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	<title>The Metaverse Journal - Virtual World News<title>&#187; Metrics</title>
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	<link>http://www.metaversejournal.com</link>
	<description>Coverage of news, issues and events occurring in virtual worlds or those who create those worlds</description>
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		<title>Registered Virtual Worlds Accounts: 1.4 billion and growing</title>
		<link>http://www.metaversejournal.com/2011/08/02/registered-virtual-worlds-accounts-1-4-billion-and-growing/</link>
		<comments>http://www.metaversejournal.com/2011/08/02/registered-virtual-worlds-accounts-1-4-billion-and-growing/#comments</comments>
		<pubDate>Tue, 02 Aug 2011 09:07:40 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[kzero]]></category>
		<category><![CDATA[virtual worlds growth]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=3151</guid>
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Gurus of virtual worlds statistics, KZero, have released their second quarter 2011 info on virtual worlds. Estimated registered virtual worlds accounts now sits at 1.399 billion, up from 1.185 billion in the first quarter of this year: If you&#8217;d like to see the whole shebang, you can view the Slideshare presentation right here: KZero Radar [...]]]></description>
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<p>Gurus of virtual worlds statistics, KZero, <a href="http://www.kzero.co.uk/blog/?p=4625" target="_blank">have released</a> their second quarter 2011 info on virtual worlds. Estimated registered virtual worlds accounts now sits at 1.399 billion, up from 1.185 billion in the first quarter of this year:</p>
<p><center><a href="http://www.metaversejournal.com/images/2011/08/kzero-aug20111.jpg"><img src="http://www.metaversejournal.com/images/2011/08/kzero-aug20111.jpg" alt="" title="kzero-aug2011" width="500" height="313" class="alignnone size-full wp-image-3153" /></a></center></p>
<p>If you&#8217;d like to see the whole shebang, you can view the Slideshare presentation right here:</p>
<p><center>
<div style="width:425px" id="__ss_8722997"> <strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/nicmitham/kzero-radar-q2-2011" title="KZero Radar Q2 2011" target="_blank">KZero Radar Q2 2011</a></strong> <iframe src="http://www.slideshare.net/slideshow/embed_code/8722997" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe>
<div style="padding:5px 0 12px"> View more presentations from <a href="http://www.slideshare.net/nicmitham" target="_blank">KZero Worldswide</a> </div>
</p></div>
<p></center></p>
<p>One thing&#8217;s for certain, a lot of industries would wish they had this sort of growth trajectory. What I&#8217;m waiting (and hoping) for is a spike in the adult space that matches the kid space.</p>
<div id="wherego_related"><b>Readers who viewed this page, also viewed:</b><ul><li><a href="http://www.metaversejournal.com/2011/05/31/the-watch-virtual-worlds-in-the-news-161/" rel="bookmark" class="wherego_title">The Watch &#8211; virtual worlds in the news</a></li><li><a href="http://www.metaversejournal.com/2011/03/28/kitely-open-source-virtual-worlds-simplified/" rel="bookmark" class="wherego_title">Kitely: open source virtual worlds simplified</a></li><li><a href="http://www.metaversejournal.com/2011/02/01/virtual-worlds-best-practices-in-education-2011/" rel="bookmark" class="wherego_title">Virtual Worlds Best Practices in Education 2011</a></li><li><a href="http://www.metaversejournal.com/2011/05/20/avatars-and-body-image-further-research-participants-needed/" rel="bookmark" class="wherego_title">Avatars and body image: further research participants needed</a></li></ul></div><img src="http://www.metaversejournal.com/?ak_action=api_record_view&id=3151&type=feed" alt="" />]]></content:encoded>
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		<title>First quarter 2011 results for Second Life: steady sailing</title>
		<link>http://www.metaversejournal.com/2011/05/12/first-quarter-2011-results-for-second-life-steady-sailing/</link>
		<comments>http://www.metaversejournal.com/2011/05/12/first-quarter-2011-results-for-second-life-steady-sailing/#comments</comments>
		<pubDate>Thu, 12 May 2011 01:13:59 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[lindenlab]]></category>
		<category><![CDATA[second life economic statistics]]></category>
		<category><![CDATA[second life statistics]]></category>
		<category><![CDATA[size of second life]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=3088</guid>
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Linden Lab late last week released their user metrics and Second Life economy analysis for the first quarter of 2011. Every time I cover this I&#8217;m reminded of how much more substantive these statistics used to be, but here&#8217;s what we&#8217;ve got to work with now: New user registrations: stagnant to a minor decline. Although, [...]]]></description>
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<p><a href="http://www.metaversejournal.com/images/2011/05/SL-user-hours-q1-2011.jpg"><img src="http://www.metaversejournal.com/images/2011/05/SL-user-hours-q1-2011-300x159.jpg" alt="" title="SL-user-hours-q1-2011" width="300" height="159" class="alignleft size-medium wp-image-3092" /></a>Linden Lab late last week released their user metrics and Second Life economy analysis for the first quarter of 2011. Every time I cover this I&#8217;m reminded of how much more substantive these statistics used to be, but here&#8217;s what we&#8217;ve got to work with now:</p>
<p><strong>New user registrations</strong>: stagnant to a minor decline. Although, as <a href="http://dwellonit.taterunino.net/2011/05/06/second-life-q1-2011-metrics-and-economy-analysis/">Tateru Nino notes</a>, if you <a href="http://community.secondlife.com/t5/Featured-News/Q1-2011-Linden-Dollar-Economy-Metrics-Up-Users-and-Usage/ba-p/856693">don&#8217;t read the graph carefully</a> you&#8217;ll miss that they&#8217;ve included April in the stats to show the surge in registrations since the new registration process was launched. Beside that, the 10K signups per day is still something a lot of companies would love to have.</p>
<p><strong>Average monthly repeats logins</strong>: unchanged at just under 800K i.e. nearly 800 thousand people logged into Second Life more than once during each month.</p>
<p><strong>User hours</strong>: At 105 million hours per month it&#8217;s down on the previous year. Looking at each month within the quarter it&#8217;s stable at 104 million.</p>
<p><strong>Linden Dollar value</strong>: an improvement here, the exchange rate has been the most positive in a while and the overall dollar value of Linden Dollars held by Second Life residents is up to US$29.3 million.</p>
<p><strong>World size</strong>: Stable at just over two thousand square kilometres &#8211; <a href="http://www.metaversejournal.com/2011/01/28/second-life-metrics-q4-2010-stagnation-and-hong-kong-comparisons/">equivalent to the Maritius</a> as we stated last time.</p>
<p>So overall? The somewhat limited picture provided shows positive signs. If the peak in user registrations shown for April continues during May and June, and converts to users who continue to log in, then Q2 stats might be very interesting indeed.</p>
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		<slash:comments>6</slash:comments>
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		<title>Second Life metrics Q4 2010: stagnation and Hong Kong comparisons</title>
		<link>http://www.metaversejournal.com/2011/01/28/second-life-metrics-q4-2010-stagnation-and-hong-kong-comparisons/</link>
		<comments>http://www.metaversejournal.com/2011/01/28/second-life-metrics-q4-2010-stagnation-and-hong-kong-comparisons/#comments</comments>
		<pubDate>Fri, 28 Jan 2011 10:13:33 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[lindenlab]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=3008</guid>
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Linden Lab have released some limited (extremely limited if you compare to say three years ago) statistics on Second Life&#8217;s performance for the fourth quarter of 2010. It&#8217;s a snapshot of stability really, or stagnation if you expect some signs of growth in a platform of Second Life&#8217;s longevity. Average monthly repeat logins are up [...]]]></description>
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<p><a href="http://www.metaversejournal.com/images/2011/01/mauritius-sl.jpg"><img src="http://www.metaversejournal.com/images/2011/01/mauritius-sl-150x150.jpg" alt="" title="mauritius-sl" width="150" height="150" class="alignleft size-thumbnail wp-image-3009" /></a>Linden Lab have released some limited (extremely limited if you compare to say three years ago) statistics on Second Life&#8217;s performance for the fourth quarter of 2010. It&#8217;s a snapshot of stability really, or stagnation if you expect some signs of growth in a platform of Second Life&#8217;s longevity. Average monthly repeat logins are up slightly whilst total user hours remained the same, meaning that on average people spent less time in Second Life. Web sales of SL merchandise continue to grow, albeit at an expected slower pace than previous quarters.</p>
<p>One regular point of fascination for a lot of people is how <em>big</em> Second Life is.  Coming in a little over two thousand square kilometres now makes it <a href="http://www.mongabay.com/igapo/world_statistics_by_area.htm">around the size of the Maritius</a>. Linden Lab equate it to two Hong Kongs. Either way it&#8217;s a pretty pointless but fun comparison.</p>
<p>On the economy I&#8217;m going to <a href="http://dwellonit.taterunino.net/2011/01/26/second-life-q4-metrics-and-economy-analysis/">directly quote colleague Tateru Nino</a>:</p>
<blockquote><p>Now, the currency supply. It seems that after a long time, Linden Lab is finally selling L$ on the market again. The money supply is up, LindeX trading volumes are likewise up, and the value of the Linden Dollar (relative to the USD) improved. These are all good economic signs. It’s too soon to call that an economic recovery, but it is certainly looking promising. 100,000 fewer accounts paid or received Linden Dollars by any means than in Q3, following a decline that started at the end of Q1. So, fewer economic participants, but an apparent improvement in the economy for those that are participating. Any data that might contradict this is just not available.</p></blockquote>
<p>So overall? There&#8217;s nothing in here to get excited about and arguably there&#8217;s some aspects to be suspicious about due to the dearth of information provided now. The touted ongoing user experience improvements will take a while, even after being implemented, to affect these numbers. That said, pessimism would probably be an overreaction to these figures, assuming the non-released data is as stable.</p>
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		<title>Second Life economy: flat but steady</title>
		<link>http://www.metaversejournal.com/2010/11/10/second-life-economy-flat-but-steady/</link>
		<comments>http://www.metaversejournal.com/2010/11/10/second-life-economy-flat-but-steady/#comments</comments>
		<pubDate>Wed, 10 Nov 2010 12:02:23 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=2893</guid>
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Linden Lab have released third-quarter results for the Second Life economy. I use the term &#8216;released&#8217; loosely, as it still grates on me how little information is released now compared to a couple of years back. That aside, the results show that aside from the 11% drop in overall user hours over the past year, [...]]]></description>
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<p><a href="http://www.metaversejournal.com/images/2010/11/participants.png"><img src="http://www.metaversejournal.com/images/2010/11/participants-150x150.png" alt="" title="participants" width="150" height="150" class="alignleft size-thumbnail wp-image-2894" /></a>Linden Lab have released third-quarter results for the Second Life economy. I use the term &#8216;released&#8217; loosely, as it still grates on me how little information is released now compared to <a href="http://www.metaversejournal.com/2008/02/24/australians-in-second-life-update-stagnant-as-she-goes/">a couple of years back</a>. That aside, the results show that aside from the 11% drop in overall user hours over the past year, coming mostly from those who spend more than 300 hours a month in Second Life, that things are steady. Or stagnant depending on your perspective. The only stark upside is the lift in web-based purchases for in-world goods (115% growth), although that&#8217;s skewed by the conglomeration of purchase options under the Linden Lab umbrella.</p>
<p>One of the most frequent questions I&#8217;m still asked when I talk virtual worlds with the uninitiated is: &#8220;hasn&#8217;t Second Life died?&#8221;. These stats again put paid to that misconception, but they also don&#8217;t provide much basis for evangelism either.</p>
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		<title>One click can make all the difference</title>
		<link>http://www.metaversejournal.com/2010/08/20/one-click-can-make-all-the-difference/</link>
		<comments>http://www.metaversejournal.com/2010/08/20/one-click-can-make-all-the-difference/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 05:07:15 +0000</pubDate>
		<dc:creator>Tateru Nino</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>
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Linden Lab is cutting the Second Life Community Gateways programme from August 19 (giving Community Gateway operators just 18 hours notice of the pending termination). If you haven’t been through the Second Life orientation lately, you might not even be clearly aware of what the programme is. The idea was simple enough. Since the Lab [...]]]></description>
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<p><a href="http://blogs.secondlife.com/community/community/blog/2010/08/19/a-new-approach-to-welcoming-residents">Linden Lab is cutting the Second Life Community Gateways programme from August 19</a> (giving Community Gateway operators just 18 hours notice of the pending termination). If you haven’t been through the <em>Second Life </em>orientation lately, you might not even be clearly aware of what the programme is.</p>
<p>The idea was simple enough. Since the Lab didn’t care to have a full-time employee doing the necessary work on new user orientation, a variety of groups who thought they could outdo the Lab were presented as optional starting areas for new users.</p>
<p>Not everyone was right. Even compared to the standard orientation experience’s very low bar, some of the Community Gateway experiences apparently “stank on ice”.</p>
<p>Some did okay though. There used to be a Google spreadsheet circulating around with various specifics of the CG programme, though I lost the link some time ago. What struck me is how small a number of the total pool of new signups took the Community Gateway option.</p>
<p>Indeed, according to the Lab, many gave up on the Web-site when presented with the choice of going to a Community Gateway or taking the standard orientation experience.</p>
<p>Think about that for a moment.</p>
<p>Presented with the choice, many users chicken out and we may never see them again.</p>
<p><a href="http://dwellonit.taterunino.net/sl-statistical-charts"><img style="margin: 4px 0px 4px 4px;border-width: 0px" src="http://www.metaversejournal.com/images/2010/08/weeklysignups400week332010.jpg" border="0" alt="Weekly Second Life signups for week 32, 2010" width="300" height="300" align="right" /></a> It’s certainly popular wisdom that 30% of new users don’t actually ever log in. I don’t know if that’s still true now, five years later, or not. I’m not sure if that’s a figure that the Lab would really be all that keen to share lately. There’s between ten and twelve thousand new <em>Second Life</em> signups every day, but it doesn’t seem like more than a couple of hundred actually make it through the proverbial first-hour.</p>
<p>In what seems like a startling digression, there’s an interesting balancing act I can tell you about in writing for the Web. It isn’t really all that startling a digression, as you’ll notice in a moment.</p>
<p>Articles with more than one part are obviously preferable from a page-view perspective. More page-views means more advertising dollars, so if you want more advertising dollars then you want more page-views.</p>
<p>Simple, you think, I will break my article up into parts! Each time the user clicks through, that will be another page-view!</p>
<p>But it isn’t so easy. A lot depends on who you are, who your audience is and what your article is about, but a good rule of thumb is that 25-30% of your readers won’t click through to the second page. 25-30% of those that <em>do</em> won’t click through to the third page. And so on.</p>
<p>It’s easy to watch that process from the Web-traffic logs, and get solid numbers, and they’re numbers that remain surprisingly consistent. It isn’t even as if you’re asking the user to make much of a choice. It’s just “<em>click the link for the next part</em>.”</p>
<p>So, yes, the Lab – while criticized at the time for it – was definitely right to shorten the number of steps in registration. Every click (and every choice) between the start of registration and actually turning up in <em>Second Life</em> with a prefab avatar you’re losing attention, and thus bleeding out audience.</p>
<p>That’s why the whole <em>Second Life</em> viewer in a browser keeps coming up over and over again, hiding software downloads, updates and installs from the user and all of that. For now, the Lab is going to just use its own orientation system, presumably until they follow-through on announced plans to eliminate that as well.</p>
<p>Eliminating even one step <em>could</em> cause a massive jump in retention, if it is done right. Just reducing the number of clicks and choices willy-nilly and without planning isn’t <em>necessarily</em> going to improve matters. You might get more people <em>actually logging in</em>, but who are simply unprepared for the welter of possibilities that the virtual environment then presents to them.</p>
<div id="wherego_related"><b>Readers who viewed this page, also viewed:</b><ul><li><a href="http://www.metaversejournal.com/2011/08/15/linden-lab-ceo-were-growing-but-were-not-sure-why/" rel="bookmark" class="wherego_title">Linden Lab CEO: we&#8217;re growing but we&#8217;re not sure why</a></li><li><a href="http://www.metaversejournal.com/2011/10/27/will-wright-joins-linden-lab-board-of-directors-and-a-quick-sims-social-review/" rel="bookmark" class="wherego_title">Will Wright joins Linden Lab Board of Directors (and a quick Sims Social review)</a></li><li><a href="http://www.metaversejournal.com/2010/10/26/second-life-opensim-developers-sought/" rel="bookmark" class="wherego_title">Second Life / OpenSim developers sought</a></li></ul></div><img src="http://www.metaversejournal.com/?ak_action=api_record_view&id=2804&type=feed" alt="" />]]></content:encoded>
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		<title>Alice has a dollar. A virtual economic failure</title>
		<link>http://www.metaversejournal.com/2010/04/30/alice-has-a-dollar-a-virtual-economic-failure/</link>
		<comments>http://www.metaversejournal.com/2010/04/30/alice-has-a-dollar-a-virtual-economic-failure/#comments</comments>
		<pubDate>Thu, 29 Apr 2010 17:12:02 +0000</pubDate>
		<dc:creator>Tateru Nino</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[Op-ed]]></category>
		<category><![CDATA[finance]]></category>
		<category><![CDATA[money]]></category>

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Alice and Bob are participants in an economy. Alice has a dollar. Alice gives the dollar to Bob. In Second Life terms, that’s a user-to-user transaction. Bob gives the dollar back to Alice. That’s another user-to-user transaction. Repeat this sequence four more times. Is Alice and Bob’s economy now worth ten dollars? Or is it [...]]]></description>
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<p><a href="http://www.metaversejournal.com/images/2010/04/money_island.jpg"><img src="http://www.metaversejournal.com/images/2010/04/money_island.jpg" alt="" title="money_island" width="300" height="286" class="alignleft size-full wp-image-2654" /></a>Alice and Bob are participants in an economy. Alice has a dollar.</p>
<p>Alice gives the dollar to Bob. In Second Life terms, that’s a user-to-user transaction.</p>
<p>Bob gives the dollar back to Alice. That’s another user-to-user transaction.</p>
<p>Repeat this sequence four more times. Is Alice and Bob’s economy now worth ten dollars? Or is it still worth one dollar?</p>
<p>Well, that depends.</p>
<p><a href="http://www.massively.com/2010/04/28/second-life-q1-2010-metrics/">Linden Lab will tell you that’s ten dollars</a>. In reality, though, it depends on <em>why</em> Alice and Bob keep handing that dollar back and forth.</p>
<p>You see economic activity <em>isn’t the movement of money</em>. Economic activity is the trade in goods and services, not money. Money is just one of the tools that are used to <em>value</em> goods and services.</p>
<p>If Alice and Bob are just passing money to each-other without an exchange of goods and services, the economic activity – by definition – is zero, whether there’s one dollar or a thousand dollars, and whether it’s just Alice and Bob, or hundreds or thousands of other people involved.</p>
<p>The movement of money is one method by which we can see economic activity happening, but doesn’t constitute economic activity itself, just as we can determine the approximate size and movement of ducks on a pond by watching the ripples – but the ripples aren’t the ducks.</p>
<p>In any economy money moves between people, between accounts and between businesses for many reasons that do not constitute economic activity. Also, the exchange of goods and services <em>for no money at all</em> still constitutes economic activity of a non-zero value.</p>
<p>Alice and Bob might be exchanging goods or services, in which case there’s economic activity accompanying that dollar in their inefficient little economy. If so, then yes, Alice and Bob’s economy is worth ten dollars. If not, then their economy isn’t worth ten dollars, or even one dollar. It’s zero, because no economic activity accompanies the exchange.</p>
<p>Economics understands this, and when measuring the economies of nations, considerable effort is spent to separate out the movements of money which are not accompanying economic activity from those which are.</p>
<p>Granted, for any economy much larger than Alice and Bob’s it requires a lot of estimation and educated guesswork to get even remotely close to the truth, but the practices are well-established (even though they undergo continuous improvement).</p>
<p>For virtual environments, though, centuries of economic thought and learning are discarded, and the focus is incorrectly placed solely on the movements of money. Small wonder that the operators of many virtual environments really seem to have no idea which direction their economies are actually heading in.</p>
<div id="wherego_related"><b>Readers who viewed this page, also viewed:</b><ul><li><a href="http://www.metaversejournal.com/2011/03/27/large-businesses-in-second-life-they-still-exist/" rel="bookmark" class="wherego_title">Large businesses in Second Life: they still exist</a></li><li><a href="http://www.metaversejournal.com/2011/01/29/blue-mars-on-iphone-testing-underway/" rel="bookmark" class="wherego_title">Blue Mars on iPhone: testing underway</a></li><li><a href="http://www.metaversejournal.com/2010/11/28/departure-from-second-life-one-story/" rel="bookmark" class="wherego_title">Departure from Second Life: one story</a></li><li><a href="http://www.metaversejournal.com/2010/11/30/world-of-warcrafts-cataclysm-lessons-for-virtual-worlds/" rel="bookmark" class="wherego_title">World of Warcraft&#8217;s Cataclysm: lessons for virtual worlds</a></li></ul></div><img src="http://www.metaversejournal.com/?ak_action=api_record_view&id=2653&type=feed" alt="" />]]></content:encoded>
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		<title>How big is Second Life?</title>
		<link>http://www.metaversejournal.com/2009/01/09/how-big-is-second-life/</link>
		<comments>http://www.metaversejournal.com/2009/01/09/how-big-is-second-life/#comments</comments>
		<pubDate>Thu, 08 Jan 2009 13:54:39 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[demographics]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[population]]></category>

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It&#8217;s this big (as of November 2008): The map comes from this site and you can download the full 13MB version to get a better understanding of the magnitude of Second Life. We&#8217;ve featured maps of the Second Life grid before, and they&#8217;re useful to reinforce the scope of virtual worlds. Those who haven&#8217;t spent [...]]]></description>
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<p>It&#8217;s this big (as of November 2008):</p>
<p><center><img src="http://www.metaversejournal.com/images/2009/01/secondlife_map.jpg" alt="secondlife_map" title="secondlife_map" class="alignnone size-full wp-image-1855" /></center></p>
<p>The map <a href="http://hublog.hubmed.org/archives/001775.html">comes from this site</a> and you can download the f<a href="http://hublog.hubmed.org/files/2008-11-11-secondlife-7.png">ull 13MB version</a> to get a better understanding of the magnitude of Second Life. </p>
<p>We&#8217;ve featured maps of the <em>Second Life</em> grid before, and they&#8217;re useful to reinforce the scope of virtual worlds. Those who haven&#8217;t spent time in a large world have no concept of their size and complexity until shown something 2D like the map above. Combine it with a brief tour of Second Life and the penny starts to drop.</p>
<p>Back in November 2007, Second Life was roughly the size of <a href="http://www.metaversejournal.com/2007/11/05/second-life-is-really-just-wagga/">two Wagga Waggas</a> at nearly 900 square km- it&#8217;s grown a lot since then to 1871 square km, which isn&#8217;t that far off the size of the Australian Capital Territory at <a href="http://www.nationsencyclopedia.com/Asia-and-Oceania/Australia-LOCATION-SIZE-AND-EXTENT.html">2400 square km</a>. That should also help provide some mental imagery for the skeptic.</p>
<p>Thanks to <a href="http://nwn.blogs.com/nwn/2009/01/get-a-map-of-th.html">New World Notes</a> for the heads-up</p>
<div id="wherego_related"><b>Readers who viewed this page, also viewed:</b><ul><li><a href="http://www.metaversejournal.com/2010/10/26/second-life-opensim-developers-sought/" rel="bookmark" class="wherego_title">Second Life / OpenSim developers sought</a></li><li><a href="http://www.metaversejournal.com/2007/11/05/second-life-is-really-just-wagga/" rel="bookmark" class="wherego_title">Second Life is really just Wagga</a></li></ul></div><img src="http://www.metaversejournal.com/?ak_action=api_record_view&id=1854&type=feed" alt="" />]]></content:encoded>
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		<title>Gender and virtual worlds: new research</title>
		<link>http://www.metaversejournal.com/2008/12/15/gender-and-virtual-worlds-new-research/</link>
		<comments>http://www.metaversejournal.com/2008/12/15/gender-and-virtual-worlds-new-research/#comments</comments>
		<pubDate>Mon, 15 Dec 2008 03:23:15 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[demographics]]></category>
		<category><![CDATA[gender]]></category>
		<category><![CDATA[research]]></category>

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Dmitri Williams from the University of Southern California has completed some research in conjunction with Mia Consalvo (Ohio University), Scott Caplan (University of Delaware) and Nick Yee (Stanford University). The title of the research is Looking for gender (LFG): Gender roles and behaviors among online gamers. The research employed a range of survey tools as [...]]]></description>
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<p>Dmitri Williams from the University of Southern California <a href="http://terranova.blogs.com/terra_nova/2008/12/gender-differen.html">has completed some research</a> in conjunction with Mia Consalvo (Ohio University), Scott Caplan (University of Delaware) and Nick Yee (Stanford University). The title of the research is <em>Looking for gender (LFG): Gender roles and behaviors among online gamers</em>.  The research employed a range of survey tools as well as some key health measures like Body Mass Index &#8211; the rigour in approach is certainly there.</p>
<p>Some standout points from the research (some aspects are direct findings, others are cited findings in reviewing the literature for the research):</p>
<li>The average player in the study had more than six alternate characters</li>
<li>Males were more focused on achievement as a reason for gaming</li>
<li>Female players tend to play more for social reasons and now comprise 40% of all gamers</li>
<li>Female players played the most and were the most healthy</li>
<p>There&#8217;s a lot more in the findings than the points above, but some of them alone challenge some significant stereotypes aimed at online gamers. There are obvious ramifications of research like this that turns common stereotypes on their head.</p>
<p><a href="http://dmitriwilliams.com/GenderDifferencesTN.doc">Download the full paper here</a> in MS Word format.</p>
<div id="wherego_related"><b>Readers who viewed this page, also viewed:</b><ul><li><a href="http://www.metaversejournal.com/2010/01/12/body-image-and-virtual-worlds-call-for-study-participants/" rel="bookmark" class="wherego_title">Body image and virtual worlds: call for study participants</a></li></ul></div><img src="http://www.metaversejournal.com/?ak_action=api_record_view&id=1796&type=feed" alt="" />]]></content:encoded>
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		<title>The Second Life economy: calm before the storm?</title>
		<link>http://www.metaversejournal.com/2008/11/13/the-second-life-economy-calm-before-the-storm/</link>
		<comments>http://www.metaversejournal.com/2008/11/13/the-second-life-economy-calm-before-the-storm/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 21:37:37 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[General News]]></category>
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Linden Lab today released the Second Life economy statistics of the third quarter of 2008 and it shows some healthy growth in some areas: hours spent by users in Second Life passed the 100 million mark the total land mass continued to grow significantly to just under 2 billion square meters the monetary value of [...]]]></description>
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<p>Linden Lab <a href="http://blog.secondlife.com/2008/11/12/q3-closed-on-a-high-note-with-an-unusually-strong-september/">today released</a> the <em>Second Life</em> economy statistics of the third quarter of 2008 and it shows some healthy growth in some areas:</p>
<li>hours spent by users in Second Life passed the 100 million mark</li>
<li>the total land mass continued to grow significantly to just under 2 billion square meters</li>
<li>the monetary value of user-to-user transactions in-world hit 102 million US dollars &#8211; identical to Q2 2007, the last period before the gambling ban which saw a large drop</li>
<p>There continues to be a decline in premium subscriptions althugh no specific data is given. Linden Lab claim this isn&#8217;t  of great concern to them:</p>
<blockquote><p>..a decline in premium subscriptions does not mean we have a reduction in the number of land owners. Therefore it should not be used as a measure of the health of the land market, of the Second Life economy or the health of Linden Lab.  We are currently in the process of evaluating ways to make premium subscriptions more valuable to Residents and less dependent on Linden dollar stipends.</p></blockquote>
<p>If it&#8217;s of no concern, I don&#8217;t understand why the same graphing prowess couldn&#8217;t have been applied as it is to the other measures. At the very least it&#8217;s a rough measure of Second Life mainland health.</p>
<p>The results overall are very positive but Linden Lab themselves admit the <a href="http://www.metaversejournal.com/2008/10/28/linden-lab-instigate-price-rises-backlash-plus/">Openspaces issue</a> will impact the next quarter&#8217;s performance. Add to that the real-world economic climate and we may see a very different picture come January 2009.</p>
<div id="wherego_related"> </div><img src="http://www.metaversejournal.com/?ak_action=api_record_view&id=1737&type=feed" alt="" />]]></content:encoded>
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		<title>World of Warcraft demographics: no big surprises</title>
		<link>http://www.metaversejournal.com/2008/10/27/world-of-warcraft-demographics-no-big-surprises/</link>
		<comments>http://www.metaversejournal.com/2008/10/27/world-of-warcraft-demographics-no-big-surprises/#comments</comments>
		<pubDate>Mon, 27 Oct 2008 01:09:57 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=1688</guid>
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Over at GamerDNA they&#8217;ve crunched some numbers on some key demographics of World of Warcraft players &#8211; the sample group are GamerDNA members combined with Armory data, so the sample is representative to say the least. The results aren&#8217;t surprising but still interesting. The key points: 1. There remains a preference to sign up an [...]]]></description>
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<p><a href="http://blog.gamerdna.com/blog/2008/10/24/horde-vs-alliance-data-smackdown/">Over at GamerDNA</a> they&#8217;ve crunched some numbers on some key demographics of World of Warcraft players &#8211; the sample group are GamerDNA members combined with <a href="http://www.wowarmory.com/">Armory data</a>, so the sample is representative to say the least.</p>
<p><center><a href="http://www.metaversejournal.com/images/2008/10/wow-demographics.jpg"><img src="http://www.metaversejournal.com/images/2008/10/wow-demographics.jpg" alt="" title="wow-demographics" class="alignnone size-full wp-image-1689" /></a></center></p>
<p>The results aren&#8217;t surprising but still interesting. The key points:</p>
<p>1. There remains a preference to sign up an Alliance character than a Horde one, particularly if the player is female.</p>
<p>2. The Hunter class is the most popular across both factions.</p>
<p>3. Men tend toward the more &#8216;manly&#8217; classes such as Warrior.</p>
<p>As Sanya Weathers, the data cruncher says:</p>
<blockquote><p>The most popular class, the Hunter, is slightly preferred by female players by the same margin in both factions. Same for Mages. Priests skew heavily female in both factions, again by roughly the same margin. Rogues  and Paladins have the same stair step proportion across the factions, but with men outnumbering women. More men play Warriors than women across the board, but the difference is more pronounced on the Horde side thanks to the whole “women don’t do Orcs” thing.</p></blockquote>
<p>The only flaw I can see in the gender analysis applies across all virtual worlds: there&#8217;s arguably a lot of avatars out there that are the opposite in gender to their real-world counterpart.</p>
<p>Aside from the obvious interest of such stats to WoW players, there&#8217;s a much wider application. Don&#8217;t imagine that marketers, game developers and educators aren&#8217;t looking at data like this intensively. There&#8217;s a thousand PhD theses in this sort of information and a few hundred of them are likely well underway.</p>
<p>If you&#8217;re a WoW player, do the statistics match your impressions?</p>
<div id="wherego_related"><b>Readers who viewed this page, also viewed:</b><ul><li><a href="http://www.metaversejournal.com/2011/08/15/linden-lab-ceo-were-growing-but-were-not-sure-why/" rel="bookmark" class="wherego_title">Linden Lab CEO: we&#8217;re growing but we&#8217;re not sure why</a></li><li><a href="http://www.metaversejournal.com/2011/05/20/avatars-and-body-image-further-research-participants-needed/" rel="bookmark" class="wherego_title">Avatars and body image: further research participants needed</a></li><li><a href="http://www.metaversejournal.com/2010/11/30/world-of-warcrafts-cataclysm-lessons-for-virtual-worlds/" rel="bookmark" class="wherego_title">World of Warcraft&#8217;s Cataclysm: lessons for virtual worlds</a></li><li><a href="http://www.metaversejournal.com/2010/01/14/world-of-warcraft-your-boss-and-succeeding-at-work/" rel="bookmark" class="wherego_title">World of Warcraft, your boss and succeeding at work</a></li></ul></div><img src="http://www.metaversejournal.com/?ak_action=api_record_view&id=1688&type=feed" alt="" />]]></content:encoded>
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		<title>Australians in Second Life Update &#8211; small declines</title>
		<link>http://www.metaversejournal.com/2008/10/25/australians-in-second-life-update-small-declines/</link>
		<comments>http://www.metaversejournal.com/2008/10/25/australians-in-second-life-update-small-declines/#comments</comments>
		<pubDate>Fri, 24 Oct 2008 13:06:14 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[Australian News]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[lindenlab]]></category>

		<guid isPermaLink="false">http://www.metaversejournal.com/?p=1683</guid>
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Linden Lab have released their metrics up until September 2008, and in the Australian context there&#8217;s been a slight drop in activity &#8211; 686,872.48 hours, which is nearly eight thousand hours less than last month. Across 10-15 thousand active users, that&#8217;s not a big drop and Australia maintains the 11th spot worldwide. Overall: - user [...]]]></description>
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<p>Linden Lab have released their metrics up until September 2008, and in the Australian context there&#8217;s been a slight drop in activity &#8211; 686,872.48 hours, which is nearly eight thousand hours less than <a href="http://www.metaversejournal.com/2008/09/26/australians-in-second-life-update-murky-growth/">last month</a>. Across 10-15 thousand active users, that&#8217;s not a big drop and Australia maintains the 11th spot worldwide.</p>
<p>Overall:</p>
<p>- user hours dropped from 34.8 million to 33.2 million</p>
<p>- the number of islands owned jumped from 1,610 to 1,723</p>
<p>- in-world accounts with positive cashflows grew from 60,788 to 62,633</p>
<p>- premium accounts (those that people pay a monthly fee for) continued their decline to  83,23, down from 84,883 last month and December 2007 highs of 93,219.</p>
<p>It&#8217;s a mixed picture and I&#8217;ve had a lot of people ask me in recent weeks how the real-world economic issues is impacting Second Life. These metrics don&#8217;t point to a significant decline related to the worldwide economic downturn and I&#8217;m not seeing any erosion of confidence. That said, the worst of that downturn occurred in October from a public perception viewpoint, so next month&#8217;s metrics should make for fascinating reading.</p>
<p>What are your thoughts? Are you seeing people spend less in-world? Have your spending habits changed in recent months?</p>
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		<title>Kids and virtual worlds: the ever-growing market</title>
		<link>http://www.metaversejournal.com/2008/09/11/kids-and-virtual-worlds-the-ever-growing-market/</link>
		<comments>http://www.metaversejournal.com/2008/09/11/kids-and-virtual-worlds-the-ever-growing-market/#comments</comments>
		<pubDate>Wed, 10 Sep 2008 14:36:03 +0000</pubDate>
		<dc:creator>Lowell Cremorne</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Metrics]]></category>
		<category><![CDATA[hello kitty]]></category>
		<category><![CDATA[kzero]]></category>

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Virtual worlds metrics gurus, Kzero, have done some further hypothesising on the growth of the kids market for virtual worlds in the next year or two. If the prediction of 110 million kids using virtual worlds by 2010 is close to the mark, even the most cynical corporates are going to start taking notice. Take [...]]]></description>
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<p>Virtual worlds metrics gurus, <a href="http://www.kzero.co.uk">Kzero</a>, have done <a href="http://www.kzero.co.uk/blog/?p=2461">some further hypothesising</a> on the growth of the kids market for virtual worlds in the next year or two. </p>
<p><center><a href="http://www.metaversejournal.com/images/2008/09/kzero-sept2008.jpg"><img src="http://www.metaversejournal.com/images/2008/09/kzero-sept2008.jpg" alt="" title="kzero-sept2008" class="alignnone size-full wp-image-1590" /></a></center></p>
<p>If the prediction of 110 million kids using virtual worlds by 2010 is close to the mark, even the most cynical corporates are going to start taking notice. Take <a href="http://www.metaversejournal.com/2008/02/16/hello-kitty-virtual-world-on-the-way/">Hello Kitty</a> as an example. That one brand is likely to draw an enormous following if their latest trailer is anything to go by:</p>
<p><center><embed src='http://static0.video.sanriotown.com/flaon/us/loader.swf?key=f21d8234c1f12c7a' allowFullScreen='true' allowScriptAccess='always' width='400' height='300' type='application/x-shocewave-flash'></embed></center></p>
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