Group 1 analyzed Second Life, an online virtual world. They found that while it had over 16 million users in 2008, high dropout rates were a challenge. To increase retention and appeal to mainstream users, they recommended simplifying the interface, improving onboarding, incentivizing new users, adding starter packs, and collaborating with other platforms. Moving from a closed system to an open platform could generate more content and opportunities to solve Second Life's user retention problems.