Here are more solid figures to back up reports that Second Life is currently experiencing a "pandemic boost" — via Tyche Shepherd, keeper of the best data on SL outside SL the actual company.
"Second Life concurrency shows a significant uplift since 10th March 2020," she tells to me. "Underlying trend in Median Daily Concurrency begins to grows from that date and has been 13% higher on average than the previous 9 weeks."
As you can see above, median concurrency reaches up to around 46,000 in mid-April, then starts steadily decreasing to a point where it is now around 41,000.
Which is pretty decent! To put that in modern terms, VRChat is now reaching peak concurrencies of about 15,000 on Steam — so its total is probably 2-3x that number of people launching VRChat from other platforms. I.E. SL concurrency is still competitive with VRChat.
The next question is why usage starts slipping in May:
If had to speculate (and that's why I'm here), I'd say we are seeing a small surge of old SLers who returned, looked around awhile… then moved on in search of other entertainment. At the same time, we're also seeing Summer kick in, and people going outside more and more. (As typically happens, even without a pandemic.)
Wonder which way the numbers will trend. With the pandemic once again reaching crisis levels, in the US and UK at least, my guess is we see many millions of people once again going indoors. And looking for a better world to log into.
Leave a comment