How well did RL corporate sites engage SL's community? Tateru counts heads...
Est avg hourly visits
Est avg hourly visits (peak hrs)
Estimated total weekly visits
|The Pond||65||32||10,920 (stable)|
|IBM||43||48||7,272 (up 10.58%)|
|The L Word||29||33||4,944 (down 4.41%)|
|Pontiac||27||23||4,656 (up 9.30%)|
|Greenies Home||25||31||4,344 (stable)|
|Playboy||21||32||3,684 (up 35.24%)|
|Virtual Holland||21||37||3,648 (up 41.40%)|
|The Weather Channel||17||21||2,976 (up 5.08%)|
|Nissan||15||12||2,652 (up 6.76%)|
|Sun Microsystems||11||15||2,004 (down 10.22%)|
CSI:NY crime scene attracts thousands of investigators; Armani deemed unfashionable
With all the recent fuss about CBS' CSI:NY and their huge commitment to Second Life, as produced by the Electric Sheep Company, you might wonder if you're going to see them on the charts. The short answer is no. The slightly longer answer is that they have over 100 regions, and the counting process at the moment is manual. It's just impractical to tally them. However, keen observers report that maximum concurrency for the CSI sims for their opening day was somewhere around 1,200, during East coast peak times. (The number was obtained by eyeballing CSI simulators, so is only approximate.) We're waiting on the final official tally, but considering there's at least 55 CSI game sims and assuming hour long visits each a day in those regions, it could potentially be up to 52,800 visits a day. But probably much less.
Why? Well, Second Life registrations as much as doubled from CSI's opening day on Wednesday through to Sunday with an extra 107,000 or so signups, but given past history, we only expect that 15-20% of those will make it through orientation, and into CSI's game sims. Not all of that 107K bump is attributable to CSI, by the way: there's been extra Second Life publicity in the New York Post (lawsuits), and other media tie-ins in the same period (The Office). Coupled with some grid problems and service outages after the CSI episode aired, the whole picture muddies considerably. In any case, we'll be contacting the Sheep and CBS to see if we can obtain more specific numbers. Smart money says they've been keeping a close eye on actual attendance.Iris Ophelia turned a withering gaze on the Armani offering, and I wasn't much kinder myself-- nor were others it seems.
Consequently, Armani's Second Life presence attracted just 168 estimated visits this week; not rock bottom, saved only by Comcast which scored a mere 96. Even British sports apparel brand Reebok at 288 visits managed better. It's a long, long way to the top ten. I'm not sure Armani can even see it from down there.
Coming up - one of our corporates is closing their Second Life presence; Playboy still on the bounce.
The long game continues to work for Playboy, who are still rising up through the charts, this week landing in the number six spot.
The island remains substantially unchanged, but the presence of live staff most hours of the day and regular live music events continues to attract and retain a regular community of Second Life residents. Playboy is starting to outdo its historical best, and it remains to be seen just how high they can go.
Earlier this year, Useful Technology went through a round of layoffs, shedding staff and winding down their New England office. A small new-technology startup with a product in beta, cash was getting tight, and there was a need to slow the burn.
This week, we are told, Useful Technology is shedding more staff (we've not yet been able to confirm that), and shutting down their Second Life presence to reposition themselves to move their new product into production.
According to a source close to Useful Technology (who declined to be named), Useful Technology has no plans to quit on Second Life long term, and this is a temporary bump caused by the necessities of cash-flow and the demands of software development and testing.
*Next week, we hope to have Warner Brothers' I Am Legend survival horror game in the mix. We didn't begin counting it in time for this post, but it's genuinely popular, and might have very well ranked in the top ten.
Visit my blog tomorrow for the complete list of ranked mixed-reality sites (native sites, you'll see later in the week).
Mixed reality sites in this headcount are selected for their prominence, either from publicity or real world name recognition. Sites with consistent low traffic (500 or less weekly) may be dropped in future Headcounts in favor of other sites. We do not count sites with camping chairs, or visitors in the orientation sims, as there seems to be little evidence to suggest that they will become visitors to the parent site - and if they do, we catch them when we headcount the site anyway.
We collect data four times per day for each site at 2am, 8am, 2pm and 8pm (times in SLT/US Pacific) plus/minus 1 hour. For each sample we count the number of people at the site at the time. We average those samples across the week, and then assume that average to hold constant, with each visitor spending a half hour on-site. This methodology does not necessarily include one-time events that generate high traffic missed by our sampling, which we'll make note of whenever possible. Headcounts do not factor in returning visitors, so assume that the total number of unique Residents are likely to be significantly less than the estimated total visits.