universe Graph. Note the position of Second Life in the 30 plus age bracket. Others are larger, but have a younger demographic.
Possibly suggesting more scope for serious use of the technology, than other fields.
I would argue that this is due to the configurability of SL, and its ability to garner information from other sources on the internet, and produce visualisations as such in situ, as we have shown with business processes at QUT.
BTW, the graph is a nice intuitive visualisation of Age Demographic with Age of World using a Polar Coordinate approach.
Ross
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