Virtual worlds recede, but Second Life keeps growing
Virtual worlds, those fully-formed, three-dimensional renderings of the real world, are waning as apps take off on social networks and mobile phones. But the mother of the virtual-world craze, Second Life, is bucking that trend and growing.
What’s more, Linden Lab’s Second Life virtual economy is adapting to the new business model of virtual goods. Last year, in the midst of the recession, Second Life’s virtual goods economy in user-to-user transactions was $567 million, up 65 percent from the year before. And in the first quarter, the growth continued, according to Mark Kingdon, chief executive. The world remains the largest user-generated virtual economy.
San Francisco-based Linden Lab is announcing today that March user-to-user transactions topped $57 million. For the quarter, user-to-user transactions were $160 million, up 30 percent from a year ago. The company’s monthly unique user number peaked in March at 826,000, up 13 percent from a year ago. This was at a time when virtual worlds such as There.com, Vivaty and Metaplace were closing down.
“It has been a vibrant market, and has become a full-time job for some people,” Kingdon said in an interview. “We set another record in March.
http://games.venturebeat.com/2010/04/28/virtual-worlds-recede-but-second-life-keeps-growing/

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