Increasing Interest, Popularity Drive 'Second Life' Growth, Economy - InformationWeek

InformationWeek is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them.Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

IoT
IoT
News
News
10/30/2006
07:47 PM
50%
50%

Increasing Interest, Popularity Drive 'Second Life' Growth, Economy

The virtual online world is drawing older visitors, large companies, advertising agencies, and other traditional institutions. Whether the number of older participants rises will be closely watched.

Second Life, a three-dimensional virtual online world, is increasing in popularity and drawing older people and institutions, according to Hitwise, an Internet metrics company.

In addition to a recent announcement that Reuters had dispatched a journalist to cover the virtual world, there is more evidence the site, with its own economy and social system is gaining ground.

Second Life traffic grew 219 percent for the week ending Oct. 21, compared with the same period last year, according to Hitwise. Visits more than doubled from Oct. 7 through Oct. 21, the online intelligence company reported. Internet searches for "second life" increased 73 percent in one week ending Oct. 21, just days after Reuters announced that it would regularly cover Second Life, according to Hitwise.

Large companies, like Reebok, Toyota and IBM have entered the site, along with several advertising agencies. At the same time, Hitwise reports that the population is broadening, with older people visiting.

For the four weeks ending Sept. 23, nearly 33 percent of the visitors to SecondLife.com were between 18 and 24, while less than 6 percent were over 55, according to data from Hitwise. For the four weeks ending Oct. 21, people over 55 represented more than 15 percent of the site's visitors, according to the data. During that time, visits from people between the ages of 18 and 24 fell to 25.67 percent, according to Hitwise.

Hitwise based its data on a sample of 10 million U.S. Internet users. The change in demographics reflects new visitors, not those who joined the site. Hitwise indicated it will continue to watch Second Life to see if the average age of participants increases and whether new groups attract different advertisers. Right now, participation is high among people under 45.

Second Life allows visitors to trade its currency for its real estate, make friends, take classes and hold business meetings. The site has town hall meetings to settle disputes, and a search for the term "election" turned up a Social Democratic Faction with 26 members.

We welcome your comments on this topic on our social media channels, or [contact us directly] with questions about the site.
Comment  | 
Print  | 
More Insights
The State of Cloud Computing - Fall 2020
The State of Cloud Computing - Fall 2020
Download this report to compare how cloud usage and spending patterns have changed in 2020, and how respondents think they'll evolve over the next two years.
Slideshows
10 Ways to Transition Traditional IT Talent to Cloud Talent
Lisa Morgan, Freelance Writer,  11/23/2020
News
What Comes Next for the COVID-19 Computing Consortium
Joao-Pierre S. Ruth, Senior Writer,  11/24/2020
News
Top 10 Data and Analytics Trends for 2021
Jessica Davis, Senior Editor, Enterprise Apps,  11/13/2020
Register for InformationWeek Newsletters
Video
Current Issue
Why Chatbots Are So Popular Right Now
In this IT Trend Report, you will learn more about why chatbots are gaining traction within businesses, particularly while a pandemic is impacting the world.
White Papers
Slideshows
Twitter Feed
Sponsored Live Streaming Video
Everything You've Been Told About Mobility Is Wrong
Attend this video symposium with Sean Wisdom, Global Director of Mobility Solutions, and learn about how you can harness powerful new products to mobilize your business potential.
Sponsored Video
Flash Poll