|In a recent Google TechTalk, representatives of the virtual world Second Life reveal some updated statistics about the game and its growing player population and economy. An article at Clickable Culture summarizes some of the data:
In a recent presentation at Google, Philip Rosedale and Cory Ondrejka of Linden Lab revealed a fresh batch of statistics related to the server and client side of Second Life, Linden Lab's virtual world. Note that the stats were cited conversationally and not in a prepared statement:
There are 2,000 "simulators" used for Second Life, constituing 125 square kilometers of virtual reality.
25% of Second Life's users are from outside the USA, with UK the second-largest country of origin.
The average age of users is 32, and the median age of users is 36.
43% of users are female, 50% are female "by use."
Linden Lab stores 15 terrabytes of user-created data on its servers.
There are $5 million USD in virtual transactions per month conducted between users.
180,000 distinct objects were sold in a 30-day period roughly spanning Feburary, 2006.
75% of users are buyers, 25% are sellers.
"low hundreds" of members call Second Life their full-time job
Anshe Chung, Second Life's most notable land baron, makes $175k per year flipping virtual real estate.