Second Life finding new life (AFP)
* Posted on Fri Mar 13, 2009 10:05PM EDT
SAN FRANCISCO (AFP) - Linden Lab chief executive Mark Kingdon shakes his
head when he sees news stories heralding the demise of former Internet
darling Second Life.
Reporters that rushed into Second Life to cover cyber-events and
portrayed the online fantasy realm as science fiction future come true
have been pulling up stakes and tearing down the community they had
embraced.
Well-known Silicon Valley gossip website Vallywag even started a death
watch for Second Life.
"You read those stories; as CEO I have to shake my head," said Mark
Kingdon, who last year ago took over for founder Philip Rosedale as
chief executive of San Francisco-based Linden Lab, the company behind
Second Life.
"The reality is that Second Life continues to grow; every second someone
joins. Second Life is hopping."
The number of "active users" at Second Life has grown 25 percent since
September last year, while the amount of time and money spent in the
virtual world has climbed by similar percentages, according to Kingdon.
Linden Lab thinks the drubbing of its image is a rebound from the
incredible hype it got during infancy.
"We are not called the darling anymore like Facebook or Twitter, but we
are continuing to motor on at incredible levels," Kingdon said.
"Time will tell the story. We are a profitable business and we are
growing."
Technology-loving "early adopters" flocked to Second Life, where they
socialized in the forms of animated characters called "avatars"
controlled by computer keystrokes and mouse clicks.
Second Life was accused of painting a misleading picture by touting the
overall number of people that opened accounts without accounting for the
fact that many people didn't stick around to homestead.
The number of people that have joined the virtual world since it was
created in 1999 eclipsed 15 million last year.
The average number of people logged on to Second Life at any given time
is about 70,000, according to Linden Lab.
Residents spent about 41.5 million hours total in Second Life in
January, as opposed to the 28.3 million hours users spent in the virtual
world the same month in 2008, according to Linden.
Voice capabilities were added last year so people can talk in-world
instead of typing conversations.
"The array of things people do in Second Life has blossomed," Kingdon
said. "One thing that has popped out as a killer application is business
meetings."
Technology firms with workers spread around the world are increasingly
using Second Life as an economical forum for meetings.
"There is something about that feeling of presence," said Karen Keeter,
marketing director for digital convergence at IBM, which uses Second
Life for gatherings.
"Being able to see yourself as this avatar standing there next to other
people is just a feeling of immersion you don't get with other
alternatives."
IBM's campus in Second Life features a picnic area with hammocks; a
sculpture garden, and cafe for avatars to slip off and chat over faux
coffee.
"People love that," Keeter said. "We create these environments that are
like the lunch room. We get people there a half-hour early and the whole
point is to mingle."
IBM is working with Linden to build a private conference area protected
by a software "fire wall" for meetings focused on sensitive information
best not discussed on the "public grid."
Kingdon downplays what he refers to as "an empty storefront syndrome" at
Second Life.
An array of businesses that rushed in to sell virtual or real-world
goods have abandoned the virtual world, leaving behind vacant faux
buildings.
"Merchants in Second Life are doing well," Kingdon said. "We just bought
two commerce sites last month because we see selling and buying of
virtual good in Second Life is booming."
More than 1.3 million US dollars worth of transactions reportedly take
place daily in Second Life, where the currency is the Linden dollar.
There are more than 15,000 merchants in Second Life selling snippets of
computer code that become clothing, hair, art work or other items for
avatars.
People spent 360 million dollars (US) in Second Life last year,
according to Linden.
Schools continue to use Second Life for online classrooms and bands
perform on in-world stages, albeit to sometimes meager audiences.
Linden is making avatar tools easier and "reworking the user
experience," according to Kingdon.
"We have hired a world-class-team to lead the changes," Kingdon said.
"You ain't seen nothing yet. A lot of work is going to be done in the
next 9 to 12 months."
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