Filed under:
EverQuest,
Business models,
Opinion,
Second Life,
Virtual worlds
Back in March this year,
Second Life was closing in on
Everquest in terms of peak popularity.
Everquest itself peaked at approximately 90,000 concurrent users during its most popular period and
Second Life came within a whisker of that at 88,199.
Since then, though,
Second Life's user-concurrency (as you can see in the chart above, covering the last two years) has been slowly declining.
Continue reading Second Life user-concurrency spends year in slow decline
Second Life user-concurrency spends year in slow decline originally appeared on
Massively on Fri, 25 Dec 2009 10:00:00 EST. Please see our
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