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	<title>Comments on: Registration Games</title>
	<link>http://forge.ironrealms.com/2006/09/06/registration-games/</link>
	<description>A blog on virtual worlds, games, and digital content, from Matt Mihaly</description>
	<pubDate>Fri, 21 Nov 2008 01:10:21 +0000</pubDate>
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		<title>by: Alessandra</title>
		<link>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-35842</link>
		<pubDate>Sun, 21 Oct 2007 02:14:22 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-35842</guid>
					<description>love</description>
		<content:encoded><![CDATA[<p>love
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		<title>by: Account #4322341</title>
		<link>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-3098</link>
		<pubDate>Sun, 03 Dec 2006 13:31:24 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-3098</guid>
					<description>To be fair, it is not a practice only Linden Labs (or virtual world companies in general) is guilty of. Just to view a larger perspective of any service-based software company you will find that the number of registrations is the most commonly used statistic when it comes to PR (for the simple reasong that is is the biggest number).

Microsoft with their Hotmail registered user account (when in reality most people use their accounts for junk mail garbage bins and registration accounts), Skype with their hundreds of millions of registered users and hundred thousand new accounts *per day* in China alone when in reality any time you log in you see at most few million connected users (and no doubt part of that number is due to Skype by default starting up automatically after install, most people won't, or don't know how, to turn it off).

So it's a pretty standard practice at large. It is not entirely invaluable either when it comes to collecting investment money. Those registrations can be considered as sales leads (depending on the registration process, more or less qualified). Qualified leads are valuable to, say, a media company interested in advertizing. Furthermore, any investor worth their salt will look at the % of those leads currently being monetized, evaluate the company's strategy to monetize additional % of those leads and based on that make their valuation.</description>
		<content:encoded><![CDATA[<p>To be fair, it is not a practice only Linden Labs (or virtual world companies in general) is guilty of. Just to view a larger perspective of any service-based software company you will find that the number of registrations is the most commonly used statistic when it comes to PR (for the simple reasong that is is the biggest number).</p>
<p>Microsoft with their Hotmail registered user account (when in reality most people use their accounts for junk mail garbage bins and registration accounts), Skype with their hundreds of millions of registered users and hundred thousand new accounts *per day* in China alone when in reality any time you log in you see at most few million connected users (and no doubt part of that number is due to Skype by default starting up automatically after install, most people won&#8217;t, or don&#8217;t know how, to turn it off).</p>
<p>So it&#8217;s a pretty standard practice at large. It is not entirely invaluable either when it comes to collecting investment money. Those registrations can be considered as sales leads (depending on the registration process, more or less qualified). Qualified leads are valuable to, say, a media company interested in advertizing. Furthermore, any investor worth their salt will look at the % of those leads currently being monetized, evaluate the company&#8217;s strategy to monetize additional % of those leads and based on that make their valuation.
</p>
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		<title>by: The Forge &#183; More Second Life Nonsense</title>
		<link>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-2574</link>
		<pubDate>Fri, 10 Nov 2006 18:54:14 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-2574</guid>
					<description>[...] We&amp;#8217;re all aware of how Linden Labs plays fast and loose with its &amp;#8220;active user&amp;#8221; numbers in order to attract publicity and investment money. According to the Second Life Herald, that&amp;#8217;s not the only kind of bullshit they engage in. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] We&#8217;re all aware of how Linden Labs plays fast and loose with its &#8220;active user&#8221; numbers in order to attract publicity and investment money. According to the Second Life Herald, that&#8217;s not the only kind of bullshit they engage in. [&#8230;]
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		<title>by: Andrew Crystall</title>
		<link>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-1022</link>
		<pubDate>Thu, 07 Sep 2006 12:48:24 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-1022</guid>
					<description>And Eve-Online has had 30,500 online accounts in a single graphical virtual world. Kinda. (Let's not mention the new &quot;traffic management&quot; system which breaks a lot of things like large-scale combat)

That's not 30,500 users of course...I'd be interested to see comparative stats for multiple accounts in various MMO's.</description>
		<content:encoded><![CDATA[<p>And Eve-Online has had 30,500 online accounts in a single graphical virtual world. Kinda. (Let&#8217;s not mention the new &#8220;traffic management&#8221; system which breaks a lot of things like large-scale combat)</p>
<p>That&#8217;s not 30,500 users of course&#8230;I&#8217;d be interested to see comparative stats for multiple accounts in various MMO&#8217;s.
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		<title>by: Mike Rozak</title>
		<link>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-1005</link>
		<pubDate>Wed, 06 Sep 2006 22:15:59 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/06/registration-games/#comment-1005</guid>
					<description>Back when I worked on sound cards, creative labs advertised an 8-watt on-card amplifier, so the card could be plugged directly into cheaper unpowered speakers.

What they failed to mention was that the PC power supply only provided 2 watts of power to the ISA card, which made their 8-watt op-amp moot.

I also wonder about sound cards that advertise 20-bit DACs... We had a 16-bit DAC, but could never get more than 13 bits of signal-to-noise, which made the last 3 bits pointless. Unless ground plane design and shielding has been ramped up for 20-bit cards, which it probably hasn't, they still only get 13 bits before noise takes over.

And even if 20 bits means 20 bits, you'd only notice if you were in a perfectly quiet room and playing games that had very quiet sections in them... which doesn't happen.</description>
		<content:encoded><![CDATA[<p>Back when I worked on sound cards, creative labs advertised an 8-watt on-card amplifier, so the card could be plugged directly into cheaper unpowered speakers.</p>
<p>What they failed to mention was that the PC power supply only provided 2 watts of power to the ISA card, which made their 8-watt op-amp moot.</p>
<p>I also wonder about sound cards that advertise 20-bit DACs&#8230; We had a 16-bit DAC, but could never get more than 13 bits of signal-to-noise, which made the last 3 bits pointless. Unless ground plane design and shielding has been ramped up for 20-bit cards, which it probably hasn&#8217;t, they still only get 13 bits before noise takes over.</p>
<p>And even if 20 bits means 20 bits, you&#8217;d only notice if you were in a perfectly quiet room and playing games that had very quiet sections in them&#8230; which doesn&#8217;t happen.
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