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Virtual Worlds and their Demographics

Virtual worlds are becoming increasingly popular, with a growing number of people spending time in these digital environments. While virtual worlds were initially associated with video game players, they have now evolved to include a wide range of users, from gamers to socializers, educators, and businesses.



  • Virtual worlds have a diverse age range of users, with some platforms being more popular among younger age groups. For example, games like Roblox and Minecraft tend to attract a younger demographic, with many users under the age of 18.
  • However, other virtual worlds, such as Second Life and VRChat, have a wider age range of users, including those over the age of 50.
  • According to a survey by SuperData, 61% of virtual world users were between the ages of 18 and 34, while 27% were between the ages of 35 and 54.




  • Virtual worlds have historically been male-dominated spaces, but there has been a shift in recent years towards more gender diversity.
  • 41% of virtual world users were women, up from 36% in 2019.
  • This increase in gender diversity may be due in part to the growing popularity of socializing and non-gaming activities in virtual worlds, which may be attracting a more diverse user base.


  • Virtual worlds are popular around the world, with users from a variety of locations and cultures.
  • However, usage tends to be highest in North America, Europe, and Asia.
  • North America accounted for 33% of virtual world users, while Europe accounted for 29% and Asia accounted for 24%.
  • Other regions, such as Latin America and the Middle East, had smaller but still significant user bases.


It's worth noting that these demographics can vary depending on the specific virtual world platform and its user base. Additionally, as virtual worlds continue to evolve and expand, it's possible that these demographics may shift over time.



  • Socializing continues to be one of the main drivers of virtual world use. With the COVID-19 pandemic limiting in-person interactions, virtual worlds have become even more popular as a way to connect with others.
  • In addition to platforms like Second Life and VRChat, socializing is also a key feature of newer virtual worlds like Rec Room and AltspaceVR.
  • Socializing in virtual worlds can take many forms, from attending virtual concerts and events to simply hanging out and chatting with friends in a virtual environment.


  • Gaming remains a major trend in virtual worlds, with platforms like Roblox and Minecraft continuing to attract millions of users.
  • In addition to these popular games, there are many other virtual worlds focused on gaming, such as World of Warcraft and Eve Online.
  • Some virtual worlds are also exploring new gaming experiences, such as virtual reality games that offer more immersive and interactive gameplay.

Education and training

  • Virtual worlds are increasingly being used for education and training purposes.
  • Companies and universities are using these environments to provide immersive learning experiences, such as virtual field trips or simulations of real-world scenarios.
  • Virtual worlds can also provide a cost-effective and safe way to train employees in fields such as healthcare or manufacturing.


  • Virtual worlds are also being used by businesses for virtual events, product launches, and other marketing purposes.
  • These environments can offer a more immersive and interactive way for businesses to engage with customers and showcase their products or services.
  • With the rise of virtual and hybrid events due to the pandemic, virtual worlds are becoming an increasingly important tool for businesses looking to connect with customers and partners in a virtual environment.

Overall, virtual worlds continue to evolve and offer new opportunities for socializing, gaming, education, and business. As technology advances and user needs change, it's likely that we'll see even more innovations and trends in this space in the coming years.