Second Life residents paid for Discord and Twitch far more often than active panelists
Resident payment rate divided by the active-panel rate, July 2025–June 2026; 1.0× means equal likelihood
Likelihood versus active panelists
Source: YipitData U.S. e-receipt panel. Second Life residents n=374; active-panel benchmark n≈1.20 million. The panel comparison was not demographically matched.
Chart data
| Series | Likelihood versus active panelists |
|---|---|
| Discord | 13.8× |
| Twitch | 9× |
| Steam | 4.3× |
| Roblox | 3.1× |
| Nintendo | 2.8× |
| PlayStation | 1.7× |
| Netflix | 1.1× |
Were gaming-connected residents also more active inside Second Life?
Yes. The 124 residents with a paid receipt from Discord, Twitch, Steam, Roblox, Nintendo, or PlayStation had a median 25 Second Life orders, compared with 12 among the other 250 residents. They were also more likely to buy Linden dollars with real money, at 50.8% versus 36.8%, and averaged 7.1 active months versus 5.9.
Does this show that outside gaming platforms caused more Second Life spending?
No. The analysis measures payments during the same period and does not establish which platform came first or whether one caused more Second Life activity. The active-panel comparison was not matched by age or gender, and the gaming-connected subgroup was modest, so its exact values should be treated as estimates.
Assumptions & Methodologies
We analyzed YipitData’s U.S. e-receipt panel. The cohort included 374 established, active panelists with Second Life activity from July 2024–June 2026; payment rates from July 2025–June 2026 were compared with roughly 1.20 million active panelists. Each multiple divides the resident rate by the benchmark rate. Gaming-connected residents had at least one paid receipt from Discord, Twitch, Steam, Roblox, Nintendo, or PlayStation. Payment receipts do not measure product use. The benchmark was not demographically matched, app-store gaming is undercaptured, and the 124-person gaming subgroup makes its exact estimates less precise.
