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IGN interviews Peter Dille, about Home amongst other things. Here's a bit about Home:

http://ps3.ign.com/articles/106/1065686p3.html

IGN: I was really looking forward to Home and I tried it out as soon as I could. I have to be honest, though, all the pre-launch hype for the service seems to have fizzled. Maybe you have data that suggests otherwise, but I'm not hearing people talk about it as much. 

Peter: Well, when was the last time you went on it, Matt? 

IGN: I actually went on again last night just to take a look before this interview. 

Peter: Okay, well I'm glad to hear you've been on recently. There's a lot of data that I can share that refutes that perception. We had the highest traffic in December since we launched with 10 million users worldwide. The average time people spend in Home is about 60 minutes. If you think about that, it's a lot of time. I know you can sit down and game for hours and time gets lost. But think about watching a TV for a half hour or how much time you might spend on a website -- there's are kind of bite-sized chunks of time. But to spend 60 minutes on Home is a pretty sticky experience.

I think a bunch of things are driving that. One, we've been addressing some of the beta concerns. We've known that Home is always going to be something that needs to be nurtured. Content is what's going to make it go. If you go there and it looks the same when you come back next week, you're probably going to feel like, "Well, there's nothing new for me to check out here." So we've been working hard to make sure we've got the best content. We've got 30 partners working on different spaces and I think that's all been really great. But also one of the bigger more recent innovations was the Sodium launch. It's basically a gaming environment within Home. It's been incredibly popular -- one of the highest trafficked spaces within Home since we launched. 

[People] are also spending money on Home. We've got virtual items for sale. They're profitable for us because they don't cost a lot to produce, but they also become drivers for gaming content. So people walk around in Home and if they see someone wearing an artifact from Uncharted or God of War, they might ask, "Where'd you get that?" and they might go back to that specific game space, learn more about it, become a fan of that game and then go buy the Blu-ray disc. 

IGN: Exactly how profitable is the virtual economy in Home for you? 

Peter: Well, we don't release the numbers in aggregate, but each of the items become profitable the day they launch because it doesn't cost a lot to create a virtual t-shirt. If you sell it across a user base that's got 10 million people -- now, not all 10 million are buying that t-shirt -- but you get how that math works.

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Seems like Home is actually doing well for it self. It seems to have found a steady userbase