Christian Renaud of Cisco Systems called for a little honesty in statistics reporting on the Virtual Worlds Blog today. While nobody is necessarily falsifying numbers, there's always a certain amount of coaching of the truth to make things seem more favorable than they really are. "Since this is still an early market without a common language, each company is reporting whatever statistics make their platform look more attractive," says Renaud. At present if one were to add together the reported subscriber base of the 44 "top" virtual worlds, you would total 465,003,915 people. The population of Canada, the US and Mexico together is about 443,230,979.
Renaud sees a need for two things: a basic taxonomy for virtual worlds, and a common market index.
Taxonomy is important because when we say "virtual worlds", we could be talking about anything. We might be talking about a chat interface with avatars, or a world simulation without avatars, or any number of things in between. Are we talking about a 3D or 2D environment? How do MMORPG's fit in? These are pretty basic questions, but if there aren't clear answers then the term "virtual world" falls apart.
A common market index naturally follows. This would involve working out a common set of metrics across all virtual worlds that they would all apply the same way. From this worlds can be compared and successes can be measured more easily. Renaud points out that more traditional advertisers are entering the virtual arena and this is the kind of metric they are keenly interested in.
The end result is a common understanding of what works and what doesn't so that we can get down to the business of properly cross-breeding these worlds. We may end up with fewer platforms, but they'll contain the best possible combination of attributes from their progenitors. The added benefit is that companies new to virtual worlds will be able to make long-term investments without as much concern over the potential demise of the platform they're investing in.