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Second Life or Get a Life?

Filed under: Digital Adoption by Digado

Geeky

Occasionally I like to pose or answer questions about the Metaverse on the Social Network LinkedIn. One very stereotypical question that gets asked over and over, and not just on LinkedIn, is the question whether Second Life is really as geeky as it sounds. Often taking form such as “Second Life… Cool alt[ernative] Life, OR, ‘Get a Life’?”.

I’d like to start my answer with the main cause of this question, which is the name of the application of Linden Labs Virtual World - Second Life. The name itself has done Virtual worlds both good and bad. It was part of the early hype that caused many people to turn their head and have a look at this intriguing (pretentious) title. Now, 4 years later the name implies something negative, replacing your ‘first’ life, for you own imagination - your Second Life. The name adopted the geeky image of online gaming, and not entirely without good reason.

Roleplaying in Second LifeA large part of SL’s users lose themselves in the rich roleplaying experiences in some of the most popular locations (sims) Second Life has to offer. These sims house large gaming communities responsible for a good part of the ‘inworld economy’. They play Second Life as a game ranging from 1 to 10+ hours a day, spend real money, and stay ‘in character’ (pretending to be their avatar) most of the time. Now a lot of people stop their analyses here, and answer ‘yes, Second Life is really as geeky as it sounds’.

Looking beyond Second Life

To give a complete answer however, I think its important to first broaden the perspective a little. Second Life is just Linden Labs interpretation of a Virtual World. Its taking an experimental step in things such as (3d) user generated content - its way of being able to create, sell and protect these items is quite unique - and social networking, which makes it a very open Virtual World. This also causes it to lack focus on one specific market. This basically means the platform of Second Life attracts all sorts, and can meet all sorts of ‘needs’. Ranging from networking, games, chatting and creative expression to music sharing, adult entertainment and advertising. Now this doesn’t sound like anything new, this is the internet.

So whats different - and the reason questions like these get asked - is because Virtual Worlds have a certain lock-in, something you currently won’t find anywhere else on the web. People literally spend hours in these worlds, thus, become victim of Second Lifes ‘poorly’ chosen name. The experience is much richer, much more able to maintain the users attention once they give into the immersive experience. Some of the unique selling points of Virtual Worlds really get the best out of storytelling, and storytelling is no longer the domain of just games.

Virtual Worlds are an extension of the internet

If you look at Virtual Worlds such as Second Life as an extension of the internet, you can determine the advantages and disadvantages of rich, 3d environments as opposed to the 2d websites. One of the obvious disadvantages is the way a visual focused worlds handles large chunks of information, and one of its advantages is the visually enhanced communication, non-time-lagged conversations and ability to capture the user in an experience that can feel real.

So the answer to the question is really irrelevant, and the geekyness is entirely unrelated to Virtual Worlds, at least not more so then its big brother the internet. If you didn’t have a ‘first’ life before you started Second Life - you probably still won’t after you’ve created your Avatar. If you enjoyed your first life Second Life (Virtual Worlds) can be a great extension of what you are already doing for a number of purposes.

  1. Spending five hours a day surfing the web, or on the telephone, is a bad idea. Same with Second Life. The name “Second Life” is a complete softball — “don’t you have a first life?” “isn’t your first life rich enough?” If the television were instead named “Escape in a Box” we’d still be gathered around the radio. Great post, as usual. d

  2. Thank you Dave! I really like the TV/radio comparison - though I wasn’t there when T.V. was introduced ;) I posted a more elaborate answer on LinkedIn, also replying to some of the other statements such as people disliking the ‘untraditional human interaction’ of Virtual Worlds.

    LinkIn Question

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