Second Life Entertainment Market (Q2 2007)

Jul 2007

This report provides a snapshot of the Second Life (SL) entertainment market* as of the second quarter of 2007. It discusses the amount of time respondents spend on entertainment — including SL as well as other forms of computer-based entertainment and non computer-based entertainment — and the types of entertainment respondents engage in within SL and in real life (RL). It also discusses preferences between RL and SL participation in the same activity, barriers to RL participation, and interest in participating in new forms of entertainment in SL. Suggestions are offered for adding to the entertainment options available within SL.

* Excluding gambling and adult entertainment.

Academic pricing is available for this report. For details please contact us.

Second Life price: L$2500 (Research Panel members: L$1500)

Real life price: US$25

Table of Contents

  • Executive Summary
  • Time Spent on Entertainment
  • Second Life Entertainment Participation
  • Real Life Entertainment Participation
  • Links Between SL and RL
  • Preferences
  • Barriers
    • Lack of Interest
    • Lack of Opportunity
    • Insufficient Skill
    • Insufficient Time
    • Too Expensive
    • Safety Concerns
  • Interests
  • Matching Supply with Demand
    • Live Performances
    • Games for Girls
    • Tasters and Teasers
    • Adult Education
    • Social Networking
  • Appendix A: Methodology
  • Statistical End-Notes

Purchase

To purchase this report in Second Life, please visit our officeExt in SL and purchase it there.

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In both cases, the report will be provided as a PDF file for you to download from the Web.

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