![]() Mediated communities are a part of daily life, lending strength to local communities and building clusters of former strangers into communities around shared goals. A subsequent supplement will be released with more detailed analysis of open responses. This report covers primarily multiple-choice questions across these subject areas, and a summary of responses to open-ended questions. We conclude with a summary of the findings, a description of a planned supplement dealing with responses to open-ended questions, and suggested topics for further research. Avatar Presentation: including form, dress, role, use of alts, and cross-gender play Activities and Play Patterns: including amount and times of day spent, favorite activities, and social interactions including dating, sex, and the fluidity of relationships between virtual worlds and real life Creativity and Commerce: including creative activity, real estate ownership, virtual item transactions, virtual currency transactions, and income from virtual world activities The report also includes a comparative analysis of similar results from game-based surveys to better understand the similarities and differences between these forms of virtual worlds. The survey included over 800 denizens of 36 different virtual worlds – recruited via Facebook, virtual world forums and blogs, as well as inworld networks – and focused on four key areas: Demographics: including age, gender, race/ethnicity, sexual orientation, marital and family status, income and employment status, religion, region of residence, and disability. Our past qualitative and mixed-methods research in multiple virtual worlds indicated that there were significant differences in both demographics and play patterns between open-ended worlds and the more studied game-style worlds. The need for this study arose out of our observation that, while multiple surveys have been conducted on these aspects of a variety of different massively multiplayer games (MMOGs), only a few single-world, topical surveys have been conducted of equivalent non-game worlds, such as Second Life and. The aim of this study was to enhance our understanding of demographics, attitudes, activities and play preferences across a variety of non-game, social virtual worlds, also referred to as metaverses. This Report presents results of a virtual world (VW) survey conducted in the summer of 2012, and subsequent analysis through summer of 2014.
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