The BBC's recent magazine article, "What Happened to Second Life?", written by Lauren Hansen and edited by Jonathan Duffy, is so incandescently bad, to read it is to feel the entire institution's credibility undermined. After all, if the BBC can get one relatively simple technology story so patently, thoroughly wrong, you have to wonder: What other news items are they bunging up as badly? Some 800 words long, it boasts at least five significant errors which erode its thesis almost wholly:
1. The BBC Misreported Second Life's User Numbers
"The number of people joining the site jumped from 450,000 to four million in 2007."
Hansen offers no citation for these figures, and they're contrary to all known data. By mid-2007, the number of reported Second Life registrations were well over 6 million. However, it's unclear what Hansen means by "joining the site", and I suspect she isn't clear on the concept either. In 2007, the number of SL registrants who actually became active, returning users was closer to 500,000. (This is considerable growth from 2006, when total returning users totaled about 200,000.)
2. The BBC Misinterpreted Media Coverage Trends of Second Life
"But just as quickly as it had flared, media interest ebbed away. References plummeted by 40% in 2008 and dropped further this year."
While it's true media coverage of Second Life has fallen from its nosebleed peaks of 2007, it does not follow that media interest has "ebbed away". Take a look at Google Trends, where interest in Second Life began spiking in mid-2006, shortly after the BusinessWeek cover story, universally recognized as the start of the SL hype wave:
While there's a definite drop, there's also a definite stabilizing of attention which is far above pre-hype levels. And in fact, Second Life still gets prominent media coverage. In the last 12 months, for example, the New York Times Magazine (arguably the world's most culturally influential publication) published two features on Second Life -- on its architecture, and on its arts scene. No other virtual world receives such prominent attention.
For comparison's sake, consider SL against YoVille, the Facebook-based virtual world from current Silicon Valley darling Zynga, which now counts nearly 20 million active users: