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Second Life’s relevance questioned

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Second Life’s relevance questioned

Report claims users visit site for average of just 12 minutes a month

Next-Gen reports that a new study from US firm Yankee Group suggests that the hype and media attention surrounding Linden Lab’s online multiplayer universe Second Life is vastly too big compared to the software’s real-life impact.

The report claims that users on average visit the site for just 12 minutes a month, and that user growth peaked almost a year ago in October 2006.

“Despite near-continuous coverage in the popular and business press, metaverses like Second Life are experiencing slowing growth and limited impact because of the tethered nature of their virtual world experience,” Yankee Group stated.

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Wired article

posted by FS Oct 03, 2007 at 1:20 pm
1
FS

I recently read a very insightful article on Second Life in Wired magazine:

http://www.wired.com/techbiz/media/magazine/15-08/ff_sheep

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Re: Wired article

posted by DS Oct 03, 2007 at 2:46 pm
2
DS

This report is BS. In fact, figures published last week showed that the time spent in SL is five hours 29 minutes making it the social network with the highest levels of user loyalty.

See
http://nwn.blogs.com/nwn/2007/10/yankee-no-how.html" onclick="window.open ( this.href ); return false;" class="comment_url" >http://nwn.blogs.c....html
http://media.guardian.co.uk/newmedia/story/0,,2176765,00.html" onclick="window.open ( this.href ); return false;" class="comment_url" >http://media.guard....html

http://media.guardian.co.uk/newmedia/story/0,,2176765,00.htmlhttp://media.guardian.co.uk/newmedia/story/0,,2176765,00.html" onclick="window.open ( this.href ); return false;" class="comment_url" >http://media.guard....html

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Re: Wired article

posted by Italo Eber Oct 04, 2007 at 1:10 pm
3
Italo Eber

even if it slows down.. it is only because of the timeto users and business adaptation, just like the internet and the web 2.0 did not revolutionized right away...3D worlds are a new way of immersive, collaborative environment, key to innovation in many areas, so as we created time, lets work it in to our advantage

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Yankee Group Stuff up

posted by TN Oct 05, 2007 at 12:29 am
4
TN

They have completely gotten the 12 minute wrong. Second Life actually has the highest average hours. I believe Yankee has now finally clued in on the stuff up as they have pulled the original report off their website. Nice work guys

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