But still, Second Life is healthy in one important criterion: Linden Lab is profitable, Kingdon said, although he declined to provide specifics. Au estimates that the annual run rate is $96 million, and $20 million to $30 million of that is profit. That's more than some companies with a much larger cultural impact and user base can claim.
Secret Weapon: Passion
The passion of the Second Life community, and the variety of experiences available in-world, are the service's secret weapon, Au said.
Although Second Life is much smaller than other online worlds, the tools that allow users to create, buy, and sell content in-world makes it much more interesting than other, much bigger competition, which are tailored for gaming -- like World of Warcraft -- or teen chat, like Habbo.
"To me, what the half million are doing in Second Life is a hundred times more interesting than what the 95 million are doing elsewhere,"
he said.
His recent discoveries in Second Life include a Princeton physicist using Second Life to build models of Newtonian mechanics, both as a teaching tool and as a visual reference; and support groups in Second Life for veterans of the Afghanistan and Iraq wars, who meet in sims where there are no weapons allowed.
Au wrote a history of Second Life, the Making
of Second Life: Notes From The New World. He considered walking away from Second Life when the book came out this year.
But he continues to blog about the service.
"I can't walk away from all the stories," he said.
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