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Making Sense of Second Life Demographics

March 5, 2007

Second Life DeskA recent Reuters article became a good source of Second Life statistics beyond the self reported activity stats on the Second Life Home Page.

The following statistics are based on data released by Linden Labs (owners of Second Life):

Gender self reported
60% male
40% female

The average Second Life user is 33, according to self-reported data

Age of active users:
18-25 27.5%
25-34 38.8%
35-44 21%
45+ 11.5%

On the teen grid, where ages range from 13 to 17, the average age was 15.

Active residents by country:
United States 31.19%
France 12.73%
Germany 10.46%
United Kingdom 8.09%
Netherlands 6.55%
Spain 3.83%
Brazil 3.77%
Canada 3.30%
Belgium 2.63%
Italy 1.93%

“Europeans make up the largest block of Second Life residents with more than 54 percent of active users in January ahead of North America’s 34.5 percent, according to new Linden Lab data.”

“In a related blog post, Linden Lab Chief Financial Officer John Zdanowski aka Zee Linden addressed the much-disputed Second Life usage numbers. He said that unique users — consolidating multiple accounts held by a single user, and eliminating people who have registered but never signed in — totalled 1,974,607 in January, equal to 63 percent of the “total residents” figure that is displayed on secondlife.com.”

“Approximately 10 percent of unique users have logged in for 40 hours or more. Committed usage at this stage of Second Life’s growth requires a great deal of effort,” he said. “Clearly not everyone is going to find relevance, and be able to build on a technology at this early stage.”

Second Life PlaygroundSo, imagine a scenario where we would want to exclusively target North American females, age 18-25, with a promotion or presence. How big is our audience?

Assuming…
Total Residents: 3,664,703
Logged In Last 60 Days: 1,253,228

Starting with 1,253,228 active residents
390,882 (31.19%) North American
107,492 (27.5%) age 18-25
42,997 (40%) female

Roughly 43m prospects that fit the profile. Then, the challenges become:

  1. What to build in SL?
  2. What to offer?
  3. How to find them and drive them to the destination?
  4. How to get them to engage with the brand?
  5. How to get a repeat visit?
  6. How to get them to tell a friend?

It’s a lot of work and expense, and your not likely to reach every one of those 43m females. Be cautious and think through whether SL is the appropriate place for your efforts. A CPA program on some targeted media properties or a target pay per click campaign may get you better return on investment.

Please share your experiences with Second Life marketing and statistics.
Thanks.
-Roland

Article: A brief history of the virtual world

December 11, 2006

This is an interesting article you might enjoy: “A brief history of the virtual world

A few excerpts:

Second Life“Fully 3D social spaces have been around at least since the mid-1980s, and some would argue even longer than that.”

“So what can Second Life and There and other virtual worlds offer that all that real-life stuff can’t? That’s simple: All the cognitive stuff like flying, wild dress, different modes of communications.”

“Some criticize the environments by saying they take people away from “real” contact. But for several decades “real” contact has become a complex recipe that includes phone, telex, messages/letters/memos, media, etc. Face-to-face conversation is a smaller and smaller fraction of our communications. I see virtual worlds as bringing us a bit back toward embodied person-to-person conversation but also allowing people to have a creative element–”come visit my cool place, see my cool garb”–so it is more engaging, colorful and expressive.”

3D Weather Data Visualization in Second Life

October 31, 2006

Weather data visualization screenshotSecond Life Insider reports that this November, a weather visualization project is being rolled out in Second Life. The project “demonstrates Second Life as a powerful visualization tool for real-time data.”

That’s the beauty of virtual environments–they enable users to interact with data in multiple dimensions.

Now wouldn’t it be amazing to do data mining in such a fashion? I’d love to get my hands on the Amazon purchaser database and model out buyer personas.

-Roland

author pictureRoland Reinhart is an interactive marketing professional. His observations can be found at NewMediaSandbox.com and Chaos365.com.

©2006 Roland Reinhart. All Rights Reserved.

Laguna Beach episodes debute in Virtual World first

October 17, 2006

A few weeks ago, I wrote about the presence of brands in virtual worlds. The more I’ve dug into it, the more I’ve learned that savvy marketers are starting to use virtual worlds to debut their productions and products first, before introducing in the “real” world.

MediaPost.com reports today:

View MTV's Laguna Beach from within Virtual Laguna Beach‘Laguna Beach’ Goes Online
MTV THIS WEEKEND WILL MAKE 10 episodes of “Laguna Beach” available online. MTV also will start debuting new episodes of the program on Virtual Laguna Beach–an online community site described by MTV as a “social networking virtual world”–two days before their air dates.

It’s interesting for marketers from several perspectives:

  • Use the advance screening of episodes as an incentive to drive trial and use of Virtual Laguna Beach
  • Use the virtual world to gauge reactions to the episodes, like a test audience, and possibly adjust before national broadcast
  • Reach elusive teens and deliver video on demand content, where they want, when they want.

-Roland

author pictureRoland Reinhart is an interactive marketing professional. His observations can be found at NewMediaSandbox.com and Chaos365.com.

©2006 Roland Reinhart. All Rights Reserved.

Brands in virtual worlds

September 26, 2006

It’s hard enough to reach audiences in the real world. We try to deliver what the consumer wants, when, where and how they want it. Now we have to chase them to virtual worlds. Virtual worlds have taken great strides in recent years as computing power increased and more households have switched to broadband access.

MTV's Virtual Laguna Beach screenshotEven more virtual worlds are coming. In addition to Second Life and There, MTV just made a big splash with it’s virtual adaptation of the “hit” series Laguna Beach.

Second Life now has a special version for teens under 18:

Point is, users can shop in these environments to outfit their virtual selves. They have currency to spend in these worlds to do all sorts of things like:

  • buy clothes (think retailers, jewelery, shoes, accessories),
  • change their eye color (contact lenses),
  • build a store to sell virtual stuff,
  • buy/build a house to decorate,
  • attend online concerts,
  • visit baseball stadium (MLB),
  • play games to learn financial responsibility (Wells Fargo)
  • buy a vehicle (Ford) to get around the virtual world.

All of this provides the opportunity for brands to allow potential consumers to explore and experiment with digital versions of their products — afterwhich adoption/loyalty can be extended to the real world.

You should check them out. Free, basic accounts are available for all.

-Roland

Update 10/18/2006: Laguna Beach episodes debute in Virtual Laguna Beach first.

Update 10/19/2006: News.com reports that Second Life now has over 1 million registered users, of which 41% are active users (active in the past 60 days).

author pictureRoland Reinhart is an interactive marketing professional. His observations can be found at NewMediaSandbox.com and Chaos365.com.

©2006 Roland Reinhart. All Rights Reserved.

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