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	<title>Peregrine Salon, LLC &#187; armani</title>
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	<description>Virtual Worlds, Technology, the Future, &#38; More!</description>
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		<title>What&#8217;s With the Second Life Death Watch?</title>
		<link>http://www.peregrinesalon.com/2009/03/22/whats-with-the-second-life-death-watch/</link>
		<comments>http://www.peregrinesalon.com/2009/03/22/whats-with-the-second-life-death-watch/#comments</comments>
		<pubDate>Sun, 22 Mar 2009 13:57:00 +0000</pubDate>
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				<category><![CDATA[Education & Training]]></category>
		<category><![CDATA[Media & Press]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[alive and well]]></category>
		<category><![CDATA[american appareil]]></category>
		<category><![CDATA[armani]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[media hacks]]></category>
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		<category><![CDATA[second life]]></category>
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		<category><![CDATA[valleywag]]></category>

		<guid isPermaLink="false">http://www.peregrinesalon.com/?p=202</guid>
		<description><![CDATA[<p class="wp-caption-text">Echo Omega: One of the Original Second Life Marketing Campaigns, circa 2004.</p>
<p>I&#8217;m some what guilty here: I have been focusing a lot more on other technologies lately, such as the OpenSim and realXtend platforms. That doesn&#8217;t mean that Second Life is anywhere close to dead. Many media outlets (I&#8217;m looking at you, hacks at ValleyWag) [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_203" class="wp-caption alignright" style="width: 360px"><img class="size-full wp-image-203" title="echo_omega" src="http://www.peregrinesalon.com/wp-content/uploads/2009/03/echo_omega.jpg" alt="Echo Omega: One of the Original Second Life Marketing Campaigns, circa 2004." width="350" height="350" /><p class="wp-caption-text">Echo Omega: One of the Original Second Life Marketing Campaigns, circa 2004.</p></div>
<p>I&#8217;m some what guilty here: I have been focusing a lot more on other technologies lately, such as the OpenSim and realXtend platforms. That doesn&#8217;t mean that Second Life is anywhere close to dead. Many media outlets (<a href="http://gawker.com/5158190/the-end-of-second-life" target="_blank">I&#8217;m looking at you, hacks at ValleyWag</a>) have been gleefully reporting that the virtual world is on life support, because a few corporations with a sense of self-importance have left, who had no real idea on how to engage the community.</p>
<p>None of these &#8220;reporters&#8221; did any semblance of home work, and went straight for sensationalism. Here are some facts to refute them:</p>
<p>(1) The amount of active users has grown by 25% since September, 2008 and March, 2009.</p>
<p>(2) The total number avatars created since it came out of beta in June, 2003, has eclipsed 16 million.</p>
<p>(3) Unlike some &#8220;web 2.0&#8243; companies that are still media darlings, like Facebook, Youtube, and Twitter, <a href="http://metanomics.net/19-sep-2008/capital-investment-profit-and-small-bets" target="_blank">Linden Lab / Second Life are a profitable enterprise</a>. Yes, they&#8217;re the only one of those four making money.</p>
<p>(4) <a href="http://secondlife.com/statistics/economy-data.php" target="_blank">The average number of concurrent users logged into Second Life at any given time is 70,000</a> (note: that includes &#8220;bot users&#8221;, avatars that are programmed for various purposes; think &#8220;non-player characters&#8221; in traditional games; Linden Lab estimates 10-15% of users are &#8220;bots&#8221;).</p>
<p>(5) <a href="http://news.smh.com.au/breaking-news-technology/second-life-finding-new-life-20090314-8y9f.html" target="_blank">Residents spent 41.5 million hours in Second Life in January, 2009</a>, compared to 28.3 million hours in January, 2008.</p>
<p>(6) Over US $1,300,000.00 (yes, that&#8217;s United States dollars) changes hands <strong>daily</strong> through Second Life&#8217;s microcurrency, the Linden dollar.</p>
<p>(7) A rich array of <a href="http://www.simteach.com/" target="_blank">innovative</a> <a href="http://www.sloodle.org/moodle/" target="_blank">educational</a> <a href="http://sledcc.wikispaces.com/" target="_blank">programs</a> exist in Second Life.</p>
<p>(8) <a href="http://s3.amazonaws.com/static-secondlife-com/reports/marketplace_stats/2009-03-20/in_world_business_profits.xml" target="_blank">In February, 2009, over 64,000 Second Life users made a profit during the month</a>. Of that group, over 200 made a profit of over US$5000, just under 1000 made between US$1000 and US$5000, and just under 4000 made between US$100 and US$1000.</p>
<p>Back to the corporations that have left; many of them, such as American Apparel (a brand I don&#8217;t care for) and Armani (a brand I really like) had the same problem. They thought the strength of their brand was enough to carry them in a virtual world. The attitude that being so cool in real life that it will carry you in a virtual world is a common misconception. Both American Apparel and Armani built exact replicas of their flagship stores in Second Life (how boring and predictable), and did not engage the community at all. <em>&#8220;If you build it, they will come&#8221;</em> does not apply in Second Life, no matter how good your image is in meat space.</p>
<p>I find it amazing that the death knell is being sounded, when only a few self-important companies have left Second Life. These were purely P.R. campaigns to get a press release, projects that were run by traditional marketing departments without any attempt to understand the new space. The fact that they failed is hardly a shock to anyone who has been watching virtual worlds closely. Their failure, however, is hardly reflective of a failure of Second Life or virtual worlds in general.</p>
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