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.

Blogger’s Dozen: My Top Twelve Most Popular Blogposts from the Past 365 Days

An egg is always an adventure; the next one may be different.

Oscar Wilde (source)
Photo by Kelly Neil on Unsplash

One of the things I love about hosting a blog on WordPress is that I can review my statistics over time, to see which posts are more popular and which ones aren’t. I have completely given up on my ability to predict which ones will fall into the first category, and which ones will fall into the second! A blogpost I dash off in a hurry without much thought can blow up on me, while a second one I slaved over and post in high expectations goes pffft! It just happens. ¯\_(ツ)_/¯

So, on a whim, and to get a better sense of what’s trending overall, I ran some stats today on my 12 most popular blogposts over the past 365 days (Feb. 16th, 2021 to Feb. 15th, 2022). I do hasten to assure you, gentle reader, that all links in this list are safe for work, so don’t be afraid to click on them 😉

  1. The Dirty Little Secret of VRChat: Hidden Adult Content – I am endlessly bemused by the fact that it is still, far and away, the most visited blogpost on my blog, with 72,351 visits over the past 365 days, which works out to almost 200 views per day, mostly because it is usually the top result when people search Google for “VRChat sex” or “VRChat adult”, or something similar…and I hate to break it to you, people, but you are not gonna find NSFW worlds in VRChat using the Google search engine!
  2. Welcome to the Metaverse: A Comprehensive List of Social VR/AR Platforms and Virtual Worlds – this popular, constantly-updated alphabetical listing has seen a surge in visits since Facebook rebranded to Meta in October 2021
  3. A Step-by-Step Guide on How to Get Started in Decentraland (and Some Caveats for New Users)
  4. Clip and Save: Ryan’s All-In-One Guide to Freebies in Second Life – this is a constantly-updated compilation of my best tips and tricks for finding fabulous fashion freebies and bargains in Second Life
  5. Second Life Steals, Deals, and Freebies: The Meshbody Offers Free Versions of Their Classic Mesh Bodies for Men and Women
  6. 3DX Chat: A Brief Introduction (and the Biggest Problem with Most Adult Virtual Worlds)
  7. Second Life: Maitreya Releases Version 5.0 of the Maitreya Lara Female Mesh Avatar Body
  8. Second Life Steals, Deals and Freebies: Free and Inexpensive Mesh Heads and Bodies for Female Second Life Avatars
  9. LGBTQ Spaces in Social VR and Virtual Worlds
  10. Shopping for a New Penis in Second Life: Any Recommendations? – this link is safe for work
  11. List of Non-Combat, Open-World Exploration/Puzzle/Life Simulation Games
  12. How to Change Your Avatar Name in Second Life: A Step by Step Guide

So, what trends do we see in this list?

Trend 1: Sex (As Homer Simpson would say: D’OH!)

Well, it would appear that sexual/adult content and activities are perennially popular in virtual worlds and social VR, regardless of platform (#1, #6, perhaps #9, and most certainly #10 on this list).

There almost seems to be some sort of rule that if you can get two avatars together on a platform—any platform—they are going to try and have sex. In fact, to prove my point, the BBC reported today on sex “condos” in Roblox!

Strip joints in Roblox proves my point: if you can get two avatars together on a platform—any platform—there will be sex! There appear to be no exceptions to this rule, even on platforms intended for children’s games.

So I was not terribly surprised when Meta’s Horizon Worlds and Horizon Venues social VR platforms recently implemented a hard-coded, four-foot boundary between avatars, after several women reported being sexually harassed (even though the avatars literally have no lower body!).

Trend 2: Lists of Metaverse and “Metaverse-Adjacent” Platforms

Secondly, people seem to be looking for comprehensive lists of metaverse platforms (#2) and what I like to call “metaverse-adjacent” content, i.e. non-combat, open-world platforms like Fortnite Party Royale and The Sims (#11). Of course, the line between the two is becoming ever more blurred.

One of my major tasks over the next few months is to complete a thorough reorganization and recategorization of the well over 160 entries on my increasingly popular list of social VR, virtual worlds, and metaverse platforms. I also want to update my equally popular, but by now somewhat dated, spreadsheet of what I consider the “top” social VR platforms (and a shout-out to Dr. Fran Babcock for doing some updating of the latter over the past few months; it is much appreciated!).

It would appear that there is lots of interest in my big-picture look at the metaverse and all the companies busy building it, so I intend to make both of these tasks a top priority, once things die down a bit at my full-time paying job as a university librarian!

As I have said before, I never expected to become a prolific Second Life blogger, but it’s clear that my coverage (with a focus on Second Life steals, deals, and freebies) continues to be popular with my readers, and among the most-viewed content on my blog. While it may seem weird to write both about 18-year-old SL and then switch to writing about much newer platforms, I see everything as part of a seamless, whole history of the metaverse.

Of particular interest, I note a lot of traffic to my posts about both free and paid-for Second Life mesh heads and bodies (#4, #5, #7, #8, and of course, #10!). Therefore, I will continue to provide that coverage, and I may restructure my now-sprawling blogposts about free and inexpensive male and female mesh heads and bodies in SL, to make them easier for people to navigate…but only after I tackle the long-delayed reorganization of my metaverse list, mentioned under the previous trend!

Finally, people seem to value good, step-by-step instructions on how to do things in SL, like rename your avatar (#12), so I will be continuing to write up more blogposts in that vein.

I notice that my step-by-step instructions for getting started in Decentraland (DCL) is an increasingly popular blogpost, even though the instructions may already be a bit dated (#4). As I have mentioned recently, DCL and all the NFT metaverses are seeing a huge surge in interest (and in financial speculation!), ever since Facebook rebranded itself as Meta, and Mark Zuckerberg announced that they would become a metaverse company.

And, as promised, I will be writing about all these platforms in 2022:

Although I have mentioned and written about a number of virtual world/social VR platforms on this list which DO incorporate blockchain, cryptocurrencies, and Non-Fungible Tokens (NFTs), please note that I have, up until now, tended to focus only on those projects which ALREADY have an actual working platform, where you can create an avatar to visit and explore NOW: NeosVR, Cryptovoxels, Decentraland, and Somnium Space. I have not really written much about projects which have yet to launch, because frankly so many of them are vapourware!

However, given the current burst of enthusiasm for all things blockchain/crypto/NFT and metaverse (particularly after Facebook/Meta’s repivot to become a metaverse company in October 2021), I will endeavour to expand my coverage of such platforms in 2022.

And I remain highly concerned about the number of poorly-thought-out NFT metaverse projects (and frankly, just flat out scams) that seem to be proliferating by the day. I will also be writing a lot about that topic in the next 365 days, I suspect.

Trend 5: Lesbian, Gay, Bisexual, Trans, and Queer Spaces in the Metaverse

My blogpost about LGBTQ spaces in virtual worlds and social VR (#9) is becoming more and more popular over time, an indication that queer people are actively looking for community in the metaverse. Therefore, I will write more articles about that, too!

white and multicolored love is love banner
Photo by 42 North on Pexels.com

What People Are Searching For When They Visit My Blog: A List of the Most Popular Search Terms Used by Visitors

Photo by Marten Newhall on Unsplash

Among the absolute bonanza of detailed statistics WordPress offers up on my blog, are a list of search terms which people are using when they stumble across one of my blogposts, as shown here in a screen capture of today’s stats:

So tonight (because it’s 8:30 p.m. and I am tired and cranky and it’s -25°C outside and I OBVIOUSLY have nothing better to do with my time), I have decided to share with you what people have been searching for when they visit the RyanSchultz.com blog over the past three and a half years. Think of it as a glimpse into the zeitgeist of my readers, or visitors, or whatever you like to call yourselves…so, let’s dive in, shall we?


Top of the list is a bit of a surprise to me: a search for “amazon”. Now, I have absolutely no idea why people searching for Amazon land up on my blog, but yes, they do! (Perhaps I should consider setting up a sales affiliate link of some kind.)

Next up is certainly zero surprise to me: people searching for “vrchat sex” and all its variations. This is not a surprise, since my perennially-popular blogpost about adult content in VRChat is now the top Google search result when you search on “vrchat adult”. (Now, if I could just get off my raggedy ass and add some targeted advertising to that particular blogpost, I could probably rake in a few more pennies…aah, but I disgress.) Search terms related to “vrchat sex” include:

  • “vrchat nsfw avatar worlds” (even though I don’t link to any!)
  • “vrchat nsfw”
  • “vr chat sex”
  • “adult vr chat”
  • “vrchat adult”
  • “nsfw vrchat”
  • “vrchat nude”
  • “vr chat nude”
  • “vr chat nudity”
  • “18+ vrchat worlds”
  • etc. etc. etc.

I mean, people, come on, already…do you really expect to find not-safe-for-work content in VRChat with a Google search?!??

Photo by Julio Tirado on Unsplash

Number three is also a bit of a surprise: “livcloser”. The last time I checked, LivCloser was a virtual world still very much in the alpha stage of development, if it still exists at all (here’s a link to all my blogposts about it), and I haven’t even visited it since April of 2018. It turns out that, in some cases, blogposts I wrote about some of the more obscure virtual worlds I have visited end up rather high in the results of Google, Bing, and other search engines; who knew?

Much like LivCloser, among the other little-known-about platforms which show up in the search terms people use to land up at my blog are:

  • InWorldz and its short-lived successor, Islandz (because I had written at length about the final, unexpected, dramatic shutdown of the OpenSim-based virtual world, and its attempts to resurrect itself);
  • 3DX Chat (an adult virtual world)
  • AviLife
  • Utherverse (another adult virtual world…seeing a trend here in what people are actively searching for? 😉 )
  • VIBEHub
  • Avakin Life
  • Twinity (THIS old chestnut? Really?!??)

Next up is something which I did very much expect to find: “second Life freebies”, as well as related search terms about my extensive and popular coverage of steals, deals, and freebies in Second Life. I note with no lack of amusement that one intrepid searcher actually entered “ryan schultz’s 2 blog posts packed with info on the free or cheap mesh bodies/heads” into a search engine no less than 17 times, with the exact same wording every time! (It’s a newgfangled browser feature called a BOOKMARK, sweetheart…look into it. 😉 and, if you are interested, you can always find my constantly-updated compilations of free mesh heads and bodies for Second Life avatars here: male and female.)

Among the rest of the (sometimes mystifying) more popular search terms people have used are:

  • “sars covid2” (perhaps not such a surprise)
  • “ninja suits”
  • “second life name change 2020” (again, not a surprise, as my step-by-step guide to changing your avatar name in SL is pretty popular)
  • “sansar user statistics”
  • “open world non combat games” (referring to this list, no doubt)
  • “genus project dmca” (about the whole Genus Project mesh heads DMCA saga)
  • “how to remove a default head in second life” 😉
  • “free second life female vagina” (a topic about which, I do hasten to assure you, I have written ABSOLUTELY NOTHING)
  • “10 reasons why you should quit social media”
  • “second life millionaires”
Ninja suits??? Really? REALLY?!??

I hope that you found this deep dive into my WordPress stats enlightening (or at least, entertaining)!

VRChat Hits New Record of 24,000 Concurrent Users Over Halloween

Photo by David Menidrey on Unsplash (edited in PhotoShop to add the VRChat logo)

The Road to VR website reported that social VR platform VRChat reached a new user concurrency record over Hallowe’en:

Following a big spike in usage in the midst of the coronavirus pandemic, social VR app VRChat has reached a new record of 24,000 concurrent users. Its creators say the surge was driven in part by the launch of Quest 2 and virtual Halloween festivities.

Indeed, with more users joining VRChat from Quest and now Quest 2, the app reached a new record of 24,000 concurrent users over the Halloween weekend, CEO Graham Gaylor tells Road to VR. This eclipses the previous record of 20,000 concurrent users in early 2018 when the app went viral on Twitch.

It would appear that a great many people, who would normally socialize in person at parties and bars at Hallowe’en, chose instead to stay home and strap on their VR headsets, due to social gathering restrictions imposed by the pandemic. One poster on the Coronavirus subReddit commented:

Extrovert here and struggling. Thankfully buying a Quest 2 has ACTUALLY been quite the pleasantly surprisingly alternative for me. Especially the VRChat clubs which remind me of my nightlife. I know not everyone can do it but I wish my friends still travelling and partying would give it a shot too.

This new user concurrency figure smashed a two-year-old record, when VRChat suddenly and unexpectedly went viral back in 2018 (largely due to the influence of livestreamers and YouTubers such as PewDiePie), reaching a peak of 20,000 concurrent users on Steam.

You might be surprised to learn that only half of VRChat’s current users access the app via VR headset. Road to VR reported:

Of course it’s worth noting that VRChat is not exclusively a VR game; it supports VR and non-VR modes. Interestingly, Gaylor indicates the app’s share of VR users has actually grown significantly in the last few months. Earlier this year in April around 30% of VRChat users were using VR; in October the share of VR users was up to 43%.

Among the 24,000 concurrent users specifically, Gaylor confirmed that an even larger share of users—52% or 12,500—were in VR.

Wagner James Au of the blog New World Notes also reported on the event, including statistics from Steam and a quote from his source for the news, Adeon:

Adeon isn’t surprised: “Confirms a lot what I see too. I have lots of friends that have an Oculus Rift, but still choose to run the Steam version on it, just because of Steam’s social features, and Oculus requires Facebook to have Oculus friends. That’s one major oversight for Facebook. People don’t want to use the platform if its social features aren’t cross-play with their friends’ setups.”

It’s an oversight—and a paradoxical one: The main point for requiring Facebook log-in, an Oculus developer recently told me, was to encourage users to interact more in VR with their Facebook friends. (Data harvesting for ads being a secondary goal.) But because so many gamers have strong social connections apart from Zuckerberg’s social network, the Facebook log-in requirement can actually disconnect them from many of their friends.

That to one side, VRChat’s usage growth is impressive. I would not be surprised if its monthly active user numbers have also surpassed that of Second Life as well.

I also would be very interested in seeing a head-to-head comparison in monthly active user figures between VRChat and Second Life (although I think SL would probably still be the winner here, as they too have reported an increase in usage because of the pandemic).