Confirming what we already new. GG, mass media!

A recent study confirms what the whole of the gaming world already knows: Second Life isn't nearly as big of a cultural phenomenon as the buzz around it would have everyone believe. Now the question becomes, "Will companies actually read this article and care, or stick to their flawed marketing campaigns in a world that consumers visit for less than 12 minutes per month?"

Boston-based research firm Yankee Group's note, "Wither Second Life?" states that the virtual world Second Life is stagnating, with the user growth rate reaching its peak in October 2006. According to the study, users visit Second Life for only 12 minutes on average--per month.

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Last Updated: Mar 13, 2016