Lots of interesting conversation around Coffee Pancake's guest essay on the decline of user activity in IMVU, including this one by an anonymous commenter:
In general as people age, they become less social. This has been observed multiple times, and has studies, if you care to look them up. IMVU has an aging demographic, and that is the reason why you see less participation in it, there might be newer players but they are probably the minority as there are superior platforms available to them.
It is the same with Second Life, we are an aging demographic, in general, we become less invested with socializing with strangers as we grow older.
Everyone seems to be hyper-focused on making Second Life more of a social place, providing new methods to get people to socialize, the sad thing is, the places being created, for this purpose, remain empty because older people are more than likely not as interested in socializing as they once were.
The best thing that I believe Linden Lab at this point is, try to bring in some new blood, but not at the sake of the older players. SL is never going to attract enough of them to make up for the losses of the older player base if they lose sight in what people enjoy about SL. I would suggest LL bring in more tools for people who are not hyper focused on socializing, that gives them something to do in world, while maintaining the possibility of social interaction.
Other commenters also note the slow decline of user concurrency in Second Life, post-pandemic. I've always considered an aging user base mainly a branding challenge when trying to bring on newer, younger users. But is the real problem what's expressed by the commenter: That maybe aging players just don't want to socialize in virtual worlds as much or even in general?
Who agrees with that? Writing this blog basically requires me to meet new SLers all the time, so my bias is around socialization. As for "studies", here's a summary from Psychology Today:
For many, the demands of adulthood, such as career obligations, family responsibilities, and personal commitments, leave little time and energy for socializing. Unlike in childhood, where free time is abundant and social interactions are woven into the fabric of daily life, adults often have to actively carve out time for social activities amidst their busy schedules. Research shows it takes about 50 hours of contact to form a friendship and closer to 200 to form a close friendship (Hall, 2019). This amount of time and energy can make the prospect of making new friends seem overwhelming, leading many to prioritize existing relationships or forego social opportunities altogether.
To me this seems more like an IRL problem, whereas with Second Life and other virtual worlds, socialization is core to the experience.
But I put it to readers: Do you find yourself want to meet less new avatars, the older you get it?
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