The Two Year Effect: Confirmed?

Monday, December 28, 2009 Monday, December 28, 2009

A few weeks ago I described a theory I had regarding SL population that I called “The Two Year Effect.” The theory went something like this:

Without a defined requirement to stay, people tend to maintain interest in volunteer or hobby activities for a length of time between 18 to 30 months. About two years. If that’s so, then one reason for the apparent declining SL population is that the large bulk of folks who showed up in 2007 during the SL media hysteria are now expiring.

It was merely a theory, and I had no data to back it up.

Until now.

It turns out that reader Louis Platini took an interest in the theory and actually happened to have suitable data available for analysis. If you don’t know Louis, he’s the owner of Metaverse Business, makers of a wide variety of statistical counter devices for use by in-world businesses. His products range from free traffic counters to highly sophisticated systems capable of handling multiple regions and delivering far more than simple user counts. Do check them out!

The data collected by all these machines is safely stored by Metaverse Business so that their clients can make enquiries of their own statistics.

But Louis can also analyze this stored data, and he decided to do so after reading my article on the Two Year Effect. His results are very interesting, and you can read them in detail right here. The data should provide reasonably accurate results, as Metaverse Business has data on over 1.2M unique avatars. Louis employed data collected over all of 2008 and most of 2009 for the analysis.

The analysis attempted to determine the “lifetime” of avatars. In other words, the number of days between their first and last appearance. Some avatars “lived” only briefly, less than 100 days, whereas others have existed for many years. Louis then graphed the result, shown here:



The data shows an extremely steep departure rate right from the start. It appears that many people try SL for a few months and then depart (Give up? When is that easy-to-use viewer version 2.0 coming out anyway?)

Louis shows that the departures seem to follow an exponential rate for the first 400 days or so, then slow a relatively linear rate for the next 1000 days. After that departures slow right down to a trickle. Be sure to read his analysis where this is demonstrated with several explanatory graphics.


So where does this leave my Two Year Effect theory? It seems to be both wrong and right. Consider the exaggerated theoretical Two Year Effect on the chart above superimposed onto Louis’ actual data.

It’s wrong because it turns out that people are constantly leaving, not just after two years. The younger they are, the faster they tend to leave.

It’s right because almost everyone is gone after two years, and the large mass of 2007 signups must indeed be leaving (or already gone).

The fact that avatar lifetime is effectively only 2-3 years must be of grave concern to Linden Lab. A business that has temporary customers must have a strategy to get new ones to replace those departing, and that must be why Linden Lab is so focused on the experience of new residents.

Cory Doctorow and the Robot

Wednesday, December 16, 2009 Wednesday, December 16, 2009



Today I had the great pleasure of attending the live recording session of the Copper Robot Podcast, hosted by Mitch Wagner. The guest was the one and only Cory Doctorow, voice of freedom, innovation and sensibility in the 21st century.

If you don't know who Cory is, you should. He's an award-winning Science Fiction author and also the editor of Boing Boing, one of the biggest websites on the web today. My man-crush derives neither from Boing Boing nor Cory's excellent Science Fiction adventures, but instead from his tireless efforts to save humanity from digital rights enslavement. Every day Cory explains to all who will listen the paradoxes and trap-doors we seem to be falling into as we gradually tie up all intellectual property with overzealous control regimes.

In spite of the event taking place at a very odd hour for SL events (causing Mitch to rise from slumber far earlier than he biologically should) the attendance was massive. Many SL notables were present, including Simone Stern, Stroker Serpentine, Pete Linden, Pavig Lok, CallieDel Boa, Ordinal Malaprop, Hiro Pendragon, Joshua Fouts, Eureka Dejavu, Mo Hax, Opensource Obscure, Pardox Olbers, Fleep Tuque, Lotte Linden and countless others.



Cory spoke for just over an hour before real life re-absorbed his virtual presence. But we did get a chance to ask a few questions, and he promised to return next year to do a questions-only show. Above Haley and I speak with Cory and the Copper Robot. (The Robot is on the Left.)

Cory described how he came to be editor of Boing Boing (as a temporary fill-in while the original editor took off on vacation, and ended up being a full time gig). He lives mostly in Europe these days, causing various timezone shenanigans with his normal Boing Boing editing cycle. The significant result of EuroCory is that Boing Boing posts are more analytical/follow-up instead of breaking news.

Cory described issues that arise when you're running a truly big-ass website like Boing Boing. As you might expect, he receives numerous comments regarding content, often including requests not to write about totally innocuous topics. He's mystified why people don't simply read another website - it's not like there's a shortage of things to browse. Some people just like to complain, I suppose.

Cory spoke about different methods of kick-starting the economy by leveraging radical business approaches. For example, he proposes to liquidate non-functional industrial-age operations to free up capital, then redistribute the capital to entrepreneurs who can, for example, take over empty malls and invent new businesses. However, radical also means politically challenging. Who knows if Cory's fascinating ideas will become reality? I deeply appreciate his explorations into new business models because we desperately need some in this new century.

Cory believes the software sector has been vastly expanded through the use of free (open source) software. He described a free software "substrate" that permits many more people to participate in the construction of software that would not otherwise have been able to do so. Many SL programmers would no doubt agree with this, having used open source software for most of their careers.

One of the discussion topics was the notion of change. Today's education has the unfortunate assumption that things stay the same. In other words, the things you're taught when you're 14 are simply not going to be there when you graduate. And that's just the start of it - things keep changing. Cory himself claimed to have had multiple careers during his lifetime. You must change, and to change you must take risks and be able to learn as you travel through life. There is no job for life, other than constant learning.

Cory spoke of the Hacker Ethic, which is an unconscious urge within all of us to rework the world to better meet our needs. The software substrate, accompanied with the speed of the Internet has permitted this urge to be fulfilled for almost anyone who desires. Cory calls it, "The Golden Age of Hacking". It's what causes creators to create, and is the ultimate engine that drove the creation of the world known as Second Life.

A Real Breath In A Surreal World

Wednesday, December 9, 2009 Wednesday, December 09, 2009



Following up on my last post on Winter products, I took a look at the rest of my Winter items. One of the more popular products lately is winter oriented. It’s a teeny wearable particle effect simply called “Breath”. You wear it on your chin and you “breathe” out steamy winter breath every seven seconds. Just like being outside on a truly frigid day.

Some may say the cloud is bigger than it should be, but I disagree. I designed the effect to match my real life experience. And that experience is based on severe Canadian winters, where the air temperature can fall to as low as -40 degrees. (Celsius or Fahrenheit? It actually doesn’t matter at that temperature; it’s damned cold!)

In that weather you really do get a massive cloud of vapor surrounding your head, and that’s the reality I modeled this product against.

This is one of those items where matching reality actually works in Second Life, as opposed to the surreal giant snowflakes I described earlier. But that poses a problem with design approach that’s been bothering me - should one match reality? Or should a maker produce unreal items? Which is the correct approach?

My conclusion is that neither is the correct yardstick. Instead the measure of success should be the feeling generated by the product. The problem is that “feeling” is a very difficult thing to measure. Maybe this is where those with an artistic eye come to the fore, because they are more able to intuitively recognize the feeling produced. In the end what matters is how well the product alters the feelings of its user, and that could be achieved either by reality or through surrealism.

Can You Feel a Snowflake?

Saturday, December 5, 2009 Saturday, December 05, 2009



Normally, snowflakes melt when you touch them. But that doesn’t happen in Second Life; they merely float away. But you can still feel them.

I make snowflakes - particle ones, of course - and have several versions for sale at Electric Pixels. I’ve had various types of snowmaking attachments and gadgets on store shelves for over two years, but this year I wanted to try something a little different.

I made Giant Snowflakes.

Crazy, you think? Perhaps, but here’s the theory: virtual reality is all about immersing people into an environment. Immersion is a combination of visual, auditory and situational factors that when combined, make the resident feel like they are somewhere other than sitting in front of their computer. We’ve all experienced and appreciate  carefully engineered immersions.

To achieve the desired immersion feelings, I try to engineer my particle effects to be realistic (well, or seemingly realistic for those items that aren’t really possible in real life). For example, my older snowstorm drops thick clods of snow that kinda looks like real snowfall, or my RainMaker attempts to look like real rain.

However, I tried something different. Instead of making realistic snowflakes, which would be so small you can’t really see them on the screen, I made giant snowflakes, a meter across. Totally unrealistic, yet it seems to work. When you see the flakes, you feel kinda snowy.

Why does this work? I believe it’s because the crisp images of snowflakes immediately register in your brain when they’re seen. The snowflake symbols evoke feelings of snow. The unreal becomes real!



I’ve used these giant snowflakes in some new particle effects, now on sale at Electric Pixels. SnowFlurry (image at the top) creates a tiny snowstorm around you, while SnowWeddingRing (image) produces an amazing animated ring of snow around you and your partner. There’s also a SnowRing for singles. And for those who want even more, I have one more giant snowflake item hidden in a hunt item (for the Snowflake Grid Wide Hunt, no less). I hope you enjoy them!

Three

Friday, November 27, 2009 Friday, November 27, 2009




Today started as pretty much a normal day. Except for one thing: it’s my rezday, and today I turn Three.

I don’t believe in birthdays, although there seems to be serious evidence that they do in fact exist. Many people celebrate them, but normally I don’t. I guess I don’t feel that I need or deserve a celebration. That’s why I asked my friends to refrain from organizing a big party.

However, when I arrived in-world today I found my Particle Lounge had been redecorated in the most imaginative way by my close friends. I also found dozens of tweets, plurks and IMs awaiting me with best wishes. Even a few very nice gifts showed up.

As the day closes, I found even more plurks and tweets wishing me well.

I’m feeling very good now, much better than I did this morning, and I know it’s entirely due to the thoughts of friends from around the world.

Thank you for making my day, each and every one of you.

The Two Year Effect

Saturday, November 21, 2009 Saturday, November 21, 2009




I’ve been contemplating reasons for the flattening of the online user stats in Second Life lately. You’ll recall that as recently as early 2009, there seemed to be a surge in growth. Every week new records for simultaneous users were being set. I believe it topped out at around 88,000 or so on an exceptionally busy Sunday afternoon.

But then no new records were set. Even after many months.

Why might this be? There’s a few reasons, most notably being Linden Lab’s new policy on bots. No longer do we have hundreds (maybe thousands) of bots cuddling in claustrophobic farms. That clearly put a boffo dent into the population stats.

But is there another reason?

I realized a social phenomenon might be in effect here. In my travels I’ve observed that many people tend to have a two-year attention span on projects. Whether it be a hobby, volunteer work or other activities, when people have no ties holding them back, their interest tends to fade after 18-30 months or so. I’ve seen this in real life many times.

I might be mistaken, but I think I’m seeing the same thing happen with my virtual pals in Second Life. Some, like Eshi Otawara, declare a vacation and disappear temporarily, or perhaps forever in some cases. Others like Bettina Tizzy change their approach. But I suspect there are many more who simply fade away quietly as their two-year period of attention draws to a close.

This isn’t particularly remarkable, as people change what they do every day of the year. But then I remembered what happened two years ago.

Two years ago it was a different virtual world. Second Life was constantly on the news and magazine covers, mysterious virtual entrepreneurs were evidently making millions and anyone could do anything. People from all corners learned of the amazing promises of virtual reality and they signed up in droves. During that period, Second Life grew at its fastest rate.

And that was just about two years ago.

Now, just as one would expect we see some residents of 2+ years vintage fading away. The huge blob of 2006/7 signups have been expiring over the past months. Combined with gains from ongoing signup rates and losses from the bot massacres, we just might expect to see flat growth for a little while.

Meanwhile, I’m wondering why I’m still going strong after almost three years?

Interviews with Entrepreneurs: Fianna Idora

Saturday, November 14, 2009 Saturday, November 14, 2009



From time to time I interview those who do interesting business ventures, and today's interview is with very ingenious and talented Fianna Idora.

Second Effects: How and when did you get started in SL?

Fianna Idora: I joined SL in October 2006. I was working full time as a web-based application developer and was also combining my technical skill with a love for art into a part-time graphic t-shirt business online. A friend of mine had posted a link to Second Life on a business community forum I frequented, as a possible new venue for our online marketing efforts. Second Life was getting a lot of press back then, as it was nearing the 1 Million Residents mark. It soon became apparent that SL would also appeal to one of my other interests - 3D content creation, as I had been a recently active 3D hobbyist in the Poser community. Teaching myself digital rendering, character creation & 3D Texturing. I was hooked to say the the least. I went premium within 24-hours of signing up and was sticking my virtual stake in my first 512m plot within a week. The first incarnation of my shop was called Fairy T-shirts, where I sold SL versions of my FL t-shirt designs along with notecards containing urls to where the shirts could be purchased in FL.

SE: What skills did you bring into SL that helped you get your business started?

FI: Between my work as a web-based application developer, operating online graphic t-shirt business and being a 3D hobbyist - I came in with a pretty mixed bag. The income previously earned from my t-shirt biz had already afforded me to purchase software including Photoshop (images/textures), Poser (animations/poses), and later ZBrush (textures, sculpties), so I had a great software foundation to cover the bases of content creation. 

My programming skills translated fairly well when learning LSL - although my primary focus in SL wasn't scripting, I was more interested in texturing and generally only scripted things on an as-needed basis to enhance a product or create a tool to make my Second Life easier. It wasn't until later when I realized that using LSL I could interact with external databases hosted on the web, that I truly began thinking outside the grid.

When I first arrived in SL I would have considered myself to be an adept user of Adobe Photoshop. However, After attending the 'Masters Fashion Design' program in-world at Soma School of Design, I'd say my knowledge and skill level increased 10-fold. SL became major creative outlet for me - so much so I wanted to pursue a design career full time. Last year I left the company I had been with for 7 years to return to college to Study Graphic Design - I'll be graduating from the two year program this coming May.




SE: You have been known to operate a fashion business - how is that going?

FI: My shop Enchant3D has been located on the mainland in Han Loso since January 2007. Its more of a costume shop than a fashion boutique, and really its just a hodge podge of whatever i felt like making at the time. I've tried my hand at animation, clothing, jewelry, props, roleplay costumes & skins with various degrees of success. At the moment I have about 100 items listed on xstreet - the accumulation of my content creation for the last 3 years.  Between xstreet and inworld sales Enchant3D *just* makes my tier each month (for 1/8 of a sim), so I am able to maintain it despite being a full time student for the last two years and not having a regular source of FL income. However, I've been considering closing the shop in-world after 3 years of operation, eliminating the majority of my tier fees and focusing on making xstreet sales, marketing my products online with the hopes that I can make the business profitable.

SE: I understand you have two avatars - why do you operate two of them? 

FI: I'm a bit of a geek girl and originally created Light Bright, as an alternative character for my cyberpunk inspired photography, role-play and story-telling. In Late 2007 I began planning the Profile Picks project and since Light is my nodal thinker, it made sense that I give her an information project to manage. Using my alt for this project allowed me to script & work for hours without interruption. Light also functions as an accountant for this project allowing me to support my customers & track sales easily without intermixing with my day-to-day SL activities.



SE: I've been trying out your new product, "Profile Picks". How does profile picks work? What problem does it solve for businesses? For customers?

FI: One of my areas of specialization is the development of search engine marketing and search engine optimization strategies for the world wide web. In November 2007, Linden Labs unveiled their new Search (http://search.secondlife.com) which is built on the Google Search Appliance. The same strategies I had adopted for Google and the WWW now applied directly to the Second Life Search.

One of the foundations of how a Google ranks a web page in its results for a particular search phrase, is by determining its relevance, based on the number of inbound links it has from other web site pages with related keyword content. In theory, the more relevant inbound links a page has, the higher it should rank in results for that search phrase.

Second Life Places and Resident Profiles are now available as web pages in-world and on the world wide web if flagged to be included in the Search index. If you view a Resident's profile page under "Top Picks" you'll see that a resident's profile picks have been linked to their corresponding Place pages creating an inbound link to that location. The content of the Picks descriptions providing the relevant key phrases for that inbound link. Thus, the number of inbound picks received, and the key phrases used in their descriptions, play a key role in determining how your Second Life Place will rank for those phrases.

i.e.

Light Bright Resident Page
http://world.secondlife.com/resident/e597f8dc-798f-47f1-b705-a3dd874bcb4f

Profile Picks Place Page
http://world.secondlife.com/place/5bce8fcf-275b-cc41-6b0d-36b6dca83b95

The primary goal of Profile Picks is to educate business owners on the the importance of creating a Profile Picks Incentive Program (PPIP) as a key part of your marketing strategy. Members can also access our Learning Library containing regularly updated articles regarding the Second Life Search and best practices for optimizing parcels & profile pages for relevant key word phrases. 

The first product developed is the Profile Picks Gift Vendor now at version 1.3 - this vendor will deliver a gift to any account-verified resident who has your Second Life place in their Profile Picks. This type of Profile Pick Incentive Program can be operated with minimal costs, helping you to increase your rank in search while at the same time creating customer loyalty and exposing more potential customers to your products or services.

SE: Why is Profile Picks better than the competition (is there competition?)

FI: There are a few other products on the market that assist residents to develop Profile Pick incentive programs. However I feel Profile Picks has a few value added benefits including our online reporting which allows you to monitor gifts delivered, and the total number of gifts resident has received, from anywhere online. There are anti-abuse measures in place allowing you to ban a resident you feel may be attempting to abuse the system.  Members also receive access to articles I've put together with information regarding search and optimizing your Second Life place. Customer Relationship Management is also important to me and I encourage customers to contact me with any questions or suggestions.

SE: What barriers to business success have you encountered, and do you have suggestions for new business owners to overcome them?

FI: I think one of the problems I've experienced with Enchant3D is that my range of products is too broad. I've tried to learn a bit everything instead of focusing on becoming really good at one thing in particular. I've learned that businesses that are a focused on creating a specific type of product or service, in addition to achieving higher quality, stand to do better from a optimization perspective and are easier to market. My main roadblock this far has been time. I believe that success could be achieved with a full time effort, but between work and school I haven't been able to make that kind of commitment to SL. The SL economy hasn't proven stable enough that I would rest the needs of my home & family on it just yet.

SE: What might be your future plans for your businesses? Where do you see yourself in three years?

FI: When I graduate from college next year I will likely be working from home as a freelance graphic & web-based application designer. I'm hoping to return my focus to my graphic t-shirt business perhaps with its own expanded presence in SL. I also hope to continue to work and refine my skills as a content creator when I am able to return to SL with a fresh outlook and more freedom to grow the Enchant3D brand. Meanwhile, I am committed to expanding Profile Picks program, expanding the Learning Library and improving the products and services available. No matter what happens, I can't see myself not having some kind of presence in SL going forward, whether my focus is on content creation or using SL as a tool for promoting my FL products & services.

SE: Thank you so much for speaking with us today!

For those of you who'd like to see more of Fianna's work, please try these URLs:

http://www.enchant3d.com
http://www.profilepicks.com
http://www.popularitees.com
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