How many logged into second life




















Wish it were still on the login page, though! The info is in Firestorm 4. See the line in this screenshot. The info scrolls there and it shows these things one at a time :. Create an account or sign in to comment You need to be a member in order to leave a comment.

Sign up for a new account in our community. It's easy! Already have an account? Sign in here. How to find out how many users are currently logged into Second Life?

Share More sharing options Followers 0. You are about to reply to a thread that has been inactive for days. Recommended Posts. Meara Gata Posted November 30, Posted November 30, Does anyone else miss seeing this information?

There were other virtual worlds before Second Life and there still are i. Yet, we do know there is an inexorable progress of technology. For now, however, perhaps there is an opportunity for a virtual world that is more like real life.

You must be logged in to post a comment. All rights reserved. Although Second Life is a virtual world, it is not a virtual reality platform. Rather, it is an alternate reality platform accessed via a computer.

Second Life is not a game. There are no winners or losers. There is no goal other than to experience the virtual world itself. Users create an account on SecondLife. Everyone begins as a stock avatar but is free to customize their appearance. Users can decide their first names but pick from a long list of last names.

In , I became Jonathan Sellers and no matter how much I tried to look like me, I always bore a striking resemblance to Harry Potter. Finding places to go involves searching key words, events, and topics similar to navigating the web.

Spending time in Second Life is free, and there are lots of free virtual items to find. One can upgrade to a premium account ninety-nine U. Avatars hawk their wares and services which range from the expected house builder, landscaper, fashion designer to the bizarre surrogate mom for a virtual baby. In , stories exploded about people who had side businesses in Second Life that earned them well into the five and six figures. Fortunately, Second Life has its own currency, Linden Dollars, which trades on an open exchange.

Throughout and , one U. As of April 6, , one U. It depends—prices for digital assets and services vary widely on the Second Life marketplace. For reference, a customizable avatar shape can go for ten Linden dollars. Second Life exists because Linden Lab, a private company, runs it.

Linden Lab makes its money via premium memberships, virtual land use fees i. On October 18, , Second Life surpassed one million residents. Understanding the Appeal in In true qualitative research fashion, when I first joined Second Life, I was obsessed with understanding the appeal. The Second Time Around The sudden onslaught of the COVID pandemic and the total shutdown of in-person research forced me to look for ways to make online qualitative more immersive.

Using the virtual world to its fullest requires a powerful computer with a dedicated graphics card. Second Life became popular right around the time that laptops supplanted desktops. At that time, laptops usually had integrated graphics cards. While Second Life can run on such machines, graphics render much slower and the experience is subpar. Since Second Life has had peak "online" numbers in excess of 20, recently, that would extrapolate to more than , active users.

The industry insider pointed to another measurement, which is to look at the monetization ratio--the percentage of users who produce revenue for the publisher--of about 10 percent for digitally-downloaded online games. That, the insider said, jibes with Linden Lab's 10 percent conversion ratio and again points to the , active user range.

The question of how many people actually use Second Life has always been hotly debated, in particular because it is free for anyone to join. While 42, people pay for premium Second Life accounts, that number pales in comparison to the more than 7. Still, WoW brings in tens of millions of dollars a month in revenue. For its part, Linden Lab has said that Second Life is nearly profitable, largely on the strength of revenues from land use fees.

So why the controversy? Critics contend that journalists don't understand the difference between "registered accounts" and "active users," and that execs at Linden Lab haven't exactly gone out of their way to clear up the confusion. Because Linden Lab prominently reports more than 2 million residents, many articles have said that Second Life has more than 2 million users. He pointed out that Linden Lab also prominently reports the "trailing" number of residents who logged in within the last 60 days, which as of Wednesday was , That means, of course, that at best, fully 63 percent of registered accounts have not logged in within 60 days.

There's another issue with that figure: the game industry typically reports users logged in within the last 30 days, not The day number, as of Wednesday, was , for Second Life. That means 77 percent did not log in within 30 days.

Ondrejka said that Second Life is different from traditional online games.



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