Is it 5.2 million or 500,000? How many inhabitants really "live" in Second Life? For that matter, what constitutes "living?" And who really cares? My guess is that the inhabitants don't care too much. But the marketers do.
Of course it is the marketers who care, making them the first official census takers of Second Life. After all, how to approach this emerging marketplace if we don't know who is there? Intuitively, we start to ask how many total visitors? Uniques? Average time on site? How many conversions? Then again, is this even the best means of ensuring a proper census?
I'm sad to say that interactive marketers are committing the same crime that their traditional counterparts did at the advent of the Internet. Applying a set of metrics designed for the 2D Web is perhaps not the best means of measuring success in an alternate world.
Before you draw your swords, remember that Second Life was first a place. It became a medium later–or rather a place that became media, through this medium known as the Internet.
So how to measure branded experiences in Second Life? Is it fair to simply say that it should not be compared to anything else you have ever seen? That raw numbers don't even begin to measure the lifetime value of a good experience? You tell me.
Then again, for those who are feeling a bit more drastic, there is always the Neopet solution: No food? It dies.
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