Virtual Worlds

Market Truths has special expertise in market research within and about virtual worlds such as Second Life.

Virtual worlds are part of the move toward user generated content on the Web (often referred to as Web 2.0), but because they’re 3D they are more immersive in nature and many people believe they are the future of the Web. Already, virtual worlds are being used extensively for business and education as well as social networking, and both the number of virtual worlds and the number of participants in virtual worlds are growing rapidly.

We do proprietary custom research projects in virtual worlds for clients according to their needs. We can use any of the techniques mentioned elsewhere on our site in virtual worlds, but we take care to adapt them to suit the technological constraints and cultural norms of the virtual world environment.

Some of these projects are aimed at understanding how a given organization would be received in a virtual world. In other situations we’re taking advantage of the 3D nature of the virtual world and the facts that they tend to be multinational and attract early adopters of technology to collect more general purpose data for clients (e.g., to test a new product concept and be able to manipulate it in 3D and real time or to gather feedback on a product targeted toward the types of people present in a given virtual world).

Second Life

Market Truths is in Second LifeMarket Truths was the first company to conduct commercial market research in the Second LifeExt virtual world, and has the most experience in conducting research in that environment.

We have an active panel of Second Life residentsExt, which we use as a sampling frame for much of our research; however, we can also do research with other Second Life participants such as visitors to a particular event or location, customers of a particular company, or members of a specific Second Life group.

We also produce standard reportsExt about aspects of Second Life, such as Real Life Brands in Second LifeExt, the Psychographic Segments and Media ConsumptionExt, etc.

For more information, see: