The Times story regurgitated most of the errors a recent Forbes story made. Specifically:
http://gigaom.com/2007/07/12/debunking-5-business- myths-about-second-life/- [S]ome reporters glance at the front page's "Online Now" stat- currently around 40-48,000 at peak times- and assume that's a more accurate tally of total active users... A better reference is posted monthly by the company's demographer on their blog, and includes an industry standard of unique monthly active users. As of June, that number was closer to 500,000.
- While it's true that "homegrown" content generates far more enthusiasm, traffic to the top real world promotional sites [in SL] are actually competitive with other forms of Internet advertising. During June, about 400,000 Residents logged in each week. In a typical seven day span that month, according to my Second Life blog's demographer, the five most popular locales generated anywhere from roughly 1200 to 10,000 visits. (The top ten earned over total 40,000 visits.) Therefore, each of the top five sites garnered a
.8 to 2% visit rate. Typical click through for a traditional banner ad on the Web is generally estimated at
.5 to 1%.
- Much as a conflict between idealists and exploitative capitalists in the metaverse would be an exciting story, that hasn't observably happened to mass effect since 2004, when the world was vastly smaller.
- In terms of land mass, Linden Lab reports that just 18% of the world has been designated to have "Mature" content; explicit sexual activity is relegated to a subset of that percentage.
Full links and background at the GigaOM article
.