Surprising stats from SimilarWeb, especially given recent Linden Lab reports that Second Life was enjoying a quarantine upsurge:
- This February, SecondLife.com earned 9.4 million visits, and in the five months prior to that, peaked at 12.7 million visits in December 2020, and averaged visits in the 11 million+ range in other months.
- In December 2018, however, monthly visits to the site were nearly 21 million, and earned similar traffic numbers in the previous five months.
- As a more distant comparison point: In 2014, SecondLife.com was averaging monthly visits in the 16 million range.
Unlike other social virtual worlds, most of which have a mobile app and/or run on consoles and/or Steam, Second Life is still heavily dependent on its website for shopping, account management, community activity, and -- perhaps most notably -- new user sign-ups. So web traffic on the official site provides a pretty strong indicator of overall user activity, including new users.
This doesn't, however, necessarily mean in-world user activity is also down:
Second Life Usage Now Higher Than Its 2007 Hype Level Period?
Interesting comment from Amanda Dallin, reflecting on SL's recently reported "pandemic boost":
This sounds right. 2007 saw a lot more churn due to massively promoted events like a cross-over experience for the television show CSI, mostly from people who were unable to install the program or get past the orientation. However, the definition of a monthly active user has definitely changed since 2007 -- back then, Linden Lab would mainly refer to "Total Residents", i.e. anyone who signed up for an account, whether or not they even installed the program and went in-world.
The definition that hasn't changed is the amount of concurrent users, and that is indisputably much larger now than it was in 2007:
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Posted on Monday, June 22, 2020 at 02:50 PM in Comment of the Week, DEMOGRAPHICS, Economics of SL | Permalink | Comments (3)
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