Second Life is not a game – Nothing is pre-programmed, there is no structure (there are constraints though)
Three key elements – Avatars, User created content, marketplace
Eye contact and separation distance match those in real life
All the content in the game has been created by users except the user orientation Island
All the Intellectual properties for the user created content reside with the creators (DMCA applies)
The linden dollar (the currency in second life) is a tradable currency in the real world
About to cross over into 2m residents
10 million objects
900,000 unique items traded or sold in Oct 2006 alone
Half of the time in Second life is spent by females
Median age is 32
55% of the residents are international (non US nationals)
7m USD exchanged each month
7000 “businesses” in Second Life
25000 USD average gross for top 10 businesses (monthly)
Second Life demo:
First visit to The Shelter got swamped by bad network connectivity
Second visit to attempt was Trinity College Dublin, no juice there either
— Back to talking
Once people invest in Second Life they stay (100% retention, once you are bedded in)
Very simple tools for creating three-D objects
The four biggest economies in Second life are land, clubs and casinos and finally the fashion businesses
The highest concurrent login count is 18,000 users (audience provided number)
700,000 have logged in in the last 60 days