Telstra has revealed the addition of almost one million new mobile services in the six months to December 2011, but Sensis revenues plummeted 24 percent in 12 months.
One look at the home page of Linden Lab's Web 2.0 virtual world Second Life reveals that the central theme of the site is about making money. After all, what other web site gives a running tally of their daily dollar turnover right up front? So why has Linden Labs banned potentially the biggest money spinner, gambling?
Quite simply, gambling online is illegal in the
US and Linden Labs is a US company. Never mind that a goodly portion of
the 8 million or so Second Life residents - perhaps the majority - are
not from the US. As far as Linden Lab is concerned games of chance are
a no-no.
Gambling on buying and selling fictitious blocks of virtual real
estate, that's a different matter. With all the virtual entrepreneurs
building virtual businesses selling games, avatars and virtual clothing
online, we may even see a Second Life stock exchange emerge. No doubt
buying and selling shares in listed virtual companies would be OK too.
The question is though, is whether the lure of participating in a
virtual business world with the aim of making real money is sufficient
incentive for most would be entrepreneurs to get involved. Not really,
if we are to believe Linden Lab's own figures.
The fact is, according to Linden Lab's stats, nobody appears to be
getting rich yet doing virtual business. Just 132 Second Life residents
are reported to be making more than US$5000 a month and just over 800
residents are making more than US$1000 a month.
In fact, of the 42,597 residents reported to have made money doing
business on Second life in June, more than 80% made less than US$50 and
nearly 97% made less than US$500. Then of course, there's no mention of
all the residents who haven't made a cracker - or have spent their hard
earned real dollars trying to make a virtual buck.
Although Second Life is a reasonably well trafficked site, compared to
popular Web 2.0 sites like MySpace, YouTube and even news aggregators
like Digg, it is a relative minnow. Given the amount of media it has
received, Second Life traffic is surprisingly modest. It currently
averages well under one million log-ins a month, although it boasts
tens of thousands logged in at any moment in time.
This suggests that Second Life probably has a tight coterie of
followers avidly living their online fantasies in their alternate
virtual universe but the appeal of buying and selling virtual real
estate and designing avatars is limited. Far more enticing are real
world activities taking place in an online setting that Second Life
shuns, such as dating and gambling.
Linden Labs may claim that its users are far more likely to create
content for Second Life than YouTube users are for that site. However,
does it really matter when YouTube gets 50 times the traffic?
There's no doubt that Second Life is an innovative Web 2.0 application.
However, reading a range of views about it in the blogosphere, one gets
the sense that many one-time Second Life residents simply found the
place boring and moved on to something more mentally stimulating. It's
a pity because if Linden Lab gave them a reason, the residents would
probably come and stay.
David Bass
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