Editorial: A Kerfuffle Over Decentraland Usage Statistics

There are three kinds of lies: lies, damned lies, and statistics.

—quote popularized by Mark Twain, origin unknown

On October 7th, 2022, the CoinDesk crypto news website published an article by Cameron Thompson, titled It’s Lonely in the Metaverse: Decentraland’s 38 Daily Active Users in a $1.3B Ecosystem:

screen capture of the CoinDesk article

This article led to some animated discussions over on the cryptosnark subreddit on Reddit (memorably named r/Buttcoin). I would encourage you to take a look at the full discussion thread yourself, which features an interesting side discussion of Second Life, but I will pick out a few choice quotes to share here (please keep in mind that this is a community of cryptoskeptics, not necessarily fans of NFT metaverse platforms!):

[More like] Desertedland.

I’m a land owner on DCL, was super bullish on it when I bought in last year (and before Facebook renamed to Meta and there was the metaverse craze). However, I just can’t see how it can scale. The game is laggy as f*** every single time you load it, got even worse during the craze period. How the heck can a virtual ‘world’ scale when majority of the users can’t even ‘walk around’ the ‘world’ properly?

Now it’s just a ghost town.

It’s pushed as a pet project by certain vested interests who have sunk lots into this, so they need their money’s worth (cough GRAYSCALE cough). Grayscale went full stupid on this, they even created a Trust offering for MANA similar to Grayscale BTC trust where people could hold MANA in traditional IRA accounts

My son’s Minecraft server has more active players.

Tried to use it once. Bounced after it presented me with a $250 gas fee for trying to use a virtual vending machine. That was about an entire ETH at the time. Sold what little MANA [Decentraland’s cryptocurrency] I had, a couple hundred bucks at the time… which would’ve been worth about 20 thousand at its height. I’d even started designing assets for it. Was gonna buy some land and make a go of it, but Ethereum being a terrible inefficient network killed my momentum. Can’t help but be a little bitter about it.

Tried using Decentraland on both a 2020 Microsoft Surface and an older laptop that could run World of Warcraft, [and I] couldn’t even walk around because the system demands were so high. If they are selling their ecosystem to gamers then they are going to require A LOT more development to make it actually fun (i.e. more to do than just poker and microtransactions). If they are selling to the everyday consumer then they are going to need to cut down the hardware requirements to entry for anyone without a $1000+ computer. It has potential, but still a long way to go before it sees the everyday popularity that other digital platforms enjoy.

Just to clarify, the article says an “active” user has to make an actual transaction or another smart contract interaction. So there are probably a lot more users who just log in [and] play the game without being counted.

With respect to that last comment, the CoinDesk article indeed does state:

An active user, according to DappRadar, is defined as a unique wallet address’ interaction with the platform’s smart contract. For example, logging onto The Sandbox or Decentraland to make a purchase with SAND or MANA, each platform’s respective native utility token, is counted as an “active use.”

This means that DappRadar’s compilation of daily active users doesn’t account for people who log in and mosey around a metaverse platform or drop in briefly for an event, such as a virtual fashion week. It also likely means that these spaces are not where people are making transactions, such as buying non-fungible tokens (NFT)…

The largest number of daily users ever on Decentraland was 675, according to DappRadar.

So, for example, if I visit Decentraland, wander around the virtual world, but not interact with a smart contract (e.g. buy something like arrows for a hunting game), I am not counted as a user that day. This is a good example of how statistics taken from blockchain transactions do not give the full picture of what’s going on in an NFT metaverse! So this is rather sloppy reporting, which hurts Decentraland.

Decentraland was very quick to push back on what they consider to be an inaccurate way to count usage of its platform:

Here’s part of their Twitter thread:

Lately, there has been a lot of misinformation on the number of active users of Decentraland. Some websites are tracking only specific smart contract transactions but reporting them as daily active users DAU, which is inaccurate.

Let’s have a look at some of September’s data:

56,697 MAU [monthly active users. i.e. the total number of unique visitors in one month]
1,074 Users interacting with smart contracts
1,732 minted Emotes
6,315 sold Wearables
300 Creators received royalties
161 created Community Events
148 DAO Proposals

For better data: DAO grantee DCL Metrics tracks Decentraland’s Daily Visitors looking at the catalyst server visits and provides a similar data point as DAU. https://dcl-metrics.com

The DCL Metrics website allows you to pull up charts showing statistics over the past 90 days: Unique visitors per day (the blue chart on the left) and parcels visited per day (the purple chart on the right). Over the past three months, DAU (daily active users, i.e. the total number of unique visitors to Decentraland in one day) ranges from 5,871 to 11,965 users, with a slight but noticeable downward trend. On the other hand, there is a slight upward trend in the number of parcels visited each day (perhaps as new venues are constructed?).

Also, according to another, older thread from the Decentraland subreddit, there are webpages you can check to see the number of currently connected users on the various DCL servers (here, and here). However, please remember that these are snapshots, minute-by-minute figures, as opposed to the total count of daily active users. (At the time I checked them today, on a Canadian Thanksgiving Monday afternoon, there were approximately 530 users in all of Decentraland.)

So, watching this whole kerfuffle unfold online, here are some of my thoughts.

First: accurate metaverse usage statistics are sometimes hard to come by. They can be even harder to come by, if the metaverse company building a particular platform decides not to release them (for example, if they are so low that it would prove embarrassing to the company, which is likely working hard to encourage new users to its platform, and don’t want to share any news that makes them look bad).

Case in point, Linden Lab used to provide detailed user statistics for Second Life, then stopped, aside from the rare announcement of their MAU (monthly active user) figures. The company largely left the gathering and reporting of statistics to crafty folks who were able to scrape data from various sources. If you’re looking for some up-to-date SL statistics (as of Sept. 30th, 2022), Daniel Voyager reports:

  • daily Second Life user concurrency figures (i.e. the number of avatars online at any one time) range from 27,000 to 51,000. with a peak of 55,737 on Feb. 5th, 2022
  • the official Second Life website regularly gets over 10 million visits a month
  • 27, 453 grid regions (more commonly known as “sims” in SL; please note that, unlike Decentraland, there is no artificial scarcity in virtual land in Second Life, since Linden Lab regularly creates and leases out new land to meet demand)

While we cannot directly compare DCL’s unique daily visitor count with SL’s user concurrency figures, we can compare the latter to the number of currently connected users on the various DCL servers (here, and here). While certainly better than the 38 figure touted in the CoinDesk article, the 530 user concurrency figure for Decentraland pales in comparison to the 27.000-to-51,000 user concurrency figures for Second Life.

Also, compare these figures with the user concurrency figures put out by Steam for VRChat, with an all-time peak user concurrency of 42,564 (and on Jan. 4th, 2022, Wagner James Au reported that VRchat hit an all-time high of 89,300 concurrent users during New Year’s Eve 2021 celebrations, citing statistics scraped by a VRChat user named Adeon). So, as you can see, even with more accurate stats, Decentraland is still not anywhere nearly as popular as Second Life or VRChat (while it certainly is more popular than, say, Sansar).

Now, let’s focus in on one of the statistics Decentraland shared in its rebuttal series of tweets. 6,315 avatar wearables sold in one month seems to me to be a relatively small number, especially when you compare it to the sales juggernaut that is Second Life (both in-world store sales and SL Marketplace online sales, the latter of which would be the most direct comparison to Decentraland’s Marketplace).

I don’t have exact stats on SL sales (again, they can be hard come by), but a January 13th, 2022 Linden Lab press release stated that “Second Life has had one of its strongest years ever, with a growing user base and booming economy including an annual GDP of $650 million USD with 345 million transactions of virtual goods, real estate, and services.” Second Life’s non-crypto economy appears to be doing well!

Metcalfe’s law states that the value of a telecommunications network is proportional to the square of the number of connected users of the system (n2), and I suspect that this rule would also seem to apply to social VR and flatscreen virtual worlds: the more users you meet on a metaverse platform, the more popular it becomes.

Hopefully, this becomes a virtuous circle, where more users lead to more events, more engagement, and people telling their friends, family, and colleagues about “this cool place I’ve found,” and getting them to join. But it can also lead to a vicious circle, where people eventually stop visiting a platform because every time they log in, there’s next to nobody there, almost zero events happening, and little or nothing engaging to do.

Given the resounding crash of the NFT marketplace overall, and the resulting growing antipathy towards crypto and NFTs after a series of well-publicized failures and scams, even those legitimate NFT metaverses which have actually launched a working platform (Decentraland among them) are facing unprecedented pressures. Both crypto prices and sales volumes for all these projects have crashed, leaving those who bought at the top of the market wondering when they will be able to recoup their investments.

Another thought: the 1.3 billion dollar ecosystem mentioned in the title of the CoinDesk article is a bit misleading, too; this valuation is, as far as I am aware, based on what people actually paid for their virtual lands, avatar accessories, etc. Of course, in the current crypto winter, these assets are probably worth a lot less today. However, since the investors won’t realize a loss until they sell, they can cling to the inflated value of their NFTs (or, as the cryptobros like to say, “hodl”, short for “hold on for dear life”).

Molly White, the creator of the sarcastically-named website Web3 is going just great, has written an excellent article on cryptocurrency “market caps” and notional value, which I recommend you read to get a better picture of what’s going on in this space. It’s all too easy to blindly accept what promoters are telling you is the “value” of cryptocurrency and NFTs. Molly outlines some of the shenanigans used to artificially inflate these “values”, such as wash trading. (And check out her website!)

O.K., let’s just wrap this editorial up with an executive summary: Decentraland is not as bad off as the CoinDesk article might suggest in this misleading article, but compared to other metaverse platforms like VRChat and Second Life, it’s lagging behind in usage, despite its billion-dollar valuation.

UPDATE Oct. 12th, 2022: From Futurism: $1.2 Billion Metaverse Horrified by Report It Only Had 38 Active Users. Here’s a choice quote from that article:

Of course, even 8,000 users on a given day is dismal for something that’s supposed to be the future of online communities. And if blockchain is the underlying economic mechanism of the endeavor, it’s outright embarrassing if only a few dozen transactions are happening per day.

In short, it’s a perfect example of the kind of massive disparity between market value and actual users that has been plaguing the Web3 world for years, and could also be indicative of a serious slowdown in appetite for virtual real estate and other blockchain-related assets, including cryptocurrencies and NFTs

Decentraland’s Twitter account also attempted to do some damage control, writing that the platform saw “1,074 users interacting with smart contracts” in all of September.

All told, though, none of these numbers really amount to much, given the amount of money being poured into metaverse platforms like Decentraland.

And that doesn’t bode well for the future of the metaverse.

Second Life Steals, Deals, and Freebies: the Halloween 2022 Shop and Hop Event Runs Oct. 6th to Nov. 1st

The Hallowe’en 2020 Shop and Hop event is back, with 16 sims groaning with free gifts for you! Every booth has at least one free gift, and a few of them offer more than one! This popular shopping event runs from Oct. 6th to Nov. 1st, 2022. Here’s a handy alphabetical list of all the vendors participating.

As before, I am NOT going to cover the Shop and Hop event in detail here on the blog. Instead, I have compiled a notecard of my picks for the best and most fabulous freebies, free store credit offers, and gift cards, and posted it to the Second Life group I maintain, called the RyanSchultz.com Steals, Deals & Freebies group (the group costs L$50 to join; more information here). My notecard includes the exact SLURL for each freebie, for you to pop in, pick up your gift, and move on to the next score, for the most efficient freebie shopping experience! (Note that SL’s list of stores in the paragraph above has several SLURLs which stick you behind store walls!)

As always, there are many offers of free store credit and gift cards; here are my picks:

  • Addams – L$300 (group join fee L$5)
  • Blackstone – L$300
  • GGVG – L$500
  • Luna Chelsea – L$500
  • MALified – L$400
  • Mirage (home decor) – L$500
  • Nuve – L$300 (expires Oct. 31st, 2022)
  • Poison Rouge – L$350
  • Paper Sparrow – L$500 (join group for free; credit expires on Dec. 1st, 2022)
  • Vagrant – L$300 (expires Nov. 5th, 2022)
  • Zerkalo (home decor) – L$300 (expires Nov. 5th. 2022)

PRO TIP: Grab that L$500 gift card for Luna Chelsea and head over to the footwear section in their main store (exact SLURL), where you can pick up five L$99 fatpacks (over 70 colours!) of a wide variety of women’s shoes and boots, like these Destiny classic leather pumps (which also come in patent leather and suede versions):

Stock up on shoes using the L$500 gift card at Luna Chelsea, and you may never need to buy shoes for your avatar again! (Haha, just kidding, of course you will…)

Here’s a completely free vampire outfit I was able to pull together, using a combination of free gifts and free store credit, and taking advantage of discounted prices at the Hallowe’en Shop and Hop:

  • the Blood Vamp outfit is the gift from the Be Bold booth, and it includes the boots (there’s also a L$250 gift card if you join the Be Bold store group for L$50);
  • the red-lined black high-collared Bento animated cape I purchased on sale using the free credits from the MALified booth; and
  • the perfect finishing touch of the Sweet Death Crown, which I bought on sale using the free credits from the Poison Rouge booth.

Happy freebie shopping! Obviously, most of the gifts this round are Halloween-themed, with ghosts, bats, witches, and pumpkins galore. Boo!

Image by SzaboJanos from Pixabay

UPDATED: Leaked Internal Memos from Meta Detail Problems with Horizon Worlds and Horizon Workrooms

Yesterday, Alex Heath of the tech news website The Verge covered the current state of Meta’s social VR sister platforms, Horizon Worlds (for consumers) and Horizon Workrooms (for business users), and things are not looking good.

In the article, titled Meta’s flagship metaverse app is too buggy and employees are barely using it, says exec in charge, Alex quotes at length from internal memos sent around the company by executives such as Vishal Shah, Meta’s Vice President of Metaverse, which detail the many quality assurance issues plaguing the products.

In one of the memos to employees dated September 15th, Meta’s VP of Metaverse, Vishal Shah, said the team would remain in a “quality lockdown” for the rest of the year to “ensure that we fix our quality gaps and performance issues before we open up Horizon to more users.”

It would appear that there are numerous bugs in the software:

“But currently feedback from our creators, users, playtesters, and many of us on the team is that the aggregate weight of papercuts, stability issues, and bugs is making it too hard for our community to experience the magic of Horizon. Simply put, for an experience to become delightful and retentive, it must first be usable and well crafted.”

OUCH. Even worse, it would appear that many of the people building the product are not using it very much (known as “eating your own dogfood”, or “dogfooding”):

A key issue with Horizon’s development to date, according to Shah’s internal memos, is that the people building it inside Meta appear to not be using it that much. “For many of us, we don’t spend that much time in Horizon and our dogfooding dashboards show this pretty clearly,” he wrote to employees on September 15th. “Why is that? Why don’t we love the product we’ve built so much that we use it all the time? The simple truth is, if we don’t love it, how can we expect our users to love it?”

In a follow-up memo dated September 30th, Shah said that employees still weren’t using Horizon enough, writing that a plan was being made to “hold managers accountable” for having their teams use Horizon at least once a week. “Everyone in this organization should make it their mission to fall in love with Horizon Worlds. You can’t do that without using it. Get in there. Organize times to do it with your colleagues or friends, in both internal builds but also the public build, so you can interact with our community.”

It’s never a good sign when you have to basically ORDER your employees to use a product that they are building, is it? The article goes on to say:

He went on to call out specific issues with Horizon, writing that “our onboarding experience is confusing and frustrating for users” and that the team needed to “introduce new users to top-notch worlds that will ensure their first visit is a success.”

Shah said the teams working on Horizon needed to collaborate better together and expect more changes to come. “Today, we are not operating with enough flexibility,” his memo reads. “I want to be clear on this point. We are working on a product that has not found product market fit. If you are on Horizon, I need you to fully embrace ambiguity and change.”

I wonder if part of the problem is that there is such a large team working on Horizon Worlds and Horizon Workrooms, part of a large multinational corporation, with all the bureaucracy that such an organization entails. In addition, there have been rumours of turmoil and turnover in Meta’s staffing, with a number of senior executive departures, such as Vivek Sharma, the former Vice President of Meta Horizon, who left in August 2022. You might remember the kerfuffle when Meta’s CEO Mark Zuckerberg tweeted out a lacklustre picture to promote Horizon World’s expansion into France and Spain (which you can see in the screen capture of Alex’s article above; I wrote about it here). Meta then had to scramble to assure people that they were working on improving the graphics within its social VR platforms.

Well, at the upcoming Meta Connect 2022 conference, to be held on October 11th, many will tune in to see how Mark and his executive team are going to spin what clearly are some serious development problems with their social VR platforms.

UPDATE Oct. 10th, 2022: Both The Wall Street Journal and The New York Times have published recent articles about Meta’s metaverse woes:

The WSJ article is a short read, but the NYT one is excellent, giving an in-depth, inside look (using anonymous sources) at what’s going on in Meta as they attempt to pivot to the metaverse. Both are highly recommended reading.

UPDATED: Sansar Launches a New Homepage (and an Age 18+ Rating)

If you visit the Sansar homepage (and you’re not already signed in with your Sansar account), you will see a brand new, revamped homepage for the five-year-old social VR project:

One noticeable change is the “18+” logo prominently displayed, something which I do not remember seeing before. Wasn’t the age limit formerly 13+? I can’t recall, but I was pretty sure that teenagers were allowed onto Sansar, back in the days when naked base humanoid avatars were forbidden (you had to have baked-on underwear, or your avatar would be removed from the Sansar store).

So, it would appear that the new owners of Sansar are going to allow adult content. This would probably give them an advantage, in that few other social VR platforms currently allow adult content. Let me disgress by explaining how Second Life (Sansar’s predecessor in many ways) handles adult content.


BACKGROUNDER: In Second Life, they have a system where a sim (the basic parcel of virtual land) has one of three ratings:

  • General: “A region designated General is not allowed to advertise or make available content or activity that is sexually explicit, violent, or depicts nudity. Sexually-oriented objects such as “sex beds” or poseballs may not be located or sold in General regions.”
  • Moderate: “Second Life’s Moderate designation accommodates most of the non-adult activities common in Second Life. Dance clubs, bars, stores and malls, galleries, music venues, beaches, parks, and other spaces for socializing, creating, and learning all support a Moderate designation so long as they do not host publicly promoted adult activities or content and do not use adult search tags.”
  • Adult: “The Adult designation applies to Second Life regions that host, conduct, or display content that is sexually explicit, intensely violent, or depicts illicit drug use.”

While generally, Second Life is meant for people age 18 and up, in special cases, those age 13-17 can get in. Those 16 and 17 years old are restricted to sims rated General, while those age 13-15 “can access Second Life through an affiliated organization and will be restricted to the private estate of that organization.” Also, for those 13-15, older SL users won’t be able to access these private estates, except for pre-approved adults affiliated with the organization (e.g. teachers). This is intended to create a safe space for young teens, separate from adult areas.


So, it will be interesting to see whether Sansar will hold to a firm 18+ age rating, as I suspect, or if (like Second Life) they will set up some sort of system to gate-keep adult content, thereby allowing those users under the age of 18 some limited access.

Back in 2019, I wrote an entire editorial about adult content and social VR, which you can read here. Much of what I wrote then still applies today, particularly that adult content can be a double-edged sword! However, if managed properly, it can add life ( and longevity) to a metaverse platform. Whether you like it or not, sex sells!

What do you think? Please sound off in the comments, or join us in the RyanSchultz.com Discord, where over 700 people representing various social VR platforms (and flatscreen virtual worlds, too!) meet to discuss, debate, and argue about the ever-evolving metaverse and the companies building it. More information here.

UPDATE Oct. 5th, 2022: I have been informed by a Sansar staff member:

Just a small clarification, we are adult only but without NSFW content, so it’s still safe for [a] professional or academic setting.

So it would appear that I was wrong in assuming that Sansar will permit adult content. I stand corrected! The staff member, EvoAv, goes on to tell me:

A lot of other things fall under [the] 18+ category, and mixing adult users with teenagers/kids has potential issues of its own. Our users have been predominantly adults throughout Sansar’s history, so we do not see this as a limitation, but more of a safeguard that will allow us to introduce content geared towards adults, just not NSFW, or at least give us the option to change our minds later if we want to allow NSFW content with some moderation in the future.

screen capture from the new Sansar homepage