Online worlds are phenomenally popular with teenagers. Here's the upper ranks, as of last month:
Habbo Hotel: 7,500,000 monthly active users
RuneScape: 5,000,000 monthly active users
Gaia Online: 2,000,000 monthly active users
And here's the lower end, based on the Lindens' most recent demographics:
Teen Second Life: 4,278 monthly active users
Why such a disparity? It can't be for lack of user enthusiasm or talent, as even a quick glance at NWN's recent teen avatar expo will attest. (There are still more entries from it, after the break.) Teen Second Life is even home to verifiable prodigies. Somehow, however, a year and a half after launch, all that creativity hasn't translated into a network effect of growing popularity, in comparison to far more restrictive worlds. To me, this is one of the most perplexing questions about Second Life today.
So I put it to my readers: where have all teens gone, and why?