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Second Life Product / Business Ideas for Generation Alpha


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About a year ago, I noticed that my local Wallgreens drug store had gift cards for either MineCraft or Roblox (I forget which).  At the time, I was pretty impressed that whichever game it was had THAT big of a reach.

Anyway, I am not suggesting (and did not suggest) that Second Life emulate any of those. (I only mentioned MineCraft in passing, and that I should ask my friend who runs MineCraft servers more about it.)

However..if some "other" platform attracts younger folks: who says Second Life can't also attract younger folks?  I mean, besides Zalificent, of course. (I think they will disagree with anything positive just to be contrary, at this point and points beyond including past, future, and other dimensions of space and time.)

 

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I don't think Second Life should try to be Roblox. But I think it's worth observing what makes other platforms popular regardless.

I haven't given a great deal of thought yet as to what to draw from my observations. Been too busy with RL work. I might have some thoughts later.

 

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24 minutes ago, Love Zhaoying said:

So..back in 2015 that was the case. Still true?

Or is someone quoting really old figures above? LOL!!

 
Quote

SAN FRANCISCO

January 13, 2022

Now in its 19th year of operation, Second Life has had one of its strongest years ever with a growing user base and booming economy including an annual GDP of $650 million USD with 345 million transactions of virtual goods, real estate, and services. Over 2 billion user-generated assets exist inside Second Life with 8 million unique items sold on its Marketplace.

Edited by Jaylinbridges
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17 minutes ago, Love Zhaoying said:

Thanks. Of course, "gross" isn't "net"..

Quote

What Is Second Life's Revenue?

Second Life's annual revenue is $8.5M. Zippia's data science team found the following key financial metrics about Second Life after extensive research and analysis.

Second Life has 270 employees, and the revenue per employee ratio is $31,656.

Second Life peak revenue was $8.5M in 2023.  https://www.zippia.com/second-life-careers-930924/revenue/

Not sure I believe this estimate from Zippia.  I have seen higher annual revenue estimates.  I assume those 270 employees include their contract workers, eg the Moles.  

 

Edited by Jaylinbridges
Removed last sentence about employee ratio revenue
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In terms of 'making the transition' smoother for young people who are growing up and looking for a more mature platform.

We do already have something similar to Roblox's worlds - Experiences.

Experience profiles in SL already have a picture field, a location field, name & description field. A quick marketing trick would be to simply make an experience guide page  from that data, similar to the destination guide.

Sure, I don't think they could ever be the main event like roblox, but that's not the point, the point is to provide enough familiarity to make the platform transition smoother. Like a 'hey! we have something kinda like that too!'

 

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Oh, another observation that I had in roblox, that I think would work well in SecondLife.

One thing I struggled with as a newbie I had no idea how to leave the world I was in and eventually went to close the roblox window when I couldn't find how to leave.

Like Second Life, Roblox has a do you want to quit confirmation window. However, what they did different, was that they also added an option to that dialog to go to another world.

I think we could learn from that. How many newbies at the welcome hub quit SecondLife because they don't know how to go somewhere else? What if we added an option to the quit confirmation dialog to go somewhere else? It could open the destinations floater or something. It could help retain newbies a bit longer until they learn how to find destinations properly.

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27 minutes ago, Love Zhaoying said:

Thanks. Of course, "gross" isn't "net"..

Correct.

SL. $650 million a year GROSS, described by a former CEO as a reliable cash machine.

CrapBlox. $1,200 million a year NET LOSS, described by people who can count as a "money pit".

51 minutes ago, Love Zhaoying said:

However..if some "other" platform attracts younger folks: who says Second Life can't also attract younger folks?

CrapBlox attracts a lot of "younger folks", which is almost certainly why it's losing money hand over fist, they have to pay for VAST amounts of moderation to "protect the kiddies", who generate sod all income.

 

Pay attention to gaming trends, those "little darlings" choose different types of "games" to SL, what we have they don't want, what they want we should never have as it will break the platform.

Remember Sansar? "Lets make it 100% PG, and kid friendly".

 

Changing SL to meet their demands will mean destroying all the aspects of SL, that make it SL.  Basically, people are suggesting LL shut down SL, and launch a FartNite clone, or a CrapBlox clone, or a MoronCraft clone.

 

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1 hour ago, Love Zhaoying said:

So..back in 2015 that was the case. Still true?

Or is someone quoting really old figures above? LOL!!

From a 2023 article...

According to 2021 statistics, Second Life creators cashed out $80 million over the past 12 months.

Second Life’s gross domestic product is at around $600 million.

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22 minutes ago, Rowan Amore said:

From a 2023 article...

According to 2021 statistics, Second Life creators cashed out $80 million over the past 12 months.

Second Life’s gross domestic product is at around $600 million.

Ah, that's the SL economy (not LL gross income), right?

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14 minutes ago, Love Zhaoying said:

Ah, that's the SL economy (not LL gross income), right?

I have seen SL's gross revenue as around $80 Million/yr. but their Net income was estimated as $8.5 Million, as stated above.  LL has to pay their employees, the Amazon Cloud, and their legal staff, and their generous benefits, from that gross income.

Edited by Jaylinbridges
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On 3/4/2024 at 6:15 PM, Zalificent Corvinus said:

SL. $650 million a year GROSS, described by a former CEO as a reliable cash machine.

CrapBlox. $1,200 million a year NET LOSS, described by people who can count as a "money pit".

Roblox's yearly gross is $2.7 billion.

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2 hours ago, Rahadin said:

Roblox's yearly gross is $2.7 billion.

And they LOSE over a Billion  year.

It's not about who is BIGGER. It's simpler than that.

SL makes a PROFIT, and has done for over 20 years, it attracts people who pay enough money to keep the platform alive and viable. Customers WORTH having.

 

CrapBlox makes a LOSS, it's  ALWAYS made a LOSS, it attracts people who DON'T pay enough money to keep the platform open and viable. Customers NOT WORTH having.

 

We shouldn't waste any time, effort, or money studying how CrapBlox attracts people, because they are the WRONG people, and NO DAAMN USE to SL.

 

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On 3/3/2024 at 4:59 PM, Love Zhaoying said:

Good point, All mains=>Alts=>Bots=>AI's

ooh! We will be The Sims, SL Version!

Oooo, someone needs to make Simbots that can wander around our homes speaking Sim-speak. The usually empty Linden Homes could use Sims instead of pets. Imagine finding them dead in the pools or making woohoo in the hot tubs.

image.png.07f02e579b27687f9bed5214a52c5640.png

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4 hours ago, Zalificent Corvinus said:

And they LOSE over a Billion  year.

It's not about who is BIGGER. It's simpler than that.

SL makes a PROFIT, and has done for over 20 years, it attracts people who pay enough money to keep the platform alive and viable. Customers WORTH having.

 

CrapBlox makes a LOSS, it's  ALWAYS made a LOSS, it attracts people who DON'T pay enough money to keep the platform open and viable. Customers NOT WORTH having.

 

We shouldn't waste any time, effort, or money studying how CrapBlox attracts people, because they are the WRONG people, and NO DAAMN USE to SL.

 

How many are using SL regions as a tax write off? If that was not possible, would SL make as much as it does to be still profitable?

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A few things...

1. Are not Generation Alpha, as teens, just like all teens from all times? They embrace new technologies and scare/annoy old folks as expected.

2. Linden Lab is privately held by the Waterfield Group and they do not disclose financials. We have no current facts.

3. Roblox is public, has a depressed stock price, and is on track to loose a billion again this year. They have huge daily use numbers... by children. The top game is Adopt Me which concerns collecting pets. The challenge is perfecting the algorithm to serve up billable games to tweens. I assume they have a churn problem due to puberty. Their primary income source appears to be currency sales and taking a cut from developers.

Edited by diamond Marchant
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Posted (edited)
8 minutes ago, diamond Marchant said:

2. Linden Lab is privately held by the Waterfield Group and they do not disclose financials. We have no current facts.

3. Roblox is public, has a depressed stock price, and is on track to loose a billion again this year. They have huge daily use numbers... by children. The top game is Adopt Me which concerns collecting pets. The challenge is perfecting the algorithm to serve up billable games to tweens. I assume they have a churn problem due to puberty. Their primary income source appears to be a tax on game developer sales.

Yep! Adding, some of that discussion was pretty off-topic when it came up earlier.

Adding my own two bits:

Some people quote the "Gross" income for Roblox vs. Second Life.  The "Gross" in no way tells anyone the amount of "profit" being made (net income of Roblox).

Similarly, quoting the "Gross" Second Life economy figures, only says something about the amount being spent by Second Life users in making purchases from each other using L$ whether in land, marketplace, etc. That doesn't tell us anything about the "profit" being made (net income of Roblox or Second Life).

In both cases, the Net income for Roblox and Second Life are important if the point of some comparison is to compare and judge the "health" of the companies economically.

</falls off soapbox>

<queue Rant by Zal>

 

Edited by Love Zhaoying
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1 hour ago, Arielle Popstar said:

How many are using SL regions as a tax write off? If that was not possible, would SL make as much as it does to be still profitable?

Who says ANY of the regions re "tax write-offs" except the LEA art-farter freebies?

Please tell me this isn't another round of "I have no understanding of tier differentials, and group bonus and therefore can't understand how people with large numbers of regions can make a profit" because that nonsense has been well and truly dealt with many times.

 

10 minutes ago, diamond Marchant said:

Linden Lab is privately held by the Waterfield Group

No, it isn't, it's owned by a consortium, ONE of members is a Waterfield Group Exec, moonlighting from his day job.

 

 

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46 minutes ago, Love Zhaoying said:

Idea: Give Gen-A's some type of "community of their own", where they won't have to deal with old folks.

This is why there are private regions. Rather than LL recreating the Teen Grid (and all the problems that were associated with it), those who wish to isolate themselves from various groups - by age or otherwise - can create groups and private islands at their own expense, and at a profit to LL.

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Just now, Persephone Emerald said:

This is why there are private regions. Rather than LL recreating the Teen Grid (and all the problems that were associated with it), those who wish to isolate themselves from various groups - by age or otherwise - can create groups and private islands at their own expense, and at a profit to LL.

I smell a business opportunity!! 

(I mean, what could go wrong?!?)

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14 minutes ago, Zalificent Corvinus said:

No, it isn't, it's owned by a consortium, ONE of members is a Waterfield Group Exec, moonlighting from his day job.

All I know is what is written in the New World Notes post. The Linden Lab press release that announced the acquisition now returns a "page not found". The NWN post mentions an investment group led by Brad and Randy but claims the official owner as the Waterfield Group. I have searched but not found any source that names any other members of the investment group.

Edited by diamond Marchant
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5 minutes ago, Love Zhaoying said:

The "Gross" in no way tells anyone the amount of "profit" being made (net income of Roblox).

CrapBlox's NET LOSE is well documented, they hve NEVER made a profit, ever. not in over seven years.

In addition, they LOSE money hand over fist at a rate of MORE then $280,000,000 EVERY 3 MONTHS.

 

No matter how many timess you mumble on bout "Gros != Net", that won't change, SL is reported as "Profitable", CrapBlox is NOT. CrapBlox LOSES more than TWICE as much money a year as SL's ENTIRE GROSS TURNOVER.

Stop trying to pretend that CrapBlox is a "success".

 

10 minutes ago, Love Zhaoying said:

In both cases, the Net income for Roblox and Second Life are important if the point of some comparison is to compare and judge the "health" of the companies economically.

Pay attention.

CrapBlox, EAARNS 2.7 billion USD a year, SPENDS more than 3.8 billion USD a year, LOSES over 1 billion USD a year, it's a complete and utter financiaal fiasco.

 

11 minutes ago, Love Zhaoying said:

/falls off soapbox

You did that the moment you tried to claim that a company KNOWN to LOSE over $280,000-,000 EVVERY 3 MONTHS was some kind of "healthy" business.

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2 minutes ago, diamond Marchant said:

All I know is what is written in the New World Notes post. The Linden Lab press release that announced the acquisition now returns a "page not found". The NWN post mentions an investment group led by Brad and Randy but claims the official owner as the Waterfield Group. I have searched but not found any source that names any other members of the investment group.

That blog post doesn't say LL is owned by the waterfield group, it staes that it's owned by an "investment group" with a waterfield CEO, and the UIberWulf, (but neglects the third member, that "Raj Date" guy, the merchant banker.

 

A Triumvirate, a Waterfield CEO, moonlighting, a merchant banker looking to add crypto enabled assets, and a Takeover/Resell specialist who normally preys on mediocre snacks & dinks companies.

 

 

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