Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 9, 2012
 
What Nintendo's 2011 sales mean for Wii U, third parties [1]
 
DICE 2012: Culture, pride lead to success at Skyrim maker Bethesda [4]
 
DICE 2012: Is the publishing model broken? [16]
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [32]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
Did DoubleFine Just break the publishing model for good?
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot [2]
 
Xbox LIVE Indie Games at it Again
 
Merging Waterfall and SCRUM [3]
 
Business Post Mortem: Wolf Toss: Pre-launch Planning & Blended CAC
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Toys for Bob / Activision
QA Tester - Temporary
 
Radical Entertainment / Activision
AI Programmer (Senior)
 
Sony Computer Entertainment America LLC
Senior On-line Programmer
 
2K Marin
FX Artist - XCOM
 
Visual Concepts
Senior Producer, VC China (Shanghai)
 
Visual Concepts
Software Engineer, VC China (Shanghai)
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 9, 2012
 
Finnish Hot Air Balloon
Multiplayer Battle
Game...
 
Dojo Madness - Released
on iOS and all Android...
 
Artix Entertainment to
Host Valentine's Day
In...
 
Invite a Friend to
Stronghold Kingdoms and
Earn up...
 
Schokolade, Blumen und
Spaß auf Fantage
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Second Life's User Transactions Hits Record $57M In March
by Eric Caoili [PC]
1 comments
Share on Twitter
Share on Facebook RSS
 
 
April 29, 2010
 
Second Life's User Transactions Hits Record $57M In March

During a time when many other virtual worlds are closing (e.g. Vivaty, There.com), Linden Lab's Second Life enjoyed a record month last March as user-to-user transactions reached $57 million -- and transactions for the quarter hit $160 million, a 30 percent year-over-year jump.

Second Life's emphasis on virtual goods has kept its virtual economy growing, as evidenced in 2009 when user-to-user transactions increased 65 percent over 2008's total to $567 million, despite the falling popularity of virtual worlds and the real-world recession. Increased user-to-user transactions benefit Linden Lab, as the company takes a cut from the sale of virtual land, premium subscriptions, and the world's virtual currency Linden dollars.

San Francisco-based Linden Lab says the population of the nearly seven-year-old virtual world is growing, too; Second Life hit its monthly unique user peak in March at 826,000 users, up 13 percent compared to the same period in the previous year, according to an interview with the company's CEO Mark Kingdon conducted by VentureBeat.

Kingdon partly attributes Second Life's success to the virtual world's ability to cater to creative users who have fun customizing avatars, digital goods, and even homes, then selling them. Members produce some 250,000 virtual objects a day and upload them for sale in the world.

Second Life has also been able to attract new users through search engine advertisements, affiliate marketing deals, and continued updates (e.g. user interface improvements, a new viewer designed to make it easier for players to navigate the 3D world). Several months ago, Linden Lab also ran a promotion in which it offered virtual homes to new users.

The company notes that half of its customers are active on Facebook, which it says is a sign that Second Life is complementary to other social media. It's currently trying to develop ways to connect the virtual world to the social web so that content in Second Life can appear in more places.

Said Kingdon, "Our strategy is to bring more of Second Life out to the Web. The distinctions between Second Life and the Web will blur more and more."
 
   
 
Comments

Michael Smith
profile image
Its market-driven world is both its strength and weakness. It encourages the creation of a ton of content, but then turns the majority of virtual land into strip malls. We have the opportunity to create an idealistic virtual world and we replicate one of the real world's worst limitations: scarcity. Heh. I think we can do better.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.