Virtual worlds are persistent online play spaces which allow users to determine the direction of game play. Teen use of virtual worlds has remained steady since February 2008 – currently, 8% of online teens say they visit virtual worlds like Gaia, Second Life or Habbo Hotel, similar to the 10% of such teens who visited virtual worlds in 2008. As we saw in 2008, younger teens continue to be more enthusiastic users of virtual worlds – 11% of online teens 12-13 use virtual worlds, while 7% of teen internet users 14-17 use them. There is no difference in virtual world use between boys and girls, by race or ethnicity or household income.
Use of virtual worlds is more common among teens than among adults. In September 2009 we measured virtual world usage among adults for the first time and found that 4% of online adults visit virtual worlds. Usage of virtual worlds is relatively consistent across age cohorts, with 4% of internet users under age 30 and 4% of those thirty and up visiting virtual worlds. Among adults there are no differences on virtual world use related to gender, race/ethnicity, income, or education.