Second Life Hits 100,000 Users
Gamasutra reports that the virtual world Second Life is boasting 100,000 users. They've had a large influx of users since they opened the games for free to non-property owners. From the article: "Statistics released by the creators say that the game's inhabitants hail from 95 countries in all 7 continents (apparently including Antarctica). Users spend an average of 4 hours per day playing the game, which has no specific completable goal, but places importance on in-game item and building creation by Second Life citizens."
The reason why players only spend 4 hours per day on Second Life? Simple -- they spend the other 20 hours discussing the hypoanthemics of paradimensional economies in the blogosphere.
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I've been starting to notice that a lot of my extra time was spent in Second Life, though I have no easy way of tracking it all...I really should cut back.
Despite the often lackluster performance, frequent crashes, copious bugs, and strange userbase: it's still THAT fun and addictive. Imagine walking along and suddenly getting an idea for something; you whisk basic objects out of nowhere and mold them to the right shape, then write some code in a language similar to Java or PHP. Voila, a spaceship. Or hummingbird. Or peanut-butter sandwich. Second Life satisfies an urge many of us have, the desire to see ideas come to life NOW.
Life has no specific completable goal. Maybe you should stop playing that for so many hours a day?
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak