3. Where We Are Today
•! 1 Billion user hours to date
•! $1 Billion in user-to-user transactions
•! 1 Billion voice minutes each month
4. The Community
•! 40 million user hours monthly
•! 100 minutes per login
•! Global audience - 60% outside of US
5. Marketplace Dynamics
Second Life
•! 270 Tb of content
•! 250K new objects each day
•! 100 Million+ items
Web Catalog
•! 1 Million+ listings
•! Dozens of categories
•! Tens of thousands of active
merchants
Long tail or head end?
•! Avatar Appearance #1
•! Catalog is long tail
•! In world shoppers and
merchants head end
Source: http://lindenlab.com/pressroom/releases/22_09_09 / LL internal
6. The Second Life Virtual Economy
Virtual Goods – Resident To Resident content sold to other
residents; on the web (Xstreet SL); and within Second Life
Virtual Land: A specific type of virtual good that refers to
server space in second life; equivalent of a web home page
Linden Dollars ($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
11. 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