Second Life
By The Numbers


Melinda
Byerley
Where We Are Today
  •! 1 Billion user hours to date
  •! $1 Billion in user-to-user transactions
  •! 1 Billion voice min...
The Community
 •! 40 million user hours monthly
 •! 100 minutes per login
 •! Global audience - 60% outside of US
Marketplace Dynamics
 Second Life
 •! 270 Tb of content
 •! 250K new objects each day
 •! 100 Million+ items

 Web Catalog...
The Second Life Virtual Economy

  Virtual Goods – Resident To Resident content sold to other
  residents; on the web (Xst...
The Second Life Economy
Second Life Virtual Economy at a Glance
   Resident                                                                 Source...
Currency Stability

 LindeX™ Exchange
 •! Market and Limit buy and
    sell orders
 •! Buy/Ask spread of ~$.04
 •! L$ Buye...
Money Supply




Velocity
•! 2X / month
•! Supply expanding by ~2%/month
Virtual Economy



   "Once you get a virtual economy that's functioning,
   you run into all the problems that we have wi...
Thank you
 pink@lindenlab.com
Second Life by the Numbers
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Second Life by the Numbers

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Second Life by the Numbers

  1. 1. Second Life By The Numbers Melinda Byerley
  2. 2. Where We Are Today •! 1 Billion user hours to date •! $1 Billion in user-to-user transactions •! 1 Billion voice minutes each month
  3. 3. The Community •! 40 million user hours monthly •! 100 minutes per login •! Global audience - 60% outside of US
  4. 4. Marketplace Dynamics Second Life •! 270 Tb of content •! 250K new objects each day •! 100 Million+ items Web Catalog •! 1 Million+ listings •! Dozens of categories •! Tens of thousands of active merchants Long tail or head end? •! Avatar Appearance #1 •! Catalog is long tail •! In world shoppers and merchants head end Source: http://lindenlab.com/pressroom/releases/22_09_09 / LL internal
  5. 5. The Second Life Virtual Economy Virtual Goods – Resident To Resident content sold to other residents; on the web (Xstreet SL); and within Second Life Virtual Land: A specific type of virtual good that refers to server space in second life; equivalent of a web home page Linden Dollars ($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. 6. The Second Life Economy
  7. 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. 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. 9. Money Supply Velocity •! 2X / month •! Supply expanding by ~2%/month
  10. 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. 11. Thank you pink@lindenlab.com
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