
As promised, here's some of the top highlights to my Patreon subscriber report on the Second Life economy in its 21st year:
With one hundred and eleven SL merchants responding to my survey, this overview of the Second Life economy represents a sizable slice of the most financially successful content creators in the virtual world.
Over 40% gross $10,000+ a year from their SL content (above)
Over 40% of merchants report grossing $10,000 or more per year from their SL content (a good side income hustle for most people), with 1 in 6 of them grossing over $50,000 a year or more — an income level that would put them well over the median income of US workers. (In 2022, individual median income in the US was just under $40,00/year.)

Nearly all merchants are small, 1-3 person operations
Asked, “How many people, including outsourced and part-time staff, help run your SL brand and its events/services/sales/etc?”, an incredible 93% of SL merchants surveyed said they were tiny operations of 1-3 people.
By contrast, only 1% — literally one person, in this survey — answered that they have a team of over 20. While there are frequent whispers that Second Life’s top brands have huge teams of outsourcers creating content for them, that situation remains relatively rare.
Next: How many merchants are preparing for SL mobile? Using generative AI? Or suspect the economy is an oligopoly?
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