Math not your strong point or is mine off? 1% is not so much guess. 15% would be 2,517,830 active individual users. The 7 day number would be the most indicative of active users.
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Only 15% of SL sign ups continue to use it |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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02-01-2009 07:57
Math not your strong point or is mine off? 1% is not so much guess. 15% would be 2,517,830 active individual users. The 7 day number would be the most indicative of active users. _____________________
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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02-01-2009 11:22
IIRC, that level of retention is pretty common with games.
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Lyla Tunwarm
Registered User
Join date: 10 Jul 2008
Posts: 179
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02-01-2009 11:30
I didn't read the original quote as referring to "active users", but to people who continued to use SL *at all*. Define the difference? Someone that logs in once a year isn't a user in my opinion. No matter how you want to look at it 15% is very misleading. |
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Lindal Kidd
Dances With Noobs
Join date: 26 Jun 2007
Posts: 8,371
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02-02-2009 09:02
Math not your strong point or is mine off? 1% is not so much guess. 15% would be 2,517,830 active individual users. The 7 day number would be the most indicative of active users. 1% is 167,856. Take 522,526 and subtract bots and alts and you are around 1%. Residents Logged-In During Last 7 Days 522,526 Residents Logged-In During Last 14 Days 673,827 Residents Logged-In During Last 30 Days 940,855 Residents Logged-In During Last 60 Days 1,444,530 Total Residents 16,785,531 If it was 15% we would have over 100,000 people logged in continuously. If they want to argue each alt and each bot counts as an individual then maybe you could twist the data to 10-15% Um, I don't think your figures mean what you think they mean. But I note one thing. We DO have pretty close to 100,000 logged in at peak periods...over 82K this last Saturday. But these numbers don't apply to what we are talking about. We are talking about what percentage of people who try SL, STAY with SL...and none of the numbers you quoted have any bearing on that. _____________________
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Jean Swashbuckler
Registered User
Join date: 15 Aug 2008
Posts: 194
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02-02-2009 09:23
Um, I don't think your figures mean what you think they mean. But I note one thing. We DO have pretty close to 100,000 logged in at peak periods...over 82K this last Saturday. But these numbers don't apply to what we are talking about. We are talking about what percentage of people who try SL, STAY with SL...and none of the numbers you quoted have any bearing on that. Absolutely agree Lindal. |
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Tristin Mikazuki
Sarah Palin ROCKS!
Join date: 9 Oct 2006
Posts: 1,012
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02-02-2009 09:44
I think 15% is kinda high personaly...
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Joshooah Lovenkraft
Just Joshin'
Join date: 28 Dec 2007
Posts: 1,376
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02-02-2009 10:26
I probably could have asked my original question a bit better, with a fuller quote for those that didn't read the article, as most responses don't seem to address my OP and the thread has degenerated into a debate about the veracity of the 15% retention rate.
However, the Linden executives said that a lot of work remained to be done in terms of making the service easier to use. Rosedale singled out search, the user interface and new user orientation as needing major improvements. "We need to collapse the orientation experience on learning the interface down to a 30-minute timeframe," he declared. "We're not there yet." Rosedale went on to describe the current interface as "overwhelming." He said, "the basic UI of the software also needs to change. It has too many pixels," referring to the buttons, numbers, and other data presented to users on the screen. "They're all kind of demanding your attention -- your [Linden] dollar balance, your inventory window, all the buttons on the bottom bar, chat and text that are visible in the window, that's asking something of you, blue pop-ups that are coming up." Rosedale said that while the work required to make the interface less complex was significant, it would have a huge impact on the adoption rate of virtual worlds. Currently, only 15% of the people who tried out Second Life continued to use the virtual world. "I'd like to triple that number," he stated. I think debating Philip's statement of 15% retention rate is a bit pointless as we don't know the assumptions and parameters to which LL comes up with this number. Is it ... number of sign-ups that still have logged on at least once a month later, 2 months, or is it one's that log in at least 1 hour after a week? I think only LL knows this. My original point was that LL seems to feel that improving the useability of the current client (along with other things like the orientation experience and stuff like stability) will help to improve retention rates *relative* to what the current metrics show. Rosedale said that while the work required to make the interface less complex was significant, it would have a huge impact on the adoption rate of virtual worlds. So do you think a "dumbed down" interface would really make a "huge impact" on adoption/retention rates and is worthy of significant resources to that end? _____________________
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Raudf Fox
(ra-ow-th)
Join date: 25 Feb 2005
Posts: 5,119
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02-02-2009 11:10
*thinks out loud*
One of the biggest things that LL needs to do to improve user retention is to truly focus on the social aspects of SL. This includes removing much of the focus of running a business in SL, because honestly, the first few hours of SL are spent.. exploring and chatting. Then as people get the hang of the place, they will seek out what they want from SL. Along with changes to the UI, there should be something called a "tutorial mode." This mode, set default on in the viewer's help menu, could give people visual walkthroughs of how to use the basic social and movement functions of the UI and would only show up to the user. Example: Raudf is a new user logging in for the first time. There's no OI and she's just been dumped on a welcome area. Before she begins to panic, the tutorial kicks in and with arrows, points out key UI features with a quick explanation of how to use them. It explains the communications button and how to move her camera and her avatar. And it can do mouse-overs for the buttons to give a quick tip on what each one does. As people progress, they can chose to continue the tutorials on the basic build tools, how to file ARs, and how to buy things. All of this can be turned off at any time in the help menu. No annoying OI and it's little goals and this allows users to do things at their own speed. And since exploring is the second thing most new users tend to do, they should probably take into consideration how the welcome areas and surrounding sims are being used. If I was LL, I'd want to consolidate this onto one small continent and encourage only new user related places/businesses (like NCI) and non-profit RL organizations to have lands there. This would actually give LL greater control of the first impression a new user makes AND improve their PR relations. Also, LL would be able to *gasp* station a G-team member or two there to handle the usual penis-flapper or actual griefer. _____________________
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Lias Leandros
mainlander
Join date: 20 Jul 2005
Posts: 3,458
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02-02-2009 11:17
I certainly wouldn't want a "dumbed down" interface now that I've gotten the hang of things. However, I'm hoping they will be develop something pleasing to both new and old users with a certain level of customizability. . _____________________
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Tristin Mikazuki
Sarah Palin ROCKS!
Join date: 9 Oct 2006
Posts: 1,012
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02-02-2009 11:18
Making it able for people to have small companys in sl is also part of the social aspect.. look at any club event ect.. see many dressed in the basic ruth getup?
Shopping in SL is a BIG social thing look at the shoes and hair for sale. Most people leave sl fast because the platform is unstable (the excuse as to why sipmly doesnt matter) and the sys reqs are on the high side (again the excuse as to why simply doesnt matter) The client does need some work but not as much as the server side. _____________________
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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02-02-2009 12:02
I think the whole focus on "Retention" and "Retention Rate" is a bit bogus, really.
LL is trying to make SL into "the 3D internet" and do the whole platform thing, and they want to give the idea that there are lots of people hanging around in SL just waiting to be the audience for the next big thing that you or your company creates. The problem is that they aren't counting it in the same way the internet could. When they internet was becoming popularised, stats tended to be based on the number of people who could potentially access it (ie, people with ISP accounts, or with access at libraries and similar). Nobody would say that somebody was not really an internet user, or a potential audience for a new website, because they hadn't accessed the web that month (which wasn't uncommon at that time). But SL can't do that, because LL have to show it has some benefit above the internet. The problem is, most of the people who do come to SL time and time again have already found what they want there - friends, activities, business, etc. And this is the problem I've posted before - doing new things in SL is especially risky now, because people may have already come to SL and left for the lack of that thing, and even once you have it working there is no way to tell them to come back. This is doubly bad for corporate builds that most existing users are especially unlikely to want to explore. |
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Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
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02-02-2009 12:50
But who does the 85% of fallers by the wayside include? People who genuinely found SL wasn't for them. People whose computers weren't up to doing SL properly. Bots of various kinds People whose favourite SL pastime has been banned, like gamblers, ad farmers and ageplayers. Disused alts. including people who've had second thoughts about their name early on. People who have been banned by LL or stopped by partners / parents or whoever. People who no longer have time to come on SL. That's whyan isolated statistic like the 15% percent of sign-ups continue with the service is a meaningless statistic. First of all, the whole point of offering free-sign up is to encourage people to use the service risk-free, correct? That means a lot of people who really don't expect to be interested in Second Life might give it a shot anyway, because hell, it's free. In that circumstance, one wouldn't expect high retention numbers. In fact, 15% may be considered a success, depending on circumstances. I assume that the free trial did get more people to try the service. 15% retention of 1,000,000 people is better than, say, 100% retention of 100,000 people. The more interesting question, as Conifer pointed out, is "Why?" and the 15% statistic says nothing about the why. How much of the 85% weren't retained because of a bad interface? How many of those weren't retained because they decided they prefered real life to SL after all? How many of those people weren't retained because the grid is so unstable from the current overpopulation in SL? It would be more interesting to compare retention status between time periods. If it was 15% for 2008, for example, how does that compare to 2007, and what changes to the service might have affected that retention rate? Linden Lab could very easily put a positive spin on the 15% number. My guess though is that it's not really the 15% that's disappointing; it's that overall, they are not figuring out how to turn potential residents into streams of income. Tripling that retention number means nothing for the bottom line if it doesn't result in income for Linden Lab. And heck, they'd better figure out how to make a stable grid before they try tripling their numbers. Build the capacity to handle the greater numbers first, then bring the greater numbers in. Linden Lab seems incapable of that kind of forward thinking, which is why their great idea of SL has been a failure in the implementation. |
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Nyoko Salome
kittytailmeowmeow
Join date: 18 Jul 2005
Posts: 1,378
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02-02-2009 12:59
fascinating, captain... ;0
agreed many facets; as ceera and others mentioned, i think perhaps currently the biggest prob is 'rl economy', in a broad stroke - those who can't afford better 'puters or connections simply won't make the choice right now to upgrade -just- for sl. there's nothing much the lab can do about that, so... plan b) the old interface... funny that interview reminded me of way back trying to grok alllllll the little elements floating around the screen... s'true, very 'intimidating' for someone just looking for something new to play with! if sl didn't have so many of the things i'd felt i'd been looking for up to that point, maybe i wouldn'ta stuck it out. (and i had done my homework, so even coming to it, i 'knew' i wanted in someway - figured something like this would've come along since 'the sims' ;0) (Philip) said, "the basic UI of the software also needs to change. It has too many pixels," referring to the buttons, numbers, and other data presented to users on the screen. "They're all kind of demanding your attention -- your [Linden] dollar balance, your inventory window, all the buttons on the bottom bar, chat and text that are visible in the window, that's asking something of you, blue pop-ups that are coming up." :0 too true... so many pieces to punch away at. but what's really 'expendible', esp. when you encounter someone who doesn't even know to interpret the interface as given? say if someone doesn't know they've landed at an end location over 300m, now all the sudden they can't fly like they normally can... i remember this messing me up lots early on. ;0 the info's right there, although there's still probably no orientation about it... now almost subconsciously when tping to a new location, i check the xyz just to see where i'm at. but that was a learned practice, without anyone ever really 'teaching' me it... in a case like that, do we a) hide your avi's menubarred x/y/z info just to relieve the screen of that info, or b) allow all avatars unfettered, unscripted flying-freedom access? lol i don't envy the interface-redesign team. some of their decisions could probably deeply affect in-world standards in that regard, and they'd hafta fight a lot more than just the interface just to make the suggestion... they'd hafta fight the forums. ;0 p.s. to suggest that paying any attention to 'retention' is a bit bogus in itself. ;0 though i appreciate the thought... from a whacky designer's perspective you wish to plunge ahead and assume everything you've done along the way is 'exactly right' and not have to reapproach anything (mainly because of that '10% rule' - 'finishing the last 10% of a project will take 90% of the total project time', roughly.) but no matter what, while your perspective is great 90-95% of the time for you, it just may be a lot less for someone else who learns/interacts in a different 'space'. thinking of steve jobs and the one-or-two-button mouse debate... ;0 although it was easy enough for anyone to 'custom' to that state, out-of-the-box is an important experience, and 'out of the box' is what the interface is to sl. _____________________
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Cappy Frantisek
Open Source is the Devil!
Join date: 27 Oct 2006
Posts: 400
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02-02-2009 14:01
Maybe it's just me, but 15% doesn't seem that bad. I use to work in the software industry and if 15% of people that tried the demo ended up being paid customers, things were great. Pay? You pay for this? Sucker! ![]() |