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Old 10-21-2009, 11:09 AM   #1 (permalink)
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2nd Best

what is the 2nd best virtual world ... is there a 3rd life?
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Old 10-21-2009, 11:59 AM   #2 (permalink)
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Old 10-21-2009, 01:01 PM   #3 (permalink)
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That is kindof sad considering that LL has some kind of monoploy thing cooking. Maybe Billy Gates will get off his ass and tell one of his goons to get with the program soon.
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Old 10-21-2009, 01:25 PM   #4 (permalink)
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I hope it doesn't take 132 years this time.
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Old 10-21-2009, 03:24 PM   #5 (permalink)
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Old 10-21-2009, 03:41 PM   #6 (permalink)
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You mean like Microsoft, Siggy? Or IBM in the '60s?
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Old 10-21-2009, 05:56 PM   #7 (permalink)
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Old 10-21-2009, 06:03 PM   #8 (permalink)
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Old 10-21-2009, 07:47 PM   #9 (permalink)
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Old 10-22-2009, 12:18 PM   #10 (permalink)
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what is the 2nd best virtual world ... is there a 3rd life?
IMVU
Population: 40 million registered users
Active: 6 million average monthly unique logins

Second Life
Population: Over 20 million registered accounts
Active: Around 1 million unique logins a month.

Hmm, looks like Second Life is Second Best
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Old 10-22-2009, 12:32 PM   #11 (permalink)
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IMVU
Population: 40 million registered users
Active: 6 million average monthly unique logins

Second Life
Population: Over 20 million registered accounts
Active: Around 1 million unique logins a month.

Hmm, looks like Second Life is Second Best
Very clever, except that IMVU isn't a virtual world.
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Old 10-24-2009, 09:58 PM   #12 (permalink)
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Very clever, except that IMVU isn't a virtual world.
Very clever, to define a 'virtual world' so narrowly, that only SL can fit the bill. Doesn't wash. IMVU is a virtual world, and beats SL easily in terms of residents.

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Old 10-24-2009, 10:42 PM   #13 (permalink)
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Very clever, to define a 'virtual world' so narrowly, that only SL can fit the bill.
You know perfectly well that I have done no such thing, and I've listed other virtual worlds going back to the '80s.

The sad thing is that nobody else in the 3d space is even interested in creating a true 3d world. Even SL has all kinds of unnecessary restrictions, it's merely the best of a bad lot.
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Old 10-25-2009, 12:24 AM   #14 (permalink)
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I just finished a blog entry on this very topic. The IMVU statistics are from a press release earlier this month. IMVU is celebrating that they are now profitable.

I'll quote the salient points:
Quote:
IMVU is easily the highest populated, thanks to an aggressive advertising campaign. But, the Second Life economy is about 20 times bigger. Oddly the activity and peak traffic statistics are very similar, so there is no clear winner based on popularity.
Then there are many that question whether or not IMVU is even a virtual world or not. By my broad definition it is, but even IMVU calls itself a 3D chat program and social network rather than calling itself a Virtual World. Since you can create your own avatar, build your own home, customize both as you see fit, and visit any room you want, its a virtual world in my book. The only significant difference between IMVU and the more narrow definition of virtual world is navigation. You cannot walk around in rooms, you click on little yellow dots which animate your avatar to a location in the room. You also cannot navigate from room to room.You select an active chat, or create a new one, and you move to a room. Due to the lack of navigation, there is no real estate or vehicles, which explains why its economy is smaller than other virtual worlds.
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So are these the two biggest? Well most 3DVW services are a bit stingy with their statistics. About the only thing we have to compare is total accounts (Population), which as you can see above is misleading. No matter how you measure, “active” accounts is always significantly lower than total accounts.


Here are the next five 3DVW’s based on population stats :
PS3 Home 7 million
Free Realms 5 million
Red Light Center 3 million
There 2.5 million
Kaneva 2 million
All others are under 1 million. Of these five, I suspect There has the most robust economy (possibly bigger than IMVU), but Free Realms is the fastest growing (a million new sign ups a month), and likely the most active these days.
Regardless, it is clear by population alone that IMVU and Second Life’s position as #1 and #2 (or #2 and #1 depending on what stats you use) are safely uncontested at this time.
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Old 10-25-2009, 06:10 AM   #15 (permalink)
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Quote:
Originally Posted by Ariane View Post
I just finished a blog entry on this very topic. The IMVU statistics are from a press release earlier this month. IMVU is celebrating that they are now profitable.

I'll quote the salient points:
Correction needed: IMVU Does call itself a Virtual World. From its home page, IMVU: 3D Chat and Dress Up. Shop in Style, Meet New People, Create Your Own Designs it says:

Quote:
What is IMVU?

IMVU is a social network and 3D virtual world where millions of people meet, chat and have fun in animated 3D scenes.
Club Penguin is also described as a Kiddies 3D Virtual World, and if we do not exclude the Worlds designed for children, then SL would be lucky if it scraped in at #3.

Total number of residents (accounts) are meaningless, including as it does those who sign up, have one look and never return, and the inflation due to the creation of bots and alts. Concurrent user data is the only worthwhile measure of the current popularity of any Virtual World, and even that can be inflated by Worlds that allow bots and alts.

Has anyone seen the concurrent user data for the Chinese-based HiPiHi recently?

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Old 10-25-2009, 07:25 AM   #16 (permalink)
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To be a world, everyone has to be able to interact with the things around you in ways that you can interact with the real world, as much as the technology affords. A purely text based environment can be MORE like a world than any of the current 3d environments, if it allows you to change the world around you as you move through it. A chat system with 3d wallpaper and 3d paper dolls isn't a world in any meaningful sense, because you can't interact with the environment except in the most limited fashion... even in your own home.

This is unrelated to whether it's popular or not. Virtual worlds have never been as popular as chat systems, all the way back to the MUDs of the early '80s. Virtual worlds are a niche market.

If the topic was "second most popular" that would be different, but it's not. It's "second best".
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Old 10-25-2009, 09:49 AM   #17 (permalink)
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Club Penguin is also described as a Kiddies 3D Virtual World, and if we do not exclude the Worlds designed for children, then SL would be lucky if it scraped in at #3.

Total number of residents (accounts) are meaningless, including as it does those who sign up, have one look and never return, and the inflation due to the creation of bots and alts. Concurrent user data is the only worthwhile measure of the current popularity of any Virtual World, and even that can be inflated by Worlds that allow bots and alts.

Has anyone seen the concurrent user data for the Chinese-based HiPiHi recently?
Club Penguin can call itself 3D but if it doesn't use an actual 3D graphics engine its not 3D. I also don't consider other 2.5D worlds like Smallworlds, sMeet, or Metaplace to be 3D either. They are Virtual Worlds, and there is a big market for non 3D. Habbo Hotel beats them all BTW.

I agree that total number of accounts is meaningless. The Lindens do too as it is difficult to find what that number is for SL anymore (they used to post it when you launched the client).

As I said in my post, most virtual worlds won't release actual use statistics like SL and IMVU does, so number of accounts is all we have available to compare.
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Old 10-25-2009, 06:00 PM   #18 (permalink)
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Originally Posted by Argent Stonecutter View Post
To be a world, everyone has to be able to interact with the things around you in ways that you can interact with the real world, as much as the technology affords. A purely text based environment can be MORE like a world than any of the current 3d environments, if it allows you to change the world around you as you move through it. A chat system with 3d wallpaper and 3d paper dolls isn't a world in any meaningful sense, because you can't interact with the environment except in the most limited fashion... even in your own home.

This is unrelated to whether it's popular or not. Virtual worlds have never been as popular as chat systems, all the way back to the MUDs of the early '80s. Virtual worlds are a niche market.

If the topic was "second most popular" that would be different, but it's not. It's "second best".
You keep missing out the important phrase, 'in my opinion', and stating things as if they are fact, when they are not.

I strongly suggest you read the Terra Nova blog, which has contributions from respected professorial academics and authors in the Virtual World arena (Bartle, Castronova, Lastowka, et al). You might also want to look at the partial list of Virtual Worlds which they give to get an idea of what they consider to be Virtual Worlds. You might also want to read the definition of 'Virtual Worlds' as given by Lastowka in his paper on 'User-Generated Content & Virtual Worlds', (Lastowka, Greg, User-Generated Content & Virtual Worlds. Vanderbilt Journal of Entertainment and Technology Law, 2008. Available at SSRN: SSRN-User-Generated Content & Virtual Worlds by Greg Lastowka) and note he describes World of Warcraft, ToonTown Online, Eve Online, There.com and Club Penguin as all being Virtual Worlds. It has a substantial reference list.

The main thrust of the paper is a side-by-side comparison of two Virtual Worlds: World of Warcraft (without user-generated content [narrowly defined]) and Second Life (which embraces user-generated content).

Cory Ondrejka, former CTO of Linden Lab, is a well-known proponent of the union of user-generated content and Virtual Worlds (see:
Escaping the Gilded Cage: User Created Content and Building the Metaverse', downloadable from: SSRN-Escaping the Gilded Cage: User Created Content and Building the Metaverse by Cory Ondrejka). Of course, he had a vested interest in his assertions (which have an uncanny echo in your writings on this subject), but he is largely alone in his views, which are not shared by the majority of those in academia and industry (which focus on Virtual Worlds).

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Old 10-25-2009, 09:59 PM   #19 (permalink)
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You keep missing out the important phrase, 'in my opinion'
Don't be a jerk, Rock. Everything here is "in my opinion". This is a fucking web forum, not a refereed scientific journal.

If Cory is the only guy who actually understands that to be a "virtual world" you have to be a "world", that would explain why Second Life is the closest thing to a real 3d virtual world yet. Videogames are not "virtual worlds". Environments that you can't actually *work* in aren't "virtual worlds".
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Old 10-25-2009, 10:07 PM   #20 (permalink)
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I don't think of IMVU as a vitual world. I found it to be very limiting and to do anything cost real $$. It is very easy to generate your own content in SL w/o using real $$.

SL has an advantage that you can move around and explore, last time I used IMVU, you were limited to specific poses, no real movement.
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Old 10-25-2009, 10:14 PM   #21 (permalink)
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Quote:
Originally Posted by Rock View Post
You keep missing out the important phrase, 'in my opinion', and stating things as if they are fact, when they are not.

I strongly suggest you read the Terra Nova blog, which has contributions from respected professorial academics and authors in the Virtual World arena (Bartle, Castronova, Lastowka, et al). You might also want to look at the partial list of Virtual Worlds which they give to get an idea of what they consider to be Virtual Worlds. You might also want to read the definition of 'Virtual Worlds' as given by Lastowka in his paper on 'User-Generated Content & Virtual Worlds', (Lastowka, Greg, User-Generated Content & Virtual Worlds. Vanderbilt Journal of Entertainment and Technology Law, 2008. Available at SSRN: SSRN-User-Generated Content & Virtual Worlds by Greg Lastowka) and note he describes World of Warcraft, ToonTown Online, Eve Online, There.com and Club Penguin as all being Virtual Worlds. It has a substantial reference list.

The main thrust of the paper is a side-by-side comparison of two Virtual Worlds: World of Warcraft (without user-generated content [narrowly defined]) and Second Life (which embraces user-generated content).

Cory Ondrejka, former CTO of Linden Lab, is a well-known proponent of the union of user-generated content and Virtual Worlds (see:
Escaping the Gilded Cage: User Created Content and Building the Metaverse', downloadable from: SSRN-Escaping the Gilded Cage: User Created Content and Building the Metaverse by Cory Ondrejka). Of course, he had a vested interest in his assertions (which have an uncanny echo in your writings on this subject), but he is largely alone in his views, which are not shared by the majority of those in academia and industry (which focus on Virtual Worlds).

Rock
If WoW is a virtual world, then Disneyworld is an accurate simulation of reality.

WoW is a game. At best, it's a guided theme park. It has a world constructed, for sure... for the game, for the plot. It exists on rails, much like the paths at Cedar Point or Disneyland.

IMVU is IRC with Bratz dolls.
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