Welcome | Sign In
TechNewsWorld.com
Gaming

Second Life Overrun by European Hordes

Print Version
E-Mail Article
Reprints
Second Life Overrun by European Hordes

Europeans comprise more than half of the number of "Second Life" users, according to a recent comScore study. "The average true work week in Europe is under 40 hours, whereas in the United States it's more like 50," said Michael Pachter, an analyst at Wedbush Morgan.. "So it stands to reason that Europeans have about 15 more hours a week of leisure time to spend on these games."


Increase Customer Sales with VerticalResponse Email Marketing! Quickly and easily send email newsletters, coupons & sales announcements to your customers – no technical expertise needed. Sign up for your Free Trial today and send 100 emails on us!

More than half of "Second Life" users are from Europe, according to a study announced Friday that analyzed active users of Linden Lab's virtual online world.

A full 61 percent of the 1.3 million users who ran the official "Second Life" software and logged in in March were based in Europe, compared with 19 percent from North America and 13 percent from Asia-Pacific, according to comScore.

The 1.3 million number of overall users represents a huge jump in participation at the San Francisco-based company's successful site, with a 46 percent increase since January.

comScore's data includes access from home or work computers, but not mobile devices or public computers.

Global Phenomenon

"The phenomenal growth of 'Second Life' continues, and its presence is being felt around the world," said Bob Ivins, managing director of comScore Europe.

"With nearly 800,000 active residents in Europe, 'Second Life' is proving to be popular on an international scale," he added. "It's especially fascinating to note that the number of active German residents exceeds the number of active residents in the entire U.S. It is little wonder that bricks and mortar businesses are seeing 'Second Life' as a virtual-world way of accessing a global, real-world customer Increase Customer Sales with Email Marketing -- Free Trial from VerticalResponse base."

Indeed, "Second Life" is truly international, said Catherine Smith, director of brand development at Linden Lab. "We're looking forward to further international expansion, with support for more languages and country-specific versions later this year," she added.

Fastest Growth at Home

While Europe held the largest proportion of "Second Life" users, the United States in particular and North America in general accounted for the fastest growth in "Second Life," having increased 92 percent and 104 percent, respectively, since January. Overall, European users increased by 32 percent during that time.

Worldwide, the number of male users also far outweighed the number of females participating, representing 61 percent of the game's users, London-based comScore said.

"Generally, PC online gaming tends to be more popular in Europe and Asia, so this is not terribly surprising," In-Stat principal analyst Brian O'Rourke told TechNewsWorld. "But the fact that Europe accounts for close to two-thirds of 'Second Life' users is a bit surprising."

More Free Time?

"Online games tend to be populated more by people from outside the United States," agreed Michael Pachter, an analyst at Wedbush Morgan.

"The average true work week in Europe is under 40 hours, whereas in the United States it's more like 50," Pachter told TechNewsWorld. "So it stands to reason that Europeans have about 15 more hours a week of leisure time to spend on these games."


Print Version E-Mail Article Reprints More by Katherine Noyes


More by Katherine Noyes

FOSS and the Google Question
November 19, 2009
How FOSSy is Google, really? "I find it kinda funny that folks tout that Google uses Linux when the most useful tool they have developed -- the Google FS -- they keep internally and therefore don't have to share the code!" observed Slashdot blogger hairyfeet. "So how exactly is Google different from MSFT and Apple, who have both in the past locked up free code for themselves?"
Can T-Mobile Get Its Groove Back?
November 18, 2009
T-Mobile may have a hard time pulling itself out of a swamp of customer discontent if it doesn't reverse course soon. The wireless carrier has been having some bad luck that has only been compounded by some poor decisions. "It takes a long time and much effort to build customer confidence, but a very short time to lose it," remarked telecom analyst Jeff Kagan.
Microsoft Goof - One Small Snag in a Code-Licensing Quagmire
November 17, 2009
Microsoft will open source the code to a Windows 7 tool in order to rectify the erroneous inclusion of code licensed under the GPL. Redmond's response to the problem "does indicate a growing maturity with respect to free and open source licenses," said RedMonk analyst Stephen O'Grady.
Don't miss a story -- sign up for our FREE e-mail newsletters and view the latest headlines at a glance.
Tech News Flash [ View Sample ]
E-Commerce Minute [ View Sample ]
ECT News Network Weekly Newsletter [ View Sample ]
Shortcuts
ECT News Network Information
Reader Services
Corporate
ECT News Network