Second Life is doing OK. User count about 60%-70% of peak. More concurrent users than anybody else in the virtual world space except Roblox. Profitable. The owner says "it's a cash machine". The business model is straightforward - free to play, charge to rent out virtual land, take a small commission on item sales.
It's about the only thing in this space that turns a profit. Roblox has a huge user count, but loses huge amounts of money. Since they did an IPO, everyone gets to look at their terrible numbers.
It's about the only thing in this space that turns a profit. Roblox has a huge user count, but loses huge amounts of money. Since they did an IPO, everyone gets to look at their terrible numbers.