In the previous post I parrotted scalability figures for World of Warcraft. While investigating DVE's, I tripped across interesting figures for WoW and several other environments.
From this press release, we can see that in the first week of Halo-3's release,
That's absolutely astonishing for a single game! 40 million hours is 19,230 US person YEARS of work, in a week!
World of Warcraft
From Neilsen video game figures for September 2007, we see that
If the math holds up, that's 10 million subscribers * 17.5 hours/wk = 175 MILLION hours of WoW play per week, or 84,135 US person years of work equivalent for each week of play.
As a side note, "Traffic Analysis and Modeling for World of Warcraft" describes WoW traffic overall, and says the median download bandwidth for a player is 6.9 kbps, and the median uplink is 2.1 kbps. If we accept the peak number of simultaneous active users as 900,000, that's a total of 6.2 Gbps peak average upload from WoW datacenters for gameplay. Imagine all the processing that goes into calculating what's being communicated... Zowie!
It's difficult to find reliable statistics for Second Life, and I haven't gone far into the research literature. From my own observations and inferences, and a quick search on the internet
Anyways, enough random numbers for now. If you have anything to add, please leave a comment or send me mail, this sort of stuff is fascinating for me.