![]() While most of the traffic (66%) is direct and Second Life is a PC/Mac-only client, a large chunk of the visitors are on mobile - take a look at the deep dive data at right, generously shared with me by SimilarWeb Marketing Solutions: Roughly 1 in 4 visits are via mobile, running between low 20s to low 30s by percentage and country - with the largest audience by far, from the United States, visiting via mobile 1 out of 3 times. SimilarWeb's report on traffic and usage of includes some surprising stats on top of the visits by country I posted last week. Linden Lab CEO Ebbe Altberg did just confirm this growth, and also associated it to the coronavirus:Ĭontinue reading "Second Life Sees Significant User Concurrency Growth of Old & Returning Players, Post-Pandemic Declaration" » (Except in the sense that writing about a correlation causes Internet commenters to angrily write, "Correlation does not prove causation!") But common sense suggests at least some of this growth is the result of more people staying indoors longer, looking for new (and classic) social outlets to play in. And to be sure, correlation does not prove not causality. In terms of actual users, ten percent growth in concurrency translates to about 5,000 people not a lot, but not nothing. We'll see what happens over the weeks to come." ![]() "However," as Tyche cautions, "this effect has only been in the last 4 days of data (13th onwards). Notably, the World Health Organization designated the Coronavirus a global pandemic on March 11, while the White House declared a national emergency on March 13th. There was also uplifts in Maximum and Average Daily Concurrency." "This weekend there seems to have been more activity above expectations - Median Daily Concurrency was up by 10% on Saturday 14th (45,000) and Sunday 15th (44,000) over expectations. ![]() As renowned Second Life grid analyst Tyche Shepherd puts it to me today: While newer virtual world usage so far seems to be flat in the wake of recent coronavirus news, legacy world Second Life has indeed seen some growth in usage. The definition that hasn't changed is the amount of concurrent users, and that is indisputably much larger now than it was in 2007:Ĭontinue reading "Second Life Usage Now Higher Than Its 2007 Hype Level Period?" » anyone who signed up for an account, whether or not they even installed the program and went in-world. However, the definition of a monthly active user has definitely changed since 2007 - back then, Linden Lab would mainly refer to "Total Residents", i.e. 2007 saw a lot more churn due to massively promoted events like a cross-over experience for the television show CSI, mostly from people who were unable to install the program or get past the orientation. Actually there were likely more than 350,000 new registered users a month in 2007 when SL hit the peak of 1.1 million MAU so the number of returning users could be about the same or higher than in 2007 using your math and logic. If the definition of a monthly active user has remained the same then the comparison to the peak in 2007 is valid. ![]() Interesting comment from Amanda Dallin, reflecting on SL's recently reported "pandemic boost": This doesn't, however, necessarily mean in-world user activity is also down:Ĭontinue reading "Second Life Wesbite Traffic Down Nearly 50% Since 2018, According to SimilarWeb, Likely Reflecting Strong Decline in New User Sign-Ups" » So web traffic on the official site provides a pretty strong indicator of overall user activity, including new users. Unlike other social virtual worlds, most of which have a mobile app and/or run on consoles and/or Steam, Second Life is still heavily dependent on its website for shopping, account management, community activity, and - perhaps most notably - new user sign-ups. As a more distant comparison point: In 2014, was averaging monthly visits in the 16 million range.In December 2018, however, monthly visits to the site were nearly 21 million, and earned similar traffic numbers in the previous five months.This February, earned 9.4 million visits, and in the five months prior to that, peaked at 12.7 million visits in December 2020, and averaged visits in the 11 million+ range in other months.Surprising stats from SimilarWeb, especially given recent Linden Lab reports that Second Life was enjoying a quarantine upsurge: ![]()
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