Let’s Stop Gaming The Size Of The Social Media and MMO/Virtual World Universe
I often see calculations showing the total number of people involved with social media, MMOs and virtual worlds. These calculations have been making me more uncomfortable of late, as the statistics seem only partially valid to me. I think it’s time to stop gaming the size of the universe. What does this mean, anyway? It means playing with statistics to overstate the number of people involved in social media, MMOs and virtual worlds.
Here is the standard playbook for gaming the size of the universe:
1) Make a list of companies and systems in the space of interest (Twitter, Facebook, Linked In, MySpace etc for social media, World Of Warcraft, Lord Of the Rings Online, Second Life, Blue Mars, IMVU etc for massively multiplayer games and virtual worlds)
2) Compile a list of the number of users on each system
3) Add up the numbers from each system to create a total
4) Proclaim that the total people involved is the total number of users of that category of system
The number sounds nice. Unfortunately the result is likely to be significantly overstated.
Why is this not a legitimate way to calculate the size of the social media or MMO/virtual world universe? In a word, duplication.
In my experience, people who are active in social media, MMO’s and virtual worlds tend to be involved in many systems. As far as I can tell, a significant percent of people who are active in social media, MMOs and virtual worlds will create an account on multiple (in some cases all known) new systems to check them out.
I do not have access to the information that it would take to de-duplicate the lists, and there is essentially no incentive nor ability given privacy and competitive concerns for these disparate companies to share their user lists. I think it would, however be interesting to see a fully de-duplicated count — a count de-duplicated both within each system (person who operates multiple accounts would then count as “1″) and across systems (person who has accounts on multiple systems counts as “1″).
The other little hitch is the definition of a “user.” How do you define user to count active users, and to disregard accounts that may have been created and abandoned? Do the various companies involved have any consistent definition for this statistic?
Until we somehow see that result, can we all see our way to not claiming that the universe is Twitter + Facebook + LinkedIn + … or World of Warcraft + Lord of the Rings Online + Second Life + Blue Mars + IMVU… ?
My hunch is that it’s much closer to the size of the largest of the systems, rather than a sum of the separate ones, but that remains to be proven somehow, someday, once there is a universal common login (now I’m completely dreaming!)
Thanks for reading… all comments welcomed!
“Part 2—Working Measures Of Virtual World Engagement and ROI”
In our last session, we attempted to arrive at key measures to determine “The ROI” and “Virtual World Engagement” for virtual world and social media projects. I say “attempted” because we ended up with a variety of different positions and views on what constitutes the value center for engagement and ROI. Ultimately we decided that there is no single measure of value or ROI (other than dollars at the end game for business projects which could be measured in multiple ways, and measurable improvement of some sort for educational and social action projects.)
Introduction
The New Mainstream 3D Virtual World Project
Virtual world event management is, in the large, similar to real life event management. You’ve got to make sure that guests and performers are lined up, that marketing and advertising is effective, and if it is a broadcast event, that the technical and support staff logistics have been completed. Security is a bit different in virtual world settings, and requires special handling in order to avoid enabling disruptions at your event. This post focuses on some specifics for Second Life™ security management; however, the principles are similar for other virtual world platforms.