22% of SL merchants surveyed in my 2025 state of the Second Life economy report-- nearly 1 in 4 -- earn real life income-levels of revenue from their Second Life content. By "real life income", I mean they earn $50,000 or more per year, which generally qualifies as a decent or excellent living, depending on various contingencies (local cost of living, number of working people in household, etc.)
In other words, when you consider that around 1600 Second Life merchants gross $10,000 or more a year from their SL content (according to Linden Lab), that would translate to over 350 SL creators who can live off of their SL creativity. Notably, that's almost twice as many people as Linden Lab itself employs full-time. (182, as of last year.)
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