Decline of Second Life median concurrency since January 2014, consistent with reported decline in monthly users (via Grid Survey)
Another notable revelation from the Xconomy interview with Linden Lab Ebbe Altberg:
“It’s still very popular and very successful, so we have no plans to discontinue it,” Altberg says. Second Life now hosts about 900,000 active users a month—a bit lower than its peak of about a million....
Linden Lab has reported having a million active users in Second Life since at least 2012, so a drop in 100,000 is pretty significant. Especially because historically, only 600,000 or so of those million actives are regular, returning users, with the rest new users who mostly churn out. (Multiple sources including Lindens, have told me 600K is a safe estimate for returning unique users, and it's consistent with the 400K new monthly registrations Linden Lab frequently reports.) It's possible that this is just a blip during the Summer (when usage tends to go down), but as you can see above, median concurreny rate has been steadily going down since about January 2014.
I've asked Linden Lab for more details on this slip in usage, because back in November 2014, the company was reporting a slight dip below one million:
GamesBeat: Have you talked about how many people are in Second Life right now?
Altberg: The monthly active user count is just south of a million. When it peaked it was just north of a million.
So usage has gone even more South since then. My guess is the drop is due to a combination of less new users trying SL, while regular users experiment with Oculus Rift, High Fidelity, and other new platforms.
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