The average age of users is 32, and the median age of users is 36.
Median age is 36.
43% of users are female, 50% are female "by use."
Make of that what you will.
The rest of the report can be found here.

Virtual World Report. Tracking virtual world events across the Internet... from Second Life to World of Warcraft and beyond.
The average age of users is 32, and the median age of users is 36.
Median age is 36.
43% of users are female, 50% are female "by use."
Purchase your name. Not all worlds offer them, but Second Life is offering custom last names which can serve to identify your team or employee avatars.
Embrace the “Game Babies.” Develop for them and win. Hire them – and listen. There are real generational differences that can both challenge and enlighten your teams. Remember that the true “gaming generation” is just beginning to enter the work force and their interactive and social expectations are high, and are a rich source of innovation for your organization.
Advertising is a relative cheap way of getting attention. Many people use the classifieds section when looking for something particular, so you DEFINATELY want to be present there.
Advertising starts at L$50 a week, but the more you pay, the higher you will rank. Make sure you figure out what market you are in, and what keywords people would use when looking for what you have to sell. Then do that search yourself.
A million dollars of virtual loot. It's a concept that's difficult to wrap your head around, but in November, that's exactly what virtual real-estate developer Anshe Chung accomplished in the 3D virtual world Second Life, in which users live "second" lives as avatars. When her entrepreneurial success story hit the press, it spread like wildfire, leading many to ask: What exactly are the business opportunities available in Second Life?
But the bottom line for entrepreneurs is, will Second Life really pan out? Or is it just hype, since the majority of people have never ventured virtually or even heard of it?
Our mission is to increase the knowledge about and interest in Sweden around the world. To do that we need to constantly find new ways to communicate with our target groups and to reach them, where they are most likely to be open to our message. Our aim is to find and inspire a selective group of people which is hard to reach through more traditional channels. Second Life is one of many channels to use and explore.
she has built an online business that engages in development, brokerage and arbitrage of virtual land, items and currencies
Players also wanted neighborhoods that amounted to more than drab slabs of virtual turf, and they wanted some order. So she began creating the equivalent of gated communities, complete with zoning rules. She doesn't allow malls or clubs in certain regions, for instance, and limits the heights of buildings. "She is the government," Rosedale says.