Showing posts with label poll. Show all posts
Showing posts with label poll. Show all posts

Monday, January 12, 2009

Machinima Info Barf Poll

The Machinima Info Barf collection. Fifteen posts that are links with short descriptions. I started them in February, 2007 and almost two years later there are 15 of them (see the section in the sidebar halfway down the page) and they have gotten much longer. Before I do another Info Barf, I posted a poll on the side.

Basically, should it continue in the present form as a loose collection of links?

Is it useless and I should just drop it?

It is a lot of work collecting all of these, some are useful to me, some are not. I provide them all in case someone else finds them useful.

Two weeks to vote.

Add suggestions in the comment section.

Tuesday, May 01, 2007

Fascinating Second Life Survey

NWN has the results of a SL user survey done by Global Market Institute. Of course a lot of it is geared towards marketing and advertising, but I found these points rather interesting (of course asking people how they will respond and then measuring their response can often lead to different numbers):
  • 27% access SL at work (what kind of job do they have?)
The number of people who want to escape, or become something else is over 40%.
  • 24% To escape real life which I am not satisfied with
  • 15% To be someone else and create my own cool avatar
  • 3% To enable me to fulfill the fantasies I can’t fulfill in real life
Many respondents indicated that their avatars gave them the opportunity to play different genders, politically orientations, races, and nationalities.

The advertisers will love these three responses:

Are you more likely to purchase/use a brand in real life that is represented in Second Life?
  • 37% Yes, definitely
  • 41% Maybe
Do you think Second Life is a good medium to promote a brand or a new product?
  • 56% Yes, definitely
  • 36% Maybe
Annual personal income
  • $36, 301 - $54, 450 - 18.79 %
  • $54, 451 - $90, 750 - 27.77 %
  • $90, 751 - $145, 200 - 20.67 %
Note: out of 10 000 respondents, only 479 had used Second Life.

A world of bright and rich young things trying to escape the real world and with the money and capabilities to do so? Growth opportunities abound.