Second Life has been in out for a good while now. If you count beta, it's been around three years now. In the online world, that is a very long time. Especially in entertainment/gaming.
With all the data that must have been collected over these years, I'm curious to know what the average product lifecycle of Second Life looks like. Is there a high conversion from free accounts? How long does the average subscription last? Is there a trackable pattern to how people consume the product?
I myself have noticed some patterns. I notice that the first 6 - 8 months is a kind of "obsession period" for newcomers. After logging in for at least 3 hour sessions around at least 4 times a week, most people tend to drop down to 3 sessions a week and 2 - 3 extended sessions a month. In what I've seen, this continues from 2 - 4 months after the initial obsession period... it's sort of a cool down. It can extend for some time longer than four months, but the extended sessions become less frequent and are often replaced with extended breaks. After around 24 months and for an indefinite period, I've seen that most people tend to take breaks lasting longer than 7 days; often these breaks can extend to 1 - 3 months at a time.
Of course, my observations are not scientific or empirical in any sense. That is why I am curious to see if LL has been able to pinpoint a lifecycle for their product. If not, has anyone else attempted to track usage patterns and such? I'd be interested to discuss the results...