But what's an "active user?" According to comScore, it's a person who "ran the official software and logged-in to Second Life in March 2007." Since Wagner's report, comScore issued its own independent estimate, stating that based on its research, Second Life had 1.28 million "active users," 207,000 of those from the US and an increase of 46% from January. Based on that formula, Linden Lab's everyday user count is close to 320,000. As he describes in a blog post last Friday, the number he received in return was staggering: While the company estimates its own flesh-and-blood user base to have reached 3.2 million at the end of last March, he learned, its actual user retention rate is close to 10%. In a story for InformationWeek published last week, Executive Editor Mitch Wagner asked a representative of Linden Lab for a clarification of Stern's quote.
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