It was clear from talking to both academics and students that while they were fine having *a* cyberlife associated with their meatlife, they were adamant that they didn't want their entire cyberlife associated with their meatlife, that they wanted clear firebreaks between the various aspects of their cyberlives and that they desired complete and absolute control over those firebreaks rather than trust control to companies, especially when those companies have lousy track records of keeping user data secure. Just this very day I attended a meeting about virtual learning environments. I don't link my meatlife to SL, I don't link my meatlife to EVE Online. Hamlet, when are you going to realise that people DOES NOT WANT? “Clearly 2 million people decided they’re fans and users,” as Fleck, who was once head of Linden Lab marketing, put it. He told me there’s no compelling evidence of that. Since IMVU is, like Second Life, based on interaction between anonymous avatars, I asked IMVU's head of marketing David Fleck if the user community had expressed concern over linking their IMVU activity with their real world Facebook profile. Related to that, here's another interesting IMVU stat: The game's official Facebook page, which the company uses to promote IMVU content and events, has well over 2 million fans, almost all of whom are likely IMVU members. It's also still several times larger than Second Life, which had around 600,000 monthly active users in 2008 - about as many IMVU had in that time frame - and has grown to just 800,000 now. so this includes people checking out IMVU for the first time, even before they register." So that high number of visitors is still a reflection of IMVU's aggressive marketing efforts, which was really the point of my post for CMO Site I was referring to. 'Unique visitors' are people who hit the website without necessarily signing in. "'Monthly active users'," as Cary explained to me, "are defined by the number of people that are signing into the product with their avatar names and passwords. Last week I mistakenly posted that it had 10 million users, but that's actually the number of unique visitors on the site on a monthly basis. Can't believe there are kids on there and the mods are doing nothing about it.IMVU, the 3D virtual chatroom with user-generated content, has 3 million monthly active users, company CEO Cary Rosenzweig tells me by e-mail. I made an account not planning to do the social stuff because of the kids on here and when I saw all this stuff I was disgusted. I'd say you should be at least 17 and even with that I don't think you should want to support a game that lets kids be exposed to this stuff. In the Android app store it even says it's 17+ yet I was able to sign up saying I was 13 years old. It makes me so mad that kids can sign up and be exposed to this stuff, this game has terrible moderation. So as an experiment I put my age to 13 on a brand new account and right off the bat you can see the same thing I saw on my main account: explicit chats in recommended (sex, blood, drugs, etc) and even in the shop if you go to the "avatars" section there is a shirtless woman avatar you can buy + many explicit titles, emotes and more. I had heard there were separate sections for adults and kids but I listed myself as 17, and usually adult sections are 18+. I used my real age for this account and going into the store I saw a bunch of 18+ stuff(I'll go into detail later in this review). I signed up initially to customize my avatars for fun.
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