Hours per week gamers spend in virtual worlds such as World of Warcraft and Second Life, based on findings of researcher Nick Yee, MA '07, PhD '07: 21
Total World of Warcraft and Second Life subscribers as of 2007: 19 million
Hours of playing time needed to reach the highest level of WoW: 448
Eight-hour work days that much playing time would equal: 61
Gross domestic product of Second Life as of 2007: $500 million
Real countries with smaller GDPs: 20
Sources: Blizzard Entertainment; Nick Yee, MA '07, PhD '07; Linden Labs; Palo Alto Research Center (PARC)