Yankee Group today revealed that the hype surrounding Second Life doesn’t match its actual marketplace impact. Despite near-continuous coverage in the popular and business press, metaverses like Second Life are experiencing slowing growth and limited impact because of the tethered nature of their virtual world experience.
According to the recently published Yankee Group Note, Wither Second Life?, the growth rate of Second Life users has slowed since its peak in October 2006, while user engagement (as measured by average time spent per user) has leveled off at just 12 minutes per month. This is in stark contrast to other highly publicized sites such as MySpace and Facebook, which are seeing steady increases in both the number of users and the intensity of user engagement. Facebook’s average time spent per user, for example, increased 24% over 6 months to 186 minutes per month, equating to 15-times more engagement per user than Second Life. The Note considers a number of factors contributing to this stagnation, but concludes that Second Life’s PC-centric approach in an increasingly mobile world is to blame.
"All is not lost with virtual worlds," said Christopher Collins, senior analyst in Yankee Group's Consumer Research group. "However, for virtual worlds and metaverses to achieve greater potential in the marketplace and grow beyond early adopters, the experience must be untethered to meet the needs of the Anywhere Consumer™. Companies that provide remote access—through mobile devices or other means—to their web experience will have a greater impact than pc-centric companies."
This Yankee Group Note underscores the importance of Anywhere access for online community environments and includes recommendations on how all companies—not just metaverses—can strive to integrate their PC-centric features with mobile features.
http://www.yankeegroup.com/