IMVU, the 3D virtual chatroom with user-generated content, has 3 million monthly active users, company CEO Cary Rosenzweig tells me by e-mail. Last week I mistakenly posted that it had 10 million users, but that's actually the number of unique visitors on the site on a monthly basis. (I've since corrected the post.)
"'Monthly active users'," as Cary explained to me, "are defined by the number of people that are signing into the product with their avatar names and passwords. 'Unique visitors' are people who hit the website without necessarily signing in... so this includes people checking out IMVU for the first time, even before they register." So that high number of visitors is still a reflection of IMVU's aggressive marketing efforts, which was really the point of my post for CMO Site I was referring to. It's also still several times larger than Second Life, which had around 600,000 monthly active users in 2008 -- about as many IMVU had in that time frame -- and has grown to just 800,000 now.
Related to that, here's another interesting IMVU stat: The game's official Facebook page, which the company uses to promote IMVU content and events, has well over 2 million fans, almost all of whom are likely IMVU members. Since IMVU is, like Second Life, based on interaction between anonymous avatars, I asked IMVU's head of marketing David Fleck if the user community had expressed concern over linking their IMVU activity with their real world Facebook profile. He told me there’s no compelling evidence of that. “Clearly 2 million people decided they’re fans and users,” as Fleck, who was once head of Linden Lab marketing, put it. “It suggests it’s not a big problem.”
IMVU's Facebook campaigns have played an important part in growing its userbase and engagement rates in the last few years, as I'll be discussing in my next SocialTimes Pro report. The result? As you can see below in this Google Trends chart, visits to IMVU's web page have far outstripped that of Second Life's site in recent years: