![]() LatiziaL erm, actually, that's what they did when I was pretty young. ![]() Oh, as an interesting aside.the TSL grew significantly faster in its first year than SL itself did when it was the same age. To that extent, you could argue that it's all apples and oranges.perhaps of the sculptie variety! Runescape is an RPG, Habbo hosts cool events (Heck, if I knew Gorrilaz were going to be there, I might've made an account) and SL is user-defined. Also the difference in format is notable. Other factors? Marketing, TSL's demographic, SL's learning cliff.I think that the level of difficulty in ramping up into SL is clearly a factor when comparing it to other MMO's and not surprisingly, TSL's retention rate is similar to that of the main grid.in the neighborhood of 11-14%. (The beginning of the school year has a much greater effect on the registration numbers.) TSL immediately returned to and maintained its previous flat growth rate, suggesting that it had not been significantly affected by open registration on the main grid. But in the interest of deterring adults from making Teen Second Life accounts, we felt it necessary to reinstate the credit card/Paypal/SMS requirement. In the very brief time period that TSL had open registration, we saw its growth curve shoot up dramatically, mirroring that of its older cousin. Consider the exponential growth curve that Second Life has experienced, in a large part due to open registration. ![]() But in regards to TSL population, it's not as much of a factor as you might imagine. Erbo is certainly correct in assuming that some teens will lie about their age to get into SL (or websites, or movies, or clubs, etc.) which, of course, is problematic for numerous reasons. One of the most influential factors can be summed up in two words.Closed Registration. It’s definitely a subject with many contributing factors, and I can’t go deeply into all of them, but it's definitely worth looking at a few key points.
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