Future Now
The IFTF Blog
Identity management in online worlds
Every alternate year we conduct the IFTF Signals Survey to track emerging behaviors in the areas of technology, health, work, sustainability and environment. We conducted our survey last year where we looked at how many people participate in virtual worlds and online games, how they manage and develop their online identities, and what kinds of associations they form with others in online worlds/games.
13% of those surveyed participated in social virtual worlds like Second Life or Club Penguin. 20% of respondents played massively multiplayer online games like World of Warcraft. Among those who were members of online world or played multiplayer games, 56% said that they were emotionally attached to their online avatars or characters. 64% said that their avatar bore a resemblance to them. For many, online worlds can be liberating, 69% of respondents said that their online avatar/character allows them to be more than what they are in the real world. 76% said that their online avatar/character helps them escape from their everyday worries. Online worlds can be places for experimentation: an alternate platform for trying out new things. 73% said that they like to change or try new online avatars/characters based on their interests.
Note about the survey methodology: The survey was conducted online with a sample of 1,000 adults aged 18 and older in the US. The results were weighted to correct known demographic discrepancies.