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)!

1,500 Blogposts!

Today I reached a new milestone for my blog: this is my 1,500th blogpost! I have made 1,500 posts over 830 days, which works out to almost two blogposts per day!

Here are my Top 15 most popular (i.e. most viewed) blogposts since I started this blog on July 31st, 2017:

  1. Second Life Steals, Deals, and Freebies: Free and Inexpensive Mesh Heads and Bodies for Female Second Life Avatars (originally published on Sept. 24, 2018, and with 12,101 views to date)
  2. The Dirty Little Secret of VRChat: Hidden Adult Content (March 28, 2019; 10,647 views)
  3. Meet the Man Who Has Lost 200 Pounds Playing Beat Saber in VR (August 6, 2019; 10,207 views)
  4. More Details on the Upcoming Ability to Change Your User Name in Second Life (March 22, 2018; 7,009 views)
  5. Linden Lab Announces a Mix of Good News and Bad News for Second Life Users (May 29, 2019; 5,689 views)
  6. RyanSchultz.com Reader Poll: What Social VR/Virtual World Do You Spend the Most Time In? (Feb. 21, 2019; 5,553 views)
  7. Oasis: A Brief Introduction to a New, Adults-Only Social VR Platform (Aug. 7, 2018; 4,670 views)
  8. Second Life Steals, Deals, and Freebies: The Four Best Freebie Stores in Second Life (May 15, 2018; 3,830 views)
  9. Second Life Steals, Deals, and Freebies: Free and Inexpensive Mesh Heads and Bodies for Male Second Life Avatars (Oct. 4, 2018; 3,541 views)
  10. The Mesh Project Releases New Mesh Male and Female Mesh Bodies for Second Life Avatars: Why I Won’t Be Buying One (April 23, 2019; 3,402 views)
  11. Comprehensive List of Social VR Platforms and Virtual Worlds (which is a constantly updated page; 3,092 views)
  12. Second Life Versus Sansar: Why Linden Lab Can’t Win, No Matter What They Do (March 9, 2018; 2,816 views)
  13. Linden Lab Lays Off 30 Staff (Nov. 4, 2019; 2,697 views)
  14. Lindsey Stirling to Perform in Wave Monday, August 26th (Aug. 22, 2019; 2,556 views)
  15. Earning Money Creating Custom Avatars in VRChat: An Interview with Ghoster (April 27, 2018; 2,435 views)

I still find it somewhat amusing that #2 and #7 are ranked as high as they are; obviously, people keep searching for adult content in virtual worlds, and they keep finding those two blogposts in their search results! And #3 somehow got picked up by Google News, which explains the spike in viewers. Most of these posts were made in 2018 or early 2019, with the notable exception of #13, which was posted only three days ago!

Seven of my Top 15 entries are either fully or partly about Second Life. Two (#2 and #15) are about VRChat. And only one is about Sansar: #12, which lends further support to my decision to cut back on the volume of reporting I do about Sansar on this blog.

Recent Statistics Show a Slow But Steady Increase in Sansar Users (Also: The Most Popular Worlds in Sansar)

Image by Mediamodifier from Pixabay

I do find it somewhat ironic that the two Sansar users who have posted user concurrency statistics for the platform in the past—Galen and Gindipple—have both largely moved on from Sansar to other projects.

However, I did receive a recent statistics chart generated by Gindipple, courtesy of Medhue (thanks!), which I wanted to share with you:

Gindipple’s stats show slow but steady growth in the number of concurrent users on Sansar. The monthly average concurrent Sansarians figure (bottom chart) has roughly doubled between March 2018 and October 2019.

Galen’s statistics page shows a similar growth in users, including peaks of up to 150 concurrent users at one time:

Even Wagner James Au, of the long-running blog New World Notes, who has often criticized Sansar for its low user concurrency figures in the past, posted the following “infographic” based on Steam usage figures (drawn by the talented artist Danielle Feigenbaum, creator of the regular feature Nylon Pinkney is Online comic on his blog):

Now, I do have a couple of criticisms of this image.

First, it is not an infographic; it is a cartoon. The zig-zag graph in the background is purely decorative, not informative.

Second, the small print along the bottom is almost impossible to read. It says:

Total concurrent users across all platforms potentially 2-3 times larger than Steam CCUs (concurrent users). Numbers based on Steam stats in September 2019 – Source: Steam Database Info

Even Wagner cannot deny that Sansar has had a recent jump in usage:

As of last month, in terms of peak concurrent users, VRChat remains the 800 pound Knuckle [a reference to the Ugandan Knuckles meme], with Rec Room maintaining its distant second place.  There was also a small surprise bump for Linden Lab’s Sansar… After concurrency rates that averaged in the mid two figures (yes, that low) for most of the year, Sansar peak concurrency for September jumped to 220 last Friday. Thanks, at least in part, to a VR dating show hosted by online celebrity Jesse Cox and probably more key, the launch of an official Hello Kitty experience…

The problem with relying solely on Steam statistics in the case of Sansar is that there are two different ways that people can download the Sansar client software:

  1. Via Steam (which does publish public statistics on usage);
  2. Via the Sansar website (Linden Lab does not publish user stats).

We have no way of knowing what percentage of Sansar users downloaded their client software via Steam. Therefore, we still have to guess at the total overall level of usage of Sansar, using imperfect tools such as Steam stats and Galen’s and Gindipple’s statistics.

However, all three sources do show a slow but steady increase in the number of concurrent users in Sansar, which I’m sure Linden Lab is pleased to see. Of course, they also have their own internal statistics, which they do not release to the public, which I am sure confirm this trend.


Gindipple also released a pie chart showing the most popular Sansar worlds. Unsurprisingly (since all incoming users spawn there by default now), the Nexus is the most visited world, with 70% of the total number of recent visitors (I believe that these stats cover the past seven days):

Following the Nexus, the most popular Sansar worlds (formerly called experiences) are:

  • Skyway Avenue (3.69% of total recent visitors)
  • The Point of No Return – Chapter I (2.65%)
  • Susan’s Diary (2.39%)
  • Orphanage of Angels (2.35%)
  • Fire Goat’s Free Avatar Store (1.96%)
  • Ultimate Disc (1.93%)
  • The Slewhouse (1.85%)
  • Once Upon a Midnight Dream (1.77%)
  • Scurry Waters (1.57%)
  • Monstercat Call of the Wild (1.52%)
  • Sanrio World (1.44%)
  • Camp Goonies (1.24%)
  • 114 Harvest (1.07%)

I do have rather mixed feelings about Linden Lab’s recent design decision to have users automatically spawn in the Nexus when they log into Sansar. On one hand, it does make it much easier for avatars to encounter other avatars in-world, and I often see groups of people gathered having conversations with each other, which is good.

But on the other hand, it is an absolute pain in the ass to have to keep going back to the Nexus when you simply want to explore the various Sansar worlds. If you are in desktop mode, you can still use the Atlas on the Sansar website, but if you are in VR mode, you pretty much have to keep cycling through the Nexus to find and select new experiences to visit, which quickly gets tiring.

Why Second Life STILL Has 600,000 Regular Users at 16 Years Old

“Peace? …” by Alice Buttigieg
(Second Life Pic of the Day 07.22.2019)

In the December 2017 issue of The Atlantic magazine, Leslie Jamison wrote an article about Second Life. The webpage for that article has the original article title, Second Life Still Has 600,000 Regular Users (which you can check for yourself by doing a Google search):

However, it would seem that Leslie’s editor at The Atlantic wanted a somewhat punchier title, and so we have The Digital Ruins of a Forgotten Future, which shows up when you click on that link. (I’m pretty sure that Linden Lab is less than pleased with that particular editor.)

There’s a quote from that article which is, to my knowledge, the most up-to-date statistic we have about how many people still use Second Life:

Of the 36 million Second Life accounts that had been created by 2013—the most recent data Linden Lab will provide—only an estimated 600,000 people still regularly use the platform.

“Only” 600,000? That still makes Second Life, far and away, the most popular virtual world. And yet, somehow, the mainstream news media continues to portray Second Life as quaint, outdated and underused.


Well, today, Jessica Lyon, the founder, CEO, and project manager of the Firestorm viewer project, posted an editorial about their recent decision to separate the Firestorm viewer into Second Life and OpenSim versions, titled OpenSim: The Good, the Bad and the Ugly.

Now, I am not going to dissect all the gory technical details of that announcement here. But one statistic did happen to catch my eye:

Let’s get this out of the way first:  542,967 unique users across 9.9 million sessions spending 17.7 million hours logged into Second Life on Firestorm over the last 30-day period. 

That is our most recent set of metrics regarding Firestorm usage in Second Life, directly from Linden Lab. Those are mind-blowing figures. Although we don’t have metrics for how many OpenSim users run Firestorm, it is safe to say it isn’t anywhere near that. My estimate would be somewhere around 2,000 users. But still… THAT’S NOT WHY!

It is because of those numbers that we prioritize Second Life, but those numbers are NOT why we struggle with OpenSim.

So, in other words, over the past 30 days, 542,967 unique Second Life account holders used the Firestorm viewer to access Second Life. Now, Firestorm is by far the most popular viewer. Let’s assume that all the other viewers combined (including Second Life’s own native viewer) have only 10% of the market that Firestorm occupies, which I think is a fairly reasonable assumption.

10% of 542,967 is 54,296. Adding 54,296 to 542,967 (or just multiplying 542,967 by 1.10) gives us…597,264.

Which means that Second Life, still, has approximately 600,000 regular users in the past month.

Why are people still so committed to Second Life after 16 years? As I have written before:

What is the secret to Second Life’s “stickiness”? In a word, it’s investment: investment of time, investment of money, investment in an avatar representation, and investment in community.

Until a social VR/virtual world platform comes along that can offer everything that Second Life does, it is going to continue to be the most commercially successful and most popular virtual world around, and a reliable cash cow for Linden Lab.

One day, one of the newer social VR platforms like Sansar, VRChat, Rec Room, or perhaps even Facebook’s upcoming “Metaverse” project, will steal that crown. But not today. And not tomorrow.

Whether you like it or not, and whether the news media admits it or not, Second Life is still relevant and still rules. Competing metaverse platforms would kill to get the level of usage Second Life still gets, even after 16 years of continuous operation, even as it has been all but written off by mainstream media.