Second Life by the Numbers
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Second Life by the Numbers

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Second Life by the Numbers Presentation Transcript

  • 1. Second Life By The Numbers Melinda Byerley
  • 2. Where We Are Today •! 1 Billion user hours to date •! $1 Billion in user-to-user transactions •! 1 Billion voice minutes each month
  • 3. The Community •! 40 million user hours monthly •! 100 minutes per login •! Global audience - 60% outside of US
  • 4. Marketplace Dynamics Second Life •! 270 Tb of content •! 250K new objects each day •! 100 Million+ items Web Catalog •! 1 Million+ listings •! Dozens of categories •! Tens of thousands of active merchants Long tail or head end? •! Avatar Appearance #1 •! Catalog is long tail •! In world shoppers and merchants head end Source: http://lindenlab.com/pressroom/releases/22_09_09 / LL internal
  • 5. The Second Life Virtual Economy Virtual Goods – Resident To Resident content sold to other residents; on the web (Xstreet SL); and within Second Life Virtual Land: A specific type of virtual good that refers to server space in second life; equivalent of a web home page Linden Dollars ($L) Virtual Currency - a limited license right to use a feature of our product and are not redeemable for any sum of money or monetary value LindeX – a mechanism for purchase and redemption of L$ currency Marketplaces – All of the above + Classified Advertising
  • 6. The Second Life Economy
  • 7. Second Life Virtual Economy at a Glance Resident Sources Consumers Stipends, Supply Currency Sales Selling L$ for US$ L$ Purchases Currency Linden Traders Lab In world L$ pays L$ sales Xstreet Marketplace Supply LindeX Currency Exchange 3rd Party Exchanges 3rd Party marketplaces Virtual Goods Resident Currency Sinks Buys Classifieds, Uploads Selling US$ for L$ Creators
  • 8. Currency Stability LindeX™ Exchange •! Market and Limit buy and sell orders •! Buy/Ask spread of ~$.04 •! L$ Buyers pay $.30/tx •! L$ sellers pay 3.5% of tx Exchange Rate •! Sinks counterbalance inflation •! Sources relieve upward price pressure •! Linden Lab sells L$ only when demand > supply •! Automatic Circuit breakers Source: https://www.secondlife.com/my/lindex/market.php
  • 9. Money Supply Velocity •! 2X / month •! Supply expanding by ~2%/month
  • 10. Virtual Economy "Once you get a virtual economy that's functioning, you run into all the problems that we have with the real economy: taxation, interest rates, inflation. All of the same problems that cause headaches for the Federal Reserve come up in the virtual economy -- and the stakes are the same” - Charles Hudson
  • 11. Thank you pink@lindenlab.com