Report Compares Second Life, World Of Warcraft And Eve-Online To Real Life

GamesBeat have published a very intersting article : Comparing the virtual worlds of Warcraft, Second Life, and Eve Online to our own yields some surprising stats. The article itself links to a funky report by digital marketing agency Epiphany with a blurb of :

The online world is very different to our own, with new rules, new races, and new ways of living. There are, however, some similarities – take a look at our breakdown of the internet’s biggest virtual worlds to find out how they measure up against real life.

This isn’t the most detailed report in the world but the site does provide some interesting stats. Introducing Second Life they say:

Second Life is seen as an online marketplace as well as a game, and many players have been able to earn serious cash thanks to the easy way in-game currency can be sold for real-world money. More casual players use the game to build, customise and create, developing a literal second life in which their character can live out the player’s desires and fantasies – whether that’s a mansion and a helipad or the romance of a lifetime!

The website has a series of icons which lead to other little gems of information when clicked, I’m not going to cover them all but I’ll mention a few. In terms of Second Life they point out that English is the most popular language with 54% of users speaking that language, which compares to 18% in the real world.

In terms of user growth we’re told :

Between 2006 and 2011, global internet usage doubled in growth – in the same timeframe, Second Life saw a 4000% increase in users.

That’s rather impressive. Another interesting point is made with regards to financial institutions and economies, although I’m not sure things happened exactly as they seem to suggest :

In 2007, Second Life saw a huge financial incident which mirrored the bank crises we’ve seen in the real world since the start of the recession. When the developers announced that gambling in-game would be officially banned, thousands of users rushed to Ginko Financial, an in-game bank offering astronomical interest rates, to retrieve and sell the currency from their accounts. This caused a run on the bank which eventually resulted in a complete shut-down – wiping out around $750,000 (£457,736) in real world money. The incident has since been used by financial experts across the web as an example of what happens when banks fail to self-regulate.

The part where I disagree with them is regarding the rush of people to Ginko. I don’t remember that happening, I do remember the Ginko scandal but I don’t recall a rush due to the gambling ban. I can recall arguing with people that if real life banks faced a close down in the manner that Second Life banks did that there would be a rush on the banks that they wouldn’t be able to handle.

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The Big Question About That Eve-Online Battle – Was Porky Gorky Involved?

The Eve-Online mega battle that led to the estimated loss of £181,000 worth of virtual spaceships and goods has been making the news. Some of the figures being bandied about are a tad misleading because they are talking about the value of the inworld game currency of ISK. The thing with ISK is that it’s not like Linden Dollars, they can’t legitimately be sold for real money, but they can be used to buy Plex, which in turn can be used to pay for game time and other services.

If you’re familiar with Cloud Party coins or Kitely credits you may have a better grasp of this. Anyway, back to the main question, was Second Life’s Porky Gorky involved in the battle? Back in July 2013 Porky talked of his love of Eve-Online on the Second Life forum:

The only other virtual world I have committed to over the years is EVE. 9 years nearly in both EVE and SL. In SL pretty much everyone I have known is gone. In EVE I can name at least 20 people who have been very active for over 7 years and still are now. I think that says allot about the EVE and CCP’s ability to retain users when compared to LL.

When I read of the news of the battle in Eve-Online I thought of Porky …… yes that did disturb me too. However the Hydro Homes building legend is a fan of the game and having been involved for that long, he may know a thing or two about the value of a Titan ship.

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Gaming Companies Should Embrace Second Life

I’ve made a couple of posts now about Star Wars: The Old Republic. I’ve also over the years made posts about World Of Warcraft, Eve-Online and City Of Heroes. The thing is, all of these games should have a Second Life presence, especially now that we have the advent of mesh.

Second Life is perfect for gaming companies to setup a sim or two displaying their wares, they can have video promotions on touch, they can show part of their world on a sim, they can’t do combat of course but with a little bit of careful scripting they could provide some very basic quests, but most 0f all they can show people how their worlds look, they can even sell outfits and own the IP and when it comes to intellectual property infringement, all of these companies have the power to slam a copybotters backside from here to kingdom come.

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Wow Introduces limited Free To Play, Eve-Online Moves Into Virtual Goods Market

This post is largely about developments in World Of Warcraft and Eve-Online, more the latter, but both have made recent changes that have something in common with Second Life, so I felt it was worth talking about these issues.

In a rather surprising move, World Of Warcraft has moved from a 14 day trial, to allowing people to play for free, although they will get capped at level 20 if they don’t move to the subscription model. World Of Warcraft has been losing subscribers but was rumoured to still have over eleven million paying customers quite recently, so it’s not as if they are in the desperation stakes. One does have to wonder if World of Warcraft is approaching the Gillette Mach 3 stage, people just keep damn well using Mach III’s even though it’s old and they want people to use a newer product!

This is also interesting when looking at Second Life because the market seems to be moving more towards the free to play model that Second Life has employed since 2006, several MMO’s have moved to free to play with people being enticed to buy subscriptions or buy items and whereas World Of Warcraft isn’t doing that yet, others have been, Lord Of The Rings Online for example.

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