The B2Day blog has posted stats for the last 30 days for the virtual game Second Life. The numbers are very impressive.
70,000 residents
240,000 items created
$6.5 million internal economy
75 million IMs
Players spend 25% of their time creating virtual objects
That's one active community. B2Day says if Second Life had to pay programmers to duplicate all of the content and virtual objects created by Second Lifers it would "cost $400 million a year." B2Day also says that a popular Bingo-like game inside the Second Life game called Tringo is going to become a real Game Boy game. The Second Life newsletter also has an article about Tringo and Donnorwood Media's purchase of the rights to the game.
In a revolutionary first, the Resident-made game that swept Second Life will be commercially licensed to sweep the world-beginning with the Game Developers Conference. It began as a simple, multiplayer board game with elements of Bingo and a fast-action jigsaw arcade game, created by Australian Resident Kermitt Quirk. Since its appearance in Second Life this year, however, the addictive gameplay of Tringo has dazzled Residents beyond all expectations. In recent weeks, for example, one in four Resident-run events were based around Tringo matches.
One Resident took particular interest in Tringo, but he wasn't just a fan. He also happened to be Sean Ryan, former CEO of Real Networks, now founder of Donnorwood Media. After some heavy in-world negotiations, Kermitt sold the worldwide licensing rights for Tringo to Donnorwood, and in the process, business history was made: a game originally created in an online world had been sold by its designer for commercial distribution outside it.