Who’s the biggest 3D Virtual World Now?

Recently two of the big 3D Virtual Worlds released some numbers of how they are doing, and I thought it might be fun to compare.
IMVU
Population: 40 million registered users
Active: 6 million average monthly uniques
Money Spent (Annual Run Rate) : $25 million
Activity: Users average 1 hour + per day on the site
Peak Traffic: 80,000 simultaneous users online
Other Stats: 770,000 chat sessions per day, and 175,000 virtual items are sold daily
Source
Second Life
Population: Over 20 million registered accounts
Active: Over 1 million unique logins a month, over 750,000 average monthly repeat logins (logged in at least twice in a month)
Money Spent (Annual Run Rate) : over $500 million
Activity: Users average 1.3 hours + per day on the site
Peak Traffic: Peak Concurrent Users hit 88,065 in April 09
Other Stats: Over 1 million monetary transactions per day
Source and Source
These are very interesting statistics. While I realize that the nature of these two 3DVWs is very different, making meaningful comparisons difficult, they both can claim #1.
IMVU is easily the highest populated, thanks to an aggressive advertising campaign. But, the Second Life economy is about 20 times bigger. Oddly the activity and peak traffic statistics are very similar, so there is no clear winner based on popularity.
Then there are many that question whether or not IMVU is even a virtual world or not. By my broad definition it is, but others consider it a 3D chat program and social network rather than a Virtual World. Since you can create your own avatar, build your own home, customize both as you see fit, and visit any room you want, its a virtual world in my book. The only significant difference between IMVU and the more narrow definition of virtual world is navigation. You cannot walk around in rooms, you click on little yellow dots which animate your avatar to a location in the room. You also cannot navigate from room to room.You select an active chat, or create a new one, and you move to a room. Due to the lack of navigation, there is no real estate or vehicles, which explains why its economy is smaller than other virtual worlds.
Some of the statistics are questionable, or at least not directly comparable. IMVU’s active user count seems to be based on sign ins to their website, which is a social network site as well as a portal to the 3D chat, while Second Life’s is purely client logins. The IMVU client allows you to sign in and then wait for a friend to invite you to chat like other IM programs do. That would also skew the “activity” stat above.
Similarly, Second Life’s Activity stat is over inflated due to bots. “Bot” programs keep an avatar logged in daily for long hours, they are used to automate club invites or to model clothing in stores. While bots are a small number of the active user count, they over inflate the time spent in world. According to SL’s own charts 3% of the avatars log in for more than 300 hours a month. That 3% represents 34% of the “activity” in SL.
So are these the two biggest? Well most 3DVW services are a bit stingy with their statistics. About the only thing we have to compare is total accounts (Population), which as you can see above is misleading. No matter how you measure, “active” accounts is always significantly lower than total accounts.
Here are the next five 3DVW’s based on population stats (via kzero.co.uk and other press releases):
PS3 Home 7 million
Free Realms 5 million
Red Light Center 3 million
There 2.5 million
Kaneva 2 million
All others are under 1 million. Of these five, I suspect There has the most robust economy (possibly bigger than IMVU), but Free Realms is the fastest growing (a million new sign ups a month), and likely the most active these days.
Regardless, it is clear by population alone that IMVU and Second Life’s position as #1 and #2 (or #2 and #1 depending on what stats you use) are safely uncontested at this time.

Great summary and comparison. Curious about your comment on There having the most robust economy, in what way?
@Simon Newstead
Real estate is a major component in There, like it is in Second Life. The reason SL’s economy is 20 times bigger than IMVU is largely because of real estate.
None of the others have a real estate aspect. They provide private rooms that you can decorate, but everyone gets their own, so there is no market.
There is also the only one besides Second Life and IMVU, where users can make and sell their own objects, clothes, modified objects, etc. Kaneva has a little bit of that as well, but the others only offer official merchandise for sale.
@Ariane
Makes sense, thanks
Great article! Those stats are mind boggling. Planet Calypso (Entropia) does allow for creating and selling of content as well as real estate through their auctions. Still not sure whether it falls into the MMORPG or VW category though. Now that Mindark is selling its platform there are plans (such as Next Island) to focus more on VW’s.
Hi,
Good summary, though your definition of run rate is different between IMVU and Second Life. Run rate is yearly revenue, and Second Life’s is ~$100 million, not $500 million.
Chad from IMVU