Friday, November 23, 2007

Users Spend More Time on Second Life Entertainment Than Real Life

http://www.virtualworldsnews.com/2007/07/users-spend-mor.html
Users spend 80 percent of their time in Second Life on entertainment activities, totaling just over 16 hours per week, reports Market Truths in their new study, Second Life Entertainment Market. Summarizing the report, the Business Communicators of Second Life blog says that's more than users report spending on entertainment in real life as "the median time spent on other forms of computer-related entertainment is just 4 hours per week, and 10 hours per week for non computer-related entertainment." What is possibly more interesting for brands entering Second Life is the breakdown of how users are spending that entertainment time.
Shopping tops the list, but as the LA Times pointed out, "shopping, at least for real-world products, isn't a main activity." Selling real-world products may not engage users, but the study lists plenty of other ways that users want to spend those 16 hours a week. Within the top of the list are plenty that would be easy experiences for real-world brands to provide and that it seems like many successful sites do:
1. Shopping
2.Traveling
3. Dancing
4. Talking with known acquaintances
5. Talking to new people
6. Listening to DJs
7. Building
8. Walking/hiking
9. Attending parties
10. Swimming.

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