{"id":7203,"date":"2023-06-12T06:58:03","date_gmt":"2023-06-12T11:58:03","guid":{"rendered":"https:\/\/blog.zoha-islands.com\/?p=7203"},"modified":"2023-06-12T06:58:03","modified_gmt":"2023-06-12T11:58:03","slug":"who-needs-the-metaverse-meet-the-people-still-living-on-second-life","status":"publish","type":"post","link":"https:\/\/zoha-islands.com\/blog\/who-needs-the-metaverse-meet-the-people-still-living-on-second-life\/","title":{"rendered":"Who needs the Metaverse? Meet the people still living on Second Life"},"content":{"rendered":"<div class=\"dcr-1djovmt\" data-gu-name=\"headline\">\n<div class=\"dcr-14emo0l\">\n<div class=\"dcr-1txtwj\">\n<h1 class=\"dcr-1kwg2vo\">Who needs the Metaverse? Meet the people still living on Second Life<\/h1>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"dcr-1yi1cnj\" data-gu-name=\"standfirst\">\n<div class=\" dcr-1fg22qb\">\n<p>Mark Zuckerberg\u2019s grand vision for an online existence has been laughed off as a corporate folly. Meanwhile, those still existing happily on a virtual world launched 20 years ago may be wondering what all the fuss is about \u2026<\/p>\n<\/div>\n<\/div>\n<div class=\"dcr-kt8blz\" data-gu-name=\"lines\">\n<div class=\"dcr-14emo0l\">\n<div class=\"dcr-103sqoq\"><img decoding=\"async\" src=\"https:\/\/i.guim.co.uk\/img\/media\/36b129f5399a8e0fe9d0a6ddfc5deedf2346a8a7\/639_226_3978_2555\/master\/3978.jpg?width=620&amp;quality=85&amp;auto=format&amp;fit=max&amp;s=425ed85d12c5145501202a187c82c146\" alt=\"https:\/\/i.guim.co.uk\/img\/media\/36b129f5399a8e0fe9d0a6ddfc5deedf2346a8a7\/639_226_3978_2555\/master\/3978.jpg?width=620&amp;quality=85&amp;auto=format&amp;fit=max&amp;s=425ed85d12c5145501202a187c82c146\" \/><\/div>\n<\/div>\n<\/div>\n<div class=\"dcr-14emo0l\">\n<div class=\" dcr-c7ke56\">\n<div class=\"dcr-rnfrqq\">\n<div class=\"dcr-5l2n46\">\n<div class=\"dcr-1h8j2os\"><picture class=\"dcr-10kck6o\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/uploads\/2018\/01\/18\/Simon_Parkin,_L.png?width=140&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 740px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 740px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/uploads\/2018\/01\/18\/Simon_Parkin,_L.png?width=140&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 740px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/uploads\/2018\/01\/18\/Simon_Parkin,_L.png?width=75&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/uploads\/2018\/01\/18\/Simon_Parkin,_L.png?width=75&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><\/picture><\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"dcr-ch7w1w\" data-gu-name=\"body\">\n<div class=\"dcr-nu6yth\">\n<div id=\"maincontent\" class=\"dcr-1ncmr12\">\n<div class=\"article-body-commercial-selector article-body-viewer-selector  dcr-1r94quw\">\n<p class=\"dcr-n6w1lc\"><span class=\"dcr-3hh6e6\"><span class=\"dcr-wio59t\">O<\/span><\/span><span class=\"dcr-n6w1lc\">n 14 November 2006, 5,000 IBM employees assembled in a digital recreation of the 15th-century Chinese imperial palace known as the Forbidden City. They had come to hear IBM\u2019s CEO, Sam Palmisano, deliver a speech. Palmisano\u2019s physical body was in Beijing at the time, but he addressed most of his audience inside Second Life, the online social world that had launched three years earlier. Palmisano\u2019s trim avatar wore tortoiseshell-frame glasses and a tailored pinstripe suit. He faced a crowd of digital, animated dolls dressed in the business attire of the day: black heels, pencil-line shirts, Windsor-knotted ties. Looming out of the throng at the back stood a 10ft IBM employee, his digital face plastered in Gene Simmons-style white makeup, with shoulder-length, Sonic-blue hair.<\/span><\/p>\n<p class=\"dcr-n6w1lc\">It was a historic moment, a journalist for Bloomberg reported at the time: Palmisano was \u201cthe first big-league CEO\u201d to stage a company-wide meeting in Second Life \u2013 \u201cthe most popular of a handful of new-fangled 3D online virtual worlds\u201d. IBM, just like any other denizen of Second Life, paid ground rent to own a \u201cregion\u201d of the game, one region representing 6.5 hectares of digital turf, currently rented at <a href=\"https:\/\/secondlife.com\/land\/pricing\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">$166 (\u00a3134) a month<\/a>. Renters could build whatever they wanted on their turf.<\/p>\n<div id=\"sign-in-gate\">\u00a0<\/div>\n<p class=\"dcr-n6w1lc\">The pitch proved attractive. While in cities like New York or London you might never own a flat, in Second Life you could design, build and inhabit a mansion. Institutions followed. Some used their space to stage art exhibitions and theatrical performances; others built kink palaces. The retail outlet American Apparel opened a virtual store on a private island called Lerappa \u2013 \u201cApparel\u201d spelt backwards \u2013 selling costumes for avatars. The US universities MIT and Stanford established faculties in Second Life. Someone claiming to represent the far-right French National Front joined in (their HQ was the site of virtual clashes with anti-racism demonstrators in 2007). The world used its own currency \u2013 the Linden dollar, withdrawable into local currencies \u2013 to establish a global, user-to-user economy. Transactions and withdrawals were subject to a tiny fee, which contributed to the cost of server maintenance \u2013 a revolutionary, influential business model.<\/p>\n<p class=\"dcr-n6w1lc\">While Second Life\u2019s world was viewed by many as rudimentary and its inhabitants eccentric, in hindsight it represented a bold, pioneering experiment, launched while Facebook was still a website for rating the attractiveness of Harvard students. It remains both the first and the most successful manifestation of a so-called metaverse, a compelling if somewhat imprecise term coined by American writer Neal Stephenson in his 1992 sci-fi novel Snow Crash. Definitions vary, but most experts agree the metaverse is, put simply, the internet made metropolis: an immersive, contiguous representation of data and the active user communities within. One might walk from, say, eBay marketplace to YouTube cineplex; or take a virtual Uber from the great library of Wikipedia to the twin towers of TikTok and Instagram. No need for a thousand logins and passwords: in this Internet World theme park, each of us could embody a single body and consistent identity.<\/p>\n<figure id=\"08361789-2354-4be3-ba70-46bd85167127\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<div class=\"dcr-1t8m8f2\"><picture class=\"dcr-evn1e9\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8977541bd7e59af57d5982dc22de04c21b701fee\/0_0_6720_4480\/master\/6720.jpg?width=620&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 660px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 660px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8977541bd7e59af57d5982dc22de04c21b701fee\/0_0_6720_4480\/master\/6720.jpg?width=620&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 660px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8977541bd7e59af57d5982dc22de04c21b701fee\/0_0_6720_4480\/master\/6720.jpg?width=605&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 480px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 480px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8977541bd7e59af57d5982dc22de04c21b701fee\/0_0_6720_4480\/master\/6720.jpg?width=605&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 480px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8977541bd7e59af57d5982dc22de04c21b701fee\/0_0_6720_4480\/master\/6720.jpg?width=445&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8977541bd7e59af57d5982dc22de04c21b701fee\/0_0_6720_4480\/master\/6720.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><img decoding=\"async\" loading=\"lazy\" class=\"dcr-evn1e9\" src=\"https:\/\/i.guim.co.uk\/img\/media\/8977541bd7e59af57d5982dc22de04c21b701fee\/0_0_6720_4480\/master\/6720.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" alt=\"An avatar of Meta CEO Mark Zuckerberg\" width=\"445\" height=\"296.66666666666663\" \/><\/picture><\/div>\n<figcaption class=\"dcr-1d1r6yi\"><\/figcaption>\n<\/figure>\n<figure id=\"08361789-2354-4be3-ba70-46bd85167127\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<figcaption class=\"dcr-1d1r6yi\"><span class=\"dcr-1y4fm6e\">An avatar of Mark Zuckerberg at a virtual Meta Connect event in 2022.<\/span> Photograph: Bloomberg\/Getty Images<\/figcaption>\n<\/figure>\n<p class=\"dcr-n6w1lc\">Second Life did not replace the internet in this way. And even at the height of its popularity in the late 2000s, it attracted only around a million monthly users \u2013 a fraction of the number enjoyed by some online video games (the makers of Fortnite claim a consistent 80 million) and far fewer than would be necessary to sustain a business such as, say, Meta, the company formerly known as Facebook. But the dream of a coordinated manifestation of websites and users, built on current technologies (VR headsets, blockchains, cryptocurrencies and all) and opening unprecedented opportunities to virtual landowners, marketers and advertisers, has persisted at the highest levels of corporate Silicon Valley, up to and including Facebook\u2019s founder, Mark Zuckerberg.<\/p>\n<p class=\"dcr-n6w1lc\">Zuckerberg first outlined his vision for the Metaverse, the \u201csuccessor to the mobile internet\u201d, in 2021. According to Nick Clegg, Meta\u2019s president of global affairs, the project would take a decade to revolutionise the way we browse the web. But less than two years and $36bn later, the project has stalled, with <a title=\"\" href=\"https:\/\/www.businessinsider.com\/meta-lost-30-billion-on-metaverse-rivals-spent-far-less-2022-10?r=US&amp;amp;IR=T\" data-link-name=\"in body link\">little to show for it<\/a>. User numbers for Horizon Worlds \u2013 Meta\u2019s first draft of an interconnected world entered via a VR headset \u2013 have steadily declined during the past year. <a href=\"https:\/\/www.wsj.com\/articles\/meta-metaverse-horizon-worlds-zuckerberg-facebook-internal-documents-11665778961\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">According to internal documents,<\/a> most visitors do not return after the first month and a feature to reward users who have created content within Horizon Worlds generated just $470 globally in revenue in its first year. Zuckerberg recently announced 21,000 redundancies and hinted that all Meta employees may soon be required to return to physical offices, a rather self-sabotaging policy at a company committed to erasing the distinction between the physical and digital. As it sheds employees and investor focus impatiently shifts to the get-richer-quicker possibilities of generative AI, the vision fades. Almost <a title=\"\" href=\"https:\/\/www.japantimes.co.jp\/opinion\/2023\/04\/11\/commentary\/world-commentary\/metaverse-future\/#:~:text=Following%20a%20great%20deal%20of,Investor%20enthusiasm%20is%20also%20fading.\" data-link-name=\"in body link\">every<\/a> <a href=\"https:\/\/www.straitstimes.com\/opinion\/whatever-happened-to-the-metaverse\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">national<\/a> newspaper has run a variation on the article: \u201c<a href=\"https:\/\/www.ft.com\/content\/bddec314-3f4c-4296-ae6f-eb2a5328c109\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">Whatever happened to the metaverse?<\/a>\u201d<\/p>\n<aside class=\"dcr-qn74s8\"><\/aside>\n<aside class=\"dcr-qn74s8\">\n<blockquote class=\"dcr-928886\">The message seems to be that, as the real world becomes ever bleaker, a new digital world offers a place to reconnect<cite class=\"dcr-p2jhrj\"><\/cite><\/blockquote>\n<\/aside>\n<p class=\"dcr-n6w1lc\">Yet Second Life \u2013 and its more modest vision of an Internet World \u2013 persists. This month it celebrates its 20th anniversary; a mobile version is <a title=\"\" href=\"https:\/\/community.secondlife.com\/forums\/topic\/497137-second-life-mobile-2023-first-look\/\" data-link-name=\"in body link\">set for release this year<\/a> and its developer, Linden Lab, estimates the virtual world\u2019s GDP to be $650m. According to the company, around 185m items are sold each year in the Second Life marketplace, with an average cost of $2 each, and 1.6m transactions \u2013 also including tipping, services, currency trades \u2013 occur every day. During the pandemic, new registrations soared, with close to a million visitors logging in each month and some building viable businesses trading in virtual goods and services. This is nothing close to the world-conquering figures Zuckerberg would need to justify his sunk costs, but Second Life has nonetheless endured as a profitable and, crucially, populated metaverse.<\/p>\n<p class=\"dcr-n6w1lc\">And while the world\u2019s largest tech companies continue to seek ways to more intrusively monitor and monetise our online lives, the metaverse idea is unlikely ever to disappear.<\/p>\n<hr class=\"dcr-z9ge1j\" \/>\n<p class=\"dcr-n6w1lc\"><span class=\"dcr-3hh6e6\"><span class=\"dcr-wio59t\">S<\/span><\/span><span class=\"dcr-n6w1lc\">econd Life\u2019s creator, Philip Rosedale, claims his vision of an accessible digital utopia long predates Stephenson\u2019s invention of the word \u201cmetaverse\u201d. As a child, Rosedale \u2013 who, having left Linden Lab in 2010, returned in January 2022 as a strategic adviser \u2013 built go-karts and gadgets. He installed a parabolic antenna on the roof of his parents\u2019 house which he could angle to eavesdrop on friends\u2019 conversations down the street.<\/span><\/p>\n<p class=\"dcr-n6w1lc\">Rosedale \u2013 who, at 54, still has the appearance of a boy-genius inventor, with colourful glasses and a cartoonish floppy shock of grey hair \u2013 was also a dreamer. \u201cI had dreams in which I imagined myself building in space, wearing a spacesuit, using tools I had on my belt to make walls appear and move surfaces around,\u201d he recalls, speaking over Zoom from Linden Lab\u2019s office in San Francisco. \u201cI could build great architectural structures in space. But the idea in my mind was always that was something you could do inside the computer.\u201d<\/p>\n<figure id=\"621f989d-70ac-494b-ac0c-d519daa0aa92\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<div class=\"dcr-1t8m8f2\"><picture class=\"dcr-evn1e9\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/346d4a83518160ce0ac2b88babb96d9115ed3feb\/1601_0_2566_3209\/master\/2566.jpg?width=620&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 660px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 660px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/346d4a83518160ce0ac2b88babb96d9115ed3feb\/1601_0_2566_3209\/master\/2566.jpg?width=620&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 660px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/346d4a83518160ce0ac2b88babb96d9115ed3feb\/1601_0_2566_3209\/master\/2566.jpg?width=605&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 480px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 480px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/346d4a83518160ce0ac2b88babb96d9115ed3feb\/1601_0_2566_3209\/master\/2566.jpg?width=605&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 480px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/346d4a83518160ce0ac2b88babb96d9115ed3feb\/1601_0_2566_3209\/master\/2566.jpg?width=445&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/346d4a83518160ce0ac2b88babb96d9115ed3feb\/1601_0_2566_3209\/master\/2566.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><img decoding=\"async\" loading=\"lazy\" class=\"dcr-evn1e9\" src=\"https:\/\/i.guim.co.uk\/img\/media\/346d4a83518160ce0ac2b88babb96d9115ed3feb\/1601_0_2566_3209\/master\/2566.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" alt=\"The avatar of Philip Rosedale, creator of Second Life\" width=\"445\" height=\"556.5101325019485\" \/><\/picture><\/div>\n<figcaption class=\"dcr-1d1r6yi\"><\/figcaption>\n<\/figure>\n<figure id=\"621f989d-70ac-494b-ac0c-d519daa0aa92\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<figcaption class=\"dcr-1d1r6yi\"><span class=\"dcr-1y4fm6e\">\u2018I figured everybody would want one\u2019: an avatar of Second Life creator Philip Rosedale \u2026<\/span><\/figcaption>\n<\/figure>\n<figure id=\"237ac485-5f91-43e5-9bb0-01e351d3e5e0\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<div class=\"dcr-1t8m8f2\"><picture class=\"dcr-evn1e9\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/6689e89d9f2c82645bce066daf5811b02d0ac817\/0_94_1638_2045\/master\/1638.jpg?width=620&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 660px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 660px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/6689e89d9f2c82645bce066daf5811b02d0ac817\/0_94_1638_2045\/master\/1638.jpg?width=620&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 660px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/6689e89d9f2c82645bce066daf5811b02d0ac817\/0_94_1638_2045\/master\/1638.jpg?width=605&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 480px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 480px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/6689e89d9f2c82645bce066daf5811b02d0ac817\/0_94_1638_2045\/master\/1638.jpg?width=605&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 480px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/6689e89d9f2c82645bce066daf5811b02d0ac817\/0_94_1638_2045\/master\/1638.jpg?width=445&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/6689e89d9f2c82645bce066daf5811b02d0ac817\/0_94_1638_2045\/master\/1638.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><img decoding=\"async\" loading=\"lazy\" class=\"dcr-evn1e9\" src=\"https:\/\/i.guim.co.uk\/img\/media\/6689e89d9f2c82645bce066daf5811b02d0ac817\/0_94_1638_2045\/master\/1638.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" alt=\"Second Life creator Philip Rosedale attends \u2018What\u2019s in a Metaverse?\u2019 during the 2022 SXSW Conference and Festivals at Austin Convention Center on March 16, 2022 in Austin, Texas\" width=\"445\" height=\"555.5708180708181\" \/><\/picture><\/div>\n<figcaption class=\"dcr-1d1r6yi\"><\/figcaption>\n<\/figure>\n<figure id=\"237ac485-5f91-43e5-9bb0-01e351d3e5e0\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<figcaption class=\"dcr-1d1r6yi\"><span class=\"dcr-1y4fm6e\">\u2026 and the real thing at SXSW 2022. Photographs: Getty Images for SXSW; Second Life\/Linden Lab<\/span><\/figcaption>\n<\/figure>\n<p class=\"dcr-n6w1lc\">Rosedale read both science and science fiction: <a href=\"https:\/\/www.theguardian.com\/science\/2014\/jun\/29\/stephen-wolfram-textbook-never-interested-me-wolframalpha\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">Stephen Wolfram<\/a>\u2019s work on cellular automata in Scientific American, Vernor Vinge\u2019s Rainbows End, <a href=\"https:\/\/www.theguardian.com\/books\/2020\/jan\/11\/william-gibson-i-was-losing-a-sense-of-how-weird-the-real-world-was\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">William Gibson<\/a>\u2019s Neuromancer. \u201cI became fascinated by this idea of creating a world that had some simple, low-level rules, but that would become alive from these elemental basics, you know, like a real world does.\u201d When, in 1992, his wife bought him a copy of Snow Crash, she told him: \u201cYou\u2019re going to love this: a science fiction book about that thing you\u2019re always working on.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">Two years later Rosedale moved to San Francisco. \u201cThe first thing I wanted to do, of course, was use the internet to create a giant pool of server machines to simulate an immense world,\u201d he says. \u201cBut even I was not crazy enough to try to do that in the early 90s, when the internet was still incredibly slow and computers were unable to properly render worlds in 3D.\u201d By the time Rosedale founded Linden Lab at the turn of the century, he felt the technology was nearly ready.<\/p>\n<p class=\"dcr-n6w1lc\">Persistent online video game worlds were becoming commonplace (World of Warcraft, the most famous, launched a year after Second Life). While he wanted visitors to stake plots of virtual land and build virtual homes, Rosedale was determined Second Life would not become a video game filled with quests and errands. He wanted the creativity to be user generated, not prescribed \u2013 a place, perhaps, where people might try out new identities, proclivities and modes of escapism.<\/p>\n<p class=\"dcr-n6w1lc\">Still, Rosedale kept a close eye on video games, which provided the inspiration for Second Life\u2019s burgeoning economy. \u201cEverQuest, which was a well-known online game before World of Warcraft, had an economy,\u201d he says. \u201cThere was a common meeting area people used as a marketplace, where they would cry their wares in text. That was one reason I was convinced we\u2019d need to use an open economy, because it would allow for very complex outcomes.\u201d A marketplace, he reasoned, would provide incentive for users to \u201cbuild weird things\u201d, then sell them to each other. \u201cI tried to not get in the way of people being their own creators of narrative and content.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">On Second Life\u2019s launch in 2003, Rosedale\u2019s plans to pay for the project were unsophisticated. Initially, Linden Lab charged visitors a \u201cbasic access\u201d fee of $9.95, with monthly premium subscriptions of $9.95 thereafter (or $6 if paid annually). After a year, the company switched to a real-estate model. Anyone could visit for free, but those who wanted to own and shape pieces of the world had to pay. Land renters could do anything they wanted with their patch: erect a billboard, build a skyscraper, dig a mine, even run a company. \u201cThat turned out to be a great business model,\u201d Rosedale says. \u201cThe people buying land were happy to pay for it because they were hosting other things on it, often to make money.\u201d Some opened stores filled with digital outfits; others became estate agents,<a href=\"https:\/\/nwn.blogs.com\/nwn\/2021\/12\/how-to-with-john-wilson-hbo-second-life-land-baron.html\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\"> selling or renting land in desirable locations<\/a>. In 2006, BusinessWeek featured the first Second Life millionaire <a href=\"https:\/\/www.bloomberg.com\/news\/articles\/2006-04-30\/my-virtual-life\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">on its cover<\/a>.<\/p>\n<aside class=\"dcr-qn74s8\"><\/aside>\n<aside class=\"dcr-qn74s8\">\n<blockquote class=\"dcr-928886\">We auctioned off an island on Second Life and when people found out the buyer was a real company, they were up in arms<cite class=\"dcr-p2jhrj\"><\/cite><\/blockquote>\n<\/aside>\n<p class=\"dcr-n6w1lc\">Linden Lab won\u2019t provide a breakdown of its current revenue, but Second Life generates income from several sources in its virtual economy: land sales, maintenance, fees on certain transactions, premium subscriptions. The remainder comes from tiny fees added to every transaction made or by any user attempting to cash out. \u201cThese are typically single-digit percentages,\u201d says Rosedale, who points out that Second Life has higher revenues-per-user than YouTube or Facebook, yet does not rely on advertising driven by behavioural targeting and surveillance, which he describes as deeply unethical practices the public would never accept in the physical world.<\/p>\n<p class=\"dcr-n6w1lc\">It\u2019s unclear, Rosedale says, which corporate interest first acquired land in Second Life: \u201cPeople just use their credit cards, you know. It\u2019s direct-to-consumer.\u201d He remembers the first noteworthy acquisition, however. \u201cWe auctioned off an island.\u201d A London-based marketing and content development company, Rivers Run Red, bought it for an estimated $1,600. \u201cAt the time it seemed like a lot,\u201d Rosedale recalls. \u201cAnd I remember when people found out it was a real company, they were, like, super pissed. Everyone was up in arms.\u201d (In 2008 Rivers Run Red partnered with Linden Lab to launch <a href=\"https:\/\/www.engadget.com\/2008-10-20-linden-lab-and-rivers-run-red-launch-immersive-workspaces-2-0.html\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">Immersive Workspaces 2.0<\/a>, virtual meeting rooms in Second Life that could be tailored to the specific needs of a client \u2013 an idea that now seems eerily prescient, and another key area of interest for Zuckerberg\u2019s Meta.)<\/p>\n<p class=\"dcr-n6w1lc\">The idea of encouraging real-world businesses to set up in the metaverse, turning their webstores into polygonal buildings, seems key to Zuckerburg\u2019s vision today, too. <a href=\"https:\/\/www.youtube.com\/watch?v=lfj-QH7IMxQ\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">Meta\u2019s ecstatic 2022 Super Bowl ad<\/a> featured a mascot dog, forced into redundancy by a restaurant closure, suddenly able to reunite with former colleagues in the Metaverse, a virtual high street on which his former place of work had been miraculously reopened. The message seemed to be that, as the real world becomes ever bleaker and more disconnected, a new digital world, accessed via VR headsets, offers a place to reconnect with old friends and restore bankrupt businesses.<\/p>\n<p class=\"dcr-n6w1lc\">Yet for every true believer there are 50 detractors for whom every metaverse is a joke, or at least a solution looking for a problem.<\/p>\n<hr class=\"dcr-z9ge1j\" \/>\n<p class=\"dcr-n6w1lc\"><span class=\"dcr-3hh6e6\"><span class=\"dcr-wio59t\">T<\/span><\/span><span class=\"dcr-n6w1lc\">o people of my age \u2013 \u201cdigital natives\u201d who grew up at the same time as the internet \u2013 Second Life was a punchline: World of Warcraft but with terrible graphics and no purpose. Why would you want to hang out there, laying white picket fences with bald men pretending to be furries (there are <a href=\"https:\/\/marketplace.secondlife.com\/products\/search?search%5Bcategory_id%5D=854\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">18,000 items for sale<\/a> in Second Life stores under the tag \u201cFurry\u201d), when you could be rampaging across the hills of Azeroth, broadsword held aloft, on a mission to take down a giant cave troll?<\/span><\/p>\n<p class=\"dcr-n6w1lc\">Unlike the vast, interconnected video games of the time, with their arcane rules and Dungeons &amp; Dragons-esque aromas, Second Life was beloved by mainstream journalists who could more easily communicate its appeal \u2013 and report human, sometimes salacious stories \u2013 to a non-game-playing audience. Even completely offline people could understand <a href=\"https:\/\/www.dailymail.co.uk\/news\/article-8164109\/Mom-four-dumps-husband-pole-dancer-met-online-game-Second-Life.html\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">the Daily Mail headline<\/a>: \u201cMom-of-four dumps husband for pole dancer she met in online game Second Life\u201d. Nobody at the time referred to Second Life as a metaverse; it was just another online space in which slightly nerdy misfits found community \u2013 albeit one that, via its crude graphical representations, made the usual sexual frisson found in online spaces manifest via explicit digital representations.<\/p>\n<p class=\"dcr-n6w1lc\">Second Life has never quite shrugged off that slightly seedy, tragic association. Yet during lockdown, when many people craved social connection, visitor numbers began to grow again. Wagner James Au worked for three years as a journalist embedded in the virtual world and has written a book, <a href=\"https:\/\/www.wiley-vch.de\/en?option=com_eshop&amp;amp;view=product&amp;amp;isbn=9781394155811&amp;amp;title=Making%20a%20Metaverse%20That%20Matters\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">Making a Metaverse That Matters<\/a>, charting Second Life\u2019s rise and fall and rise. According to him, today the population skews middle-aged and around 20% of users have a disability that makes real-world interaction difficult.<\/p>\n<figure id=\"7bca42ff-a1fd-4bc6-b0af-26928160a7bf\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<div class=\"dcr-1t8m8f2\"><picture class=\"dcr-evn1e9\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/11c73c63021f1cac4eeb9a9cad5d2b3e5ef9a7d5\/0_0_1063_697\/master\/1063.jpg?width=620&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 660px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 660px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/11c73c63021f1cac4eeb9a9cad5d2b3e5ef9a7d5\/0_0_1063_697\/master\/1063.jpg?width=620&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 660px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/11c73c63021f1cac4eeb9a9cad5d2b3e5ef9a7d5\/0_0_1063_697\/master\/1063.jpg?width=605&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 480px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 480px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/11c73c63021f1cac4eeb9a9cad5d2b3e5ef9a7d5\/0_0_1063_697\/master\/1063.jpg?width=605&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 480px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/11c73c63021f1cac4eeb9a9cad5d2b3e5ef9a7d5\/0_0_1063_697\/master\/1063.jpg?width=445&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/11c73c63021f1cac4eeb9a9cad5d2b3e5ef9a7d5\/0_0_1063_697\/master\/1063.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><img decoding=\"async\" loading=\"lazy\" class=\"dcr-evn1e9 alignnone\" src=\"https:\/\/i.guim.co.uk\/img\/media\/11c73c63021f1cac4eeb9a9cad5d2b3e5ef9a7d5\/0_0_1063_697\/master\/1063.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" alt=\"Furry wrestling in virtual world Second Life\" width=\"445\" height=\"814\" \/><\/picture><\/div>\n<figcaption class=\"dcr-1d1r6yi\"><\/figcaption>\n<\/figure>\n<figure id=\"7bca42ff-a1fd-4bc6-b0af-26928160a7bf\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<figcaption class=\"dcr-1d1r6yi\"><span class=\"dcr-1y4fm6e\">Furry wrestlers \u2026<\/span><\/figcaption>\n<\/figure>\n<figure id=\"d91eea98-0f89-4f3a-972e-662644a62e2a\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<div class=\"dcr-1t8m8f2\"><picture class=\"dcr-evn1e9\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/664963086c6b0bdf991ecae9eb90267d78884bdd\/1_0_4997_3000\/master\/4997.jpg?width=620&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 660px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 660px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/664963086c6b0bdf991ecae9eb90267d78884bdd\/1_0_4997_3000\/master\/4997.jpg?width=620&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 660px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/664963086c6b0bdf991ecae9eb90267d78884bdd\/1_0_4997_3000\/master\/4997.jpg?width=605&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 480px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 480px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/664963086c6b0bdf991ecae9eb90267d78884bdd\/1_0_4997_3000\/master\/4997.jpg?width=605&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 480px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/664963086c6b0bdf991ecae9eb90267d78884bdd\/1_0_4997_3000\/master\/4997.jpg?width=445&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/664963086c6b0bdf991ecae9eb90267d78884bdd\/1_0_4997_3000\/master\/4997.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><img decoding=\"async\" loading=\"lazy\" class=\"dcr-evn1e9\" src=\"https:\/\/i.guim.co.uk\/img\/media\/664963086c6b0bdf991ecae9eb90267d78884bdd\/1_0_4997_3000\/master\/4997.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" alt=\"A woman and man shopping in virtual world Second Life\" width=\"445\" height=\"267.16029617770664\" \/><\/picture><\/div>\n<figcaption class=\"dcr-1d1r6yi\"><\/figcaption>\n<\/figure>\n<figure id=\"d91eea98-0f89-4f3a-972e-662644a62e2a\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<figcaption class=\"dcr-1d1r6yi\"><span class=\"dcr-1y4fm6e\">\u2026 shoppers \u2026<\/span><\/figcaption>\n<\/figure>\n<figure id=\"6fb37d2c-f541-4577-a17f-d0649d62b1d7\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<div class=\"dcr-1t8m8f2\"><picture class=\"dcr-evn1e9\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8b3326d4d48e2e79d75638dbd3c3ba5e962b02c5\/126_0_4285_2573\/master\/4285.jpg?width=620&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 660px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 660px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8b3326d4d48e2e79d75638dbd3c3ba5e962b02c5\/126_0_4285_2573\/master\/4285.jpg?width=620&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 660px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8b3326d4d48e2e79d75638dbd3c3ba5e962b02c5\/126_0_4285_2573\/master\/4285.jpg?width=605&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 480px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 480px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8b3326d4d48e2e79d75638dbd3c3ba5e962b02c5\/126_0_4285_2573\/master\/4285.jpg?width=605&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 480px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8b3326d4d48e2e79d75638dbd3c3ba5e962b02c5\/126_0_4285_2573\/master\/4285.jpg?width=445&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/8b3326d4d48e2e79d75638dbd3c3ba5e962b02c5\/126_0_4285_2573\/master\/4285.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><img decoding=\"async\" loading=\"lazy\" class=\"dcr-evn1e9\" src=\"https:\/\/i.guim.co.uk\/img\/media\/8b3326d4d48e2e79d75638dbd3c3ba5e962b02c5\/126_0_4285_2573\/master\/4285.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" alt=\"Hanging out with friends in in virtual world Second Life\" width=\"445\" height=\"267.20770128354724\" \/><\/picture><\/div>\n<figcaption class=\"dcr-1d1r6yi\"><\/figcaption>\n<\/figure>\n<figure id=\"6fb37d2c-f541-4577-a17f-d0649d62b1d7\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<figcaption class=\"dcr-1d1r6yi\"><span class=\"dcr-1y4fm6e\">\u2026 and friends hanging out. Photographs: Second Life\/Linden Lab<\/span><\/figcaption>\n<\/figure>\n<p class=\"dcr-n6w1lc\">While other projects have shrunk and closed, Au believes Second Life has endured because of its capacity to facilitate human creativity. \u201cThe power and freedom of its creation tools encourages sub-communities to grow, thrive and adhere in the virtual world,\u201d he says. Neither is it seen as a rip-off: \u201cStrong and fair creator economies are rare among metaverse platforms. But Second Life creators earn roughly as much as Linden Lab.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">Most people first join Second Life out of curiosity or boredom, but the reasons for staying are as numerous as the residents, as Fabrizio Laceiras (known as <a href=\"https:\/\/www.youtube.com\/aufwie\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">Aufwie<\/a>) tells me. A musician based in Birmingham, Aufwie, 26, first visited Second Life aged 12. After experiencing bullying at school, he found it hard to make friends and socialise. \u201cSecond Life offered a safe environment in which I could be social on my own terms,\u201d he says. Music was his chosen icebreaker. \u201cI would just pop by some virtual land that allowed microphone usage and start playing guitar and singing until someone approached, and we\u2019d start talking.\u201d Often Aufwie\u2019s performances drew a small crowd, so a friend encouraged him to play a proper concert, building a small stage on her land where he could perform. The pair chose a date and time, and distributed leaflets beforehand. When 50 people turned up, Aufwie\u2019s PC struggled to render the throng on screen: \u201cI was forced to log out momentarily, which gave me a bit of time to process what was happening.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">Then, during the pandemic lock downs, Aufwie attended a Second Life concert staged by another user, known as Skye Galaxy, that inspired him to professionalize. He has now played at least 300 concerts in Second Life, and continues to receive bookings from users all around the world to play at their virtual events.<\/p>\n<aside class=\"dcr-qn74s8\"><\/aside>\n<aside class=\"dcr-qn74s8\">\n<blockquote class=\"dcr-928886\">In a virtual world you actually have neighbors. And they have different personalities and come from different backgrounds<\/blockquote>\n<footer><cite class=\"dcr-p2jhrj\"><\/cite><\/footer><\/aside>\n<p class=\"dcr-n6w1lc\">While the rise in new Second Life users has tailed off since lock down, it remains the largest non-video game virtual space predominantly populated by adults. Still, it never quite grew to the scale Rosedale had once believed inevitable. In 2006, he said of Second Life, in a quote that became infamous: \u201cWe see it as a platform that is, in many ways, better than the real world.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">There are many long-term users of Second Life who, to one degree or another, agree with the statement. For over a decade, <a href=\"https:\/\/www.youtube.com\/playlist?list=PLI0b2jAH3oFvr6J0AhWroB9lmOXRN2xLV\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">one YouTuber, Draxtor, has recorded the stories of Second Life creators<\/a> who choose to spend much of their day inside the virtual world, where they can find social connection or physical freedoms unavailable to them in the physical realm. Others, such as <a href=\"https:\/\/blog.calarts.edu\/2019\/04\/18\/erik-mondrian-on-making-art-in-second-life\/\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">Erik Mondrian<\/a>, a former graduate student at CalArts, have found in Second Life a place for self-expression. Mondrian created a series of <a href=\"https:\/\/www.youtube.com\/watch?v=WuNH5oR15B8\" target=\"_blank\" rel=\"nofollow noopener\" data-link-name=\"in body link\">elegiac films<\/a> of Second Life structures and locations accompanied by poetic readings, part of a long tradition of artworks created within and around the virtual world. He remembers the date he made an account: 23 March 2005. He picked his real first name and chose \u201cMondrian\u201d after his favorite artist, from a drop-down list of options. (In 2017, he tells me, he had his name legally changed to Erik Mondrian.)<\/p>\n<p class=\"dcr-n6w1lc\">In the 18 years since he first made an account, he has drifted in and out of Second Life. \u201cTwo things kept me coming back, even after the occasional extended absence,\u201d he says. \u201cOne was the people, the other the world; I have a strong fascination for place in all its forms, and I wanted to see more of the amazing virtual spaces people had made and continue to make here.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">Today, Rosedale admits he was naive to believe Second Life would become ubiquitous. \u201cOf course, I shouted it from the rooftops, I was so youthfully excited with what was happening,\u201d he says. \u201cI figured everybody would want to have an avatar and that we would all spend a fraction of our lives in something like Second Life, or hopefully Second Life, for the purpose of doing an interview like this, or shopping, or hanging out with people or just having fun. We would wander and explore the world together. In retrospect, that didn\u2019t happen.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">In part, this is because Rosedale overestimated the difficulty some people have with embodying an on-screen avatar. \u201cI had a utopian belief that most people would be comfortable moving their objective selves into a digital reality,\u201d he says. \u201cThat turned out to not be the case. Most choose to identify with only one embodied representation of themselves, and that is their physical body. The difficulty of sustaining a second identity is considerable and the number of people willing to do that is smaller than I thought in 2006. So I don\u2019t think metaverses are going to be able to grow in a way that, for example, would sustain Facebook\u2019s business enough for them to survive. They would need a good part of a billion people doing this.\u201d<\/p>\n<figure id=\"12478364-3ebd-4676-a420-91eeceaa3d5e\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<div class=\"dcr-1t8m8f2\"><picture class=\"dcr-evn1e9\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01e38171762ed7a17cef9f8d60340c51244d997a\/28_1_1130_635\/master\/1130.jpg?width=620&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 660px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 660px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01e38171762ed7a17cef9f8d60340c51244d997a\/28_1_1130_635\/master\/1130.jpg?width=620&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 660px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01e38171762ed7a17cef9f8d60340c51244d997a\/28_1_1130_635\/master\/1130.jpg?width=605&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 480px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 480px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01e38171762ed7a17cef9f8d60340c51244d997a\/28_1_1130_635\/master\/1130.jpg?width=605&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 480px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01e38171762ed7a17cef9f8d60340c51244d997a\/28_1_1130_635\/master\/1130.jpg?width=445&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01e38171762ed7a17cef9f8d60340c51244d997a\/28_1_1130_635\/master\/1130.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><img decoding=\"async\" loading=\"lazy\" class=\"dcr-evn1e9\" src=\"https:\/\/i.guim.co.uk\/img\/media\/01e38171762ed7a17cef9f8d60340c51244d997a\/28_1_1130_635\/master\/1130.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" alt=\"A music event in Second Life virtual world\" width=\"445\" height=\"250.06637168141592\" \/><\/picture><\/div>\n<\/figure>\n<div>\n<figure id=\"12478364-3ebd-4676-a420-91eeceaa3d5e\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<figcaption class=\"dcr-1d1r6yi\"><span class=\"dcr-1y4fm6e\">Second Life virtual events \u2026<\/span><\/figcaption>\n<\/figure>\n<figure id=\"d22837a9-7997-4278-9efb-aa0286430cc5\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<div class=\"dcr-1t8m8f2\"><picture class=\"dcr-evn1e9\"><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01f7c10793238b1261a04196bb6ffab51a9f52a2\/184_39_1736_1041\/master\/1736.jpg?width=620&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 660px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 660px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01f7c10793238b1261a04196bb6ffab51a9f52a2\/184_39_1736_1041\/master\/1736.jpg?width=620&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 660px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01f7c10793238b1261a04196bb6ffab51a9f52a2\/184_39_1736_1041\/master\/1736.jpg?width=605&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 480px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 480px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01f7c10793238b1261a04196bb6ffab51a9f52a2\/184_39_1736_1041\/master\/1736.jpg?width=605&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 480px)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01f7c10793238b1261a04196bb6ffab51a9f52a2\/184_39_1736_1041\/master\/1736.jpg?width=445&amp;quality=45&amp;dpr=2&amp;s=none\" media=\"(min-width: 320px) and (-webkit-min-device-pixel-ratio: 1.25), (min-width: 320px) and (min-resolution: 120dpi)\" \/><source srcset=\"https:\/\/i.guim.co.uk\/img\/media\/01f7c10793238b1261a04196bb6ffab51a9f52a2\/184_39_1736_1041\/master\/1736.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" media=\"(min-width: 320px)\" \/><img decoding=\"async\" loading=\"lazy\" class=\"dcr-evn1e9\" src=\"https:\/\/i.guim.co.uk\/img\/media\/01f7c10793238b1261a04196bb6ffab51a9f52a2\/184_39_1736_1041\/master\/1736.jpg?width=445&amp;quality=85&amp;dpr=1&amp;s=none\" alt=\"Peak Lounge in Second Life virtual world\" width=\"445\" height=\"266.8461981566821\" \/><\/picture><\/div>\n<figcaption class=\"dcr-1d1r6yi\"><\/figcaption>\n<\/figure>\n<figure id=\"d22837a9-7997-4278-9efb-aa0286430cc5\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.ImageBlockElement\">\n<figcaption class=\"dcr-1d1r6yi\"><span class=\"dcr-1y4fm6e\">\u2026 include music and dance in Peak Lounge \u2026<\/span><\/figcaption>\n<\/figure>\n<figure id=\"fbced6a8-de7f-4644-8a2d-a2498d327e4b\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.VideoYoutubeBlockElement\">\n<div class=\"dcr-zv6atu\" data-component=\"youtube-embed\">\n<div class=\"dcr-zv6atu\" data-component=\"youtube-embed\">\n<div class=\"dcr-xd9cu\"><iframe loading=\"lazy\" title=\"#Secondlife Skye Galaxy @ SL15B\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/KsKUA0ReeX8?wmode=opaque&amp;feature=oembed\" width=\"854\" height=\"480\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/div>\n<\/div>\n<\/div>\n<figcaption class=\"dcr-1w8y9e1\"><\/figcaption>\n<\/figure>\n<figure id=\"fbced6a8-de7f-4644-8a2d-a2498d327e4b\" class=\" dcr-173mewl\" data-spacefinder-role=\"inline\" data-spacefinder-type=\"model.dotcomrendering.pageElements.VideoYoutubeBlockElement\">\n<div class=\"dcr-zv6atu\" data-component=\"youtube-embed\">\n<div class=\"dcr-zv6atu\" data-component=\"youtube-embed\">\u00a0<\/div>\n<\/div>\n<figcaption class=\"dcr-1w8y9e1\"><span class=\"dcr-1y4fm6e\">\u2026 and gigs like this, by Skye Galaxy. Photographs: Second Life\/Linden Lab<\/span><\/figcaption>\n<\/figure>\n<p class=\"dcr-n6w1lc\">More positively, Rosedale says he was heartened to see how Second Life users predominantly get along. \u201cIt\u2019s not divisive, or polarising,\u201d he says. \u201cObviously I\u2019m biased, but there is a lot of independent research to back this up. Second Life delivers on the dream that a lot of us had about the internet at the beginning, which was that it would be this civil, interesting, thoughtful place where people would, if anything, <em>overcome <\/em>differences between themselves and find new ground.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">This is where, he argues, the idea of a virtual world built in 3D space offers non-gimmicky advantages over a traditional social network. \u201cIn a virtual world you actually have neighbors,\u201d he says. \u201cAnd they have different personalities and come from different backgrounds, so what happens is people are forced to frequently interact with people who are different from them.\u201d Compared with a Facebook group, which gathers like-minded individuals and encourages self-polarizing, Second Life forces interaction with a variety of users.<\/p>\n<p class=\"dcr-n6w1lc\">If it seems as though Rosedale has essentially invented the revolutionary concept of \u201ca village\u201d, he is quick to point out the virtue of virtuality is that there is no threat of physical altercation in disputes; this can encourage a bottom-up civility, easing the burden on traditional top-down moderation techniques deployed by the social media giants. \u201cIf somebody\u2019s having an extremist gathering in Second Life, other people are going to wander by and challenge that, because it is occurring in the same physical space. That is a lot healthier than what we\u2019ve seen with the echo chambers and hard boundaries of social media.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">Second Life, to Rosedale, affirms the essential virtues of humanity. \u201cThe fact is, most of us almost all of the time are good,\u201d he says. \u201cWe\u2019re social, we\u2019re collaborative. Our primary reason for interacting with each other, even with strangers, is to help them. So it\u2019s appalling to me that, via business motivation, we\u2019ve actually managed to create these social media terrariums which manipulate people into being bad to each other, when it\u2019s not their instinct.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">Rosedale believes a ubiquitous metaverse, whether it\u2019s made by Zuckerberg or someone else, has the chance to be a kinder, less invasive online environment. But he fears that most of the companies working on such a project have missed one essential component of lasting success: the fact that people are as much creators as they are consumers. \u201cThere isn\u2019t as yet any evidence that people want to have a purely consumptive entertainment experience in social virtual worlds,\u201d he says. \u201cI don\u2019t think there\u2019s any evidence in human history that you can get a billion people to just kind of sit there and veg out, watch stuff. You can\u2019t get to the kind of usage levels that metaverse brands want to get to with a consumer non-participatory experience.\u201d<\/p>\n<\/div>\n<div class=\"ad-slot-container \">\n<div id=\"dfp-ad--inline1\" class=\"js-ad-slot ad-slot ad-slot--inline ad-slot--inline1 ad-slot--outstream ad-slot--rendered\" data-link-name=\"ad slot inline1\" data-name=\"inline1\" aria-hidden=\"true\" data-google-query-id=\"CITQgt_Pvf8CFUqHpgQdVmsB6A\" data-label-show=\"true\">\n<div id=\"google_ads_iframe_\/59666047\/theguardian.com\/technology\/article\/ng_7__container__\" class=\"ad-slot__content\">\n<p class=\"dcr-n6w1lc\">In Snow Crash, the allure of the metaverse is inextricably linked to the climate crisis. As the real world inside the novel becomes less habitable, human beings retreat further into virtual spaces that allow for increased shelter from heatwaves and biblical floods, combined with greater degrees of exploratory freedom that do not rely on air travel. Yet a valid criticism of virtual worlds is that they draw human focus away from the social and environmental issues that threaten the planet. These comforting playpens are not, critics say, so much a solution as a contributing factor.<\/p>\n<p class=\"dcr-n6w1lc\">Here, Rosedale appears to endorse Meta\u2019s vision for a world of VR meetings. \u201cOne of the largest problems around our impact on the environment is travel. When metaverse technology gets to the point where you and I could have had this meeting as avatars, there is a tremendous positive impact on that.\u201d Likewise, if we begin to express our tastes in the digital realm more than the physical one, the cost of creating and \u201cshipping\u201d virtual goods would be negligible. \u201cIf you just stay in your room from now on and only use your computer, your carbon footprint is enormously lower than what it would be if you got up out of your chair,\u201d Rosedale says. \u201cI get really mad when people complain and say Second Life avatars take up energy. Sure they do. But they take up, like, 1% of the energy that you do.\u201d<\/p>\n<p class=\"dcr-n6w1lc\">Rosedale\u2019s suggestion that it is, by some metrics at least, preferable for human beings to predominantly live in a digital realm is an idea shared by investors eager to extract capital from digital real estate (which is, for now, far cheaper to buy than <em>real<\/em> real estate). Whatever the motivation, the quest to build a ubiquitous virtual world with rentable plots and a functioning economy will remain a persistent goal, even if Facebook\u2019s failed efforts demonstrate its expense and elusiveness.<\/p>\n<p class=\"dcr-n6w1lc\">Second Life\u2019s endurance demonstrates that, whatever the configuration, a metaverse\u2019s success can only be founded on human qualities of social interaction and self-expression. \u201cI obviously don\u2019t feel as excited now as when I started roaming around Second Life,\u201d Aufwie says. \u201cBut I still feel gratitude towards this apparently everlasting pioneering metaverse that allowed me to express myself, make friends, learn and share thoughts and all the good things humanity has within it.\u201d<\/p>\n<h2>Have The Best Week From All Of Us At Zoha Islands \/ Fruit Islands<\/h2>\n<\/div>\n<\/div>\n<\/div>\n<h2>\u00a0<\/h2>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Who needs the Metaverse? Meet the people still living on Second Life Mark Zuckerberg\u2019s grand vision for an online existence has been laughed off as a corporate folly. Meanwhile, those still existing happily on a virtual world launched 20 years ago may be wondering what all the fuss is about \u2026 On 14 November 2006, &hellip; <a href=\"https:\/\/zoha-islands.com\/blog\/who-needs-the-metaverse-meet-the-people-still-living-on-second-life\/\" class=\"more-link\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":7213,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[2,3,4,5,6],"tags":[],"_links":{"self":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts\/7203"}],"collection":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/comments?post=7203"}],"version-history":[{"count":0,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts\/7203\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/media\/7213"}],"wp:attachment":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/media?parent=7203"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/categories?post=7203"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/tags?post=7203"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}