Second Life cannot survive as a niche, as I explained last week, but how large can it really be? I'd argue that SL stands a reasonable chance of growing from its userbase of 800K or so, up to 5 million users as a 3D standalone client, and up to 20 million or even beyond, if it can run on new platforms.
Sound too bold? Here's why I think that:
- About 12-15 million people have created an SL account and installed and ran the client at least once. Every month, about 300K new people still create an account.
- The 3D virtual chatroom IMVU, which is also a 3D downloaded client, has 3 million monthly unique users.
- World of Warcraft, another online world with a 3D client, has 11 million monthly subscribers.
- The Sims 3, another 3D client lead developed by Linden Lab's current CEO, has sold about 5 million copies.
So just on these datapoints alone, we're looking at a potential growth market for SL activities between, let's say, 3-10 million. Now, some SLers will inevitably respond, "But Second Life is not a chat room like IMVU or an MMO like WoW." This response deeply misunderstands how Second Life is actually used by many or even most of its existing user base. Here’s why:
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