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z2006-12-12- Shirky Second Life Real Numbers
is a Product Manager/CTO with a track-record of bringing a business perspective to building agile product-development teams for start-ups, and is seeking a senior role in an entrepreneurial organization building disruptive Internet-driven products.

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last edited by BillSeitz on Oct 20, 2008 2:47 am

questions the user numbers on , and general silliness of the meme. on usage metrics. We know from the startup screen that the advertised churn of Second Life is over 60% (as I write this, it's 690,800 recent users to 1,901,173 signups, or 63%.) That's not stellar but it's not terrible either. However, their definition of "recently logged in" includes everyone in the last 60 days, even though the industry standard for reporting unique users is 30 days, so we don't actually know what the apples to apples churn rate is... If we think of a user as someone who has returned to a site after trying it once, I doubt that the number of simultaneous Second Life users breaks 10,000 regularly. If we raise the bar to people who come back for a second month, I wonder if the site breaks 10,000 simultaneous return visitors outside highly promoted events.

is also skeptical of this approach.

Dec26: Clay rants more about bogus numbers, and their blind acceptance by supposedly- -s. The prize bit of [P Reporting] so far, though, has to be [Elizabeth Corcoran]'s piece for Forbes called "A Walk on the Virtual Side", where she claimed that had recently passed "a million unique customers." This is three lies in four words.

Jan8'2007: gets some real numbers.


 




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