July 2008


I’ve been with Linden Lab for two months and each day has surfaced something interesting — and often quite unexpected. So, what have I seen? Read on.

Second Life has evolved dramatically but perception has not kept up with reality in five important ways:

1. Second Life users are more mainstream than many assume. It’s not just tech-savvy early adopters or gamers. It’s a much broader cross-section of society with a median age in the early 30’s and nearly half the time spent in world is by women.

2. The diversity of use cases in Second Life is mind-boggling. If you were able to read every story around the world about Second Life, you’d see a tremendous variety of use cases presented – e.g., medical research and treatment, education, marketing, customer support…and the list goes on.

3. Second Life has an enviable business model. While some may have written off Second Life during our post-hype phase, Second Life has a business model most media, metaverse and social networking companies would kill for. We monetize unique users at many multiples of advertising based models. Plus, with a healthy and growing inworld economy of more than $330 million annually, our users are able to make real money and pay more than half of our fees with credits from selling Linden dollars that they earned inworld — by creating valuable content and providing valuable services.

4. Second Life’s killer apps are just beginning to evolve. I’ve come to see a couple of use cases as future killer apps – namely virtual meetings and education. And, one simple feature – inworld voice – could be a significant product in its own right. Since launching the 3D spatial voice inworld, our users have logged more than 7.2 billion voice minutes making us one of the larger providers of VOIP services.

5. Second Life is leading the industry toward interoperability. Finally, some have said Second Life is a walled garden that will go the way of AOL. Second Life is opening up, so the risk of that happening goes down every day. It dropped pretty substantially recently with the big news on interoperability from the IBM/Linden Lab partnership.

…Please read on as I expand on some of these points after the jump…

The diversity of use cases in Second Life is mind-boggling. The “hype cycle” drives Silicon Valley and Madison Avenue to identify trends, amplify them and then abandon them relatively quickly. Virtual worlds, and Second Life specifically, benefitted and suffered from this highly amplified trend cycle. First came the hype, then the inevitable anti-hype. Now the conversation is more about the far-ranging and widespread set of activities that are happening in Second Life.

Every business day, I get a summary of the mentions “Second Life” and “virtual worlds” received in the web and print press around the world during the last 24 hours. On a light coverage day “Second Life” might gets a couple of hundred mentions. These figures understate press coverage because they do not include television or radio. Television has a big impact. A single news story in Poland featuring Second Life recently generated the highest registration levels we’ve had in a single day this year.

If you were able to read every recent article about Second Life, you’d see tremendous diversity in the use cases presented. Here are some “must-read” articles that show the incredible diversity of Second Life:

Second Life has an enviable business model. Most social media/social computing properties are struggling to build a business model (usually advertising driven) that can support their voracious appetite for hardware and bandwidth. Second Life is very different. Second Life is the only social media/social computing property where, at its core, user-generated content and the economy is the experience. As a result, our estimates place our monetization levels at 3-30x that of major media and social computing properties.

With a healthy and growing inworld economy of more than $330 million annually, our users are able to make real money and pay more than half of our fees with credits from selling Linden dollars that they earned by creating valuable content.

How so? All the content in Second Life (some 2.2 billion items, or 250 terabytes worth of data) is user-generated. Users buy and sell the digital goods they make using our virtual currency — Linden Dollar. We generate revenue by selling land (where merchants build stores, land owners rent houses, educators teach and companies meet) and collecting monthly maintenance fees (somewhat analogous to hosting services), charging for currency exchange services (Linden Dollars to US Dollars and vice-versa) and for search and classified ad placement. We also make money as the economy expands and we issue Linden dollars to stabilize the exchange rate.

Another important comparison is with TenCent (QQ) – a Chinese internet company I have admired for quite sometime. Though our user base is much smaller, our virtual economy is of a similar size to TenCent. A recent Wall St. Journal article reported that TenCent’s virtual currency (used by many of its 233 million regular registered users) garners about 45% of China’s $900M virtual goods industry or $380M last year. This figure is very close to the value of virtual currency transactions within Second Life. Based on our Q2 results (see earlier blog entry) Linden Dollar transactions in Second Life are just over $336M on an annualized basis. Because the economy is intrinsic to the user experience, our much smaller user base generate nearly as much economic activity in absolute terms as TenCent.

Plus user-to-user transactions in Second Life grew 12% in Q2 and user hours grew by 6% (for definitions see earlier blog post). Land ownership is a critical component of the Second Life economy and the news is very good on this front. Second Life’s virtual world expanded by 45% in Q2. Resident-owned land now accounts for over 1.5 billion square meters of space in Second Life. Our growth in Q2 was due to a change in our land product and pricing strategy to make the purchase of land more accessible to first time buyers. The strategy worked.

Finally, and this is the most interesting part of our model, the number of “profitable” inworld businesses continue to grow. By “profitable”, I mean that they had positive monthly Linden dollar flow primarily from their content creation activities in Second Life. What our residents build in Second Life demonstrates amazing imagination and creativity. Second Life is user generated content and collaboration on a scale that is unimaginable on the 2D internet. You can build a room, a house, a conference facility, an office park, a nightclub, a stadium, a game, a consulate, a hospital – and the list goes on. There are public lands for all to enjoy and private meeting spaces limited only to members of your group or company. All this creativity, combined with Second Life’s vibrant economy enables tens of thousands of our residents are able to make real money plus pay more than half of our fees with credits from selling Linden dollars that they earned by creating valuable content. Because of our unique business model, Linden Lab is profitable.

We are taking a big slice of this good fortune and investing it in a substantially improved experience for users – better registration and orientation processes for new users, an easy-to-use interface on our downloadable client, better tools for specific user groups, much better platform stability (more on this in a separate blog post) and improved outreach and customer support. Our users have been vocal about their needs and we are working hard to meet them

Second Life’s killer apps are just beginning to evolve. Even though the initial novelty has worn off for me, I am blown away by how effective Second Life is for meetings. I am fully convinced this will be a killer app. There is a lot of research on how communicating through an avatar enhances self-perception and risk taking. Many people who haven’t experienced a Second Life meeting will say, “There is no substitute for meeting in person.” Try Second Life for a meeting.

For years, I have been advocating and using videoconferences to connect with customers and employees. They cut down on travel costs, reduce a company’s carbon footprint and eliminate time wasted in airports. Unfortunately videoconferences can be deadly boring. A Second Life meeting is the antidote to the tiresome videoconference. You have all of the tools you’d use in a real world meeting – plus you can use your computer to review data, do quick reference searches, look at spreadsheets, etc. and you have the ability to add text questions, responses, opinions and subtle interjections. In fact, just last week we learned about a new resident created collaborative browser for use inworld.

Using the virtual meeting environment for education is an even more exciting killer app. Dozens of universities are buying land from us or working with other inworld providers every week and the pace is accelerating. Seventeen of the top twenty universities in the US have land in Second Life.

To keep track with what’s happening in education in Second Life, check out the SLED Blog. A list of recent news stories are below

  • The Christian Science Monitor discusses how students from all over the world are able to study abroad through Second Life.
  • Government Executive.com writes how government agencies like the center for Disease Control and Prevention are increasing their presence in Second Life to increase public awareness.
  • CNET reports that the San Francisco Exploratorium will be streaming live footage of a Solar Eclipse in Second Life expected on August 1st.
  • The Industry Standard reports that Cigna will try to make health education more accessible by creating its own island in Second Life.
  • ComputerWeekly.com discusses how the British Computer Society has launched an e-learning specialist group in Second Life.
  • The Dallas Morning News presents an article on using Second Life for higher education.

What makes Second Life so amazing for these things is the interaction between students and between universities. Voice is the key enabler. With a headset, residents can talk with other residents just as they would in the real world. With the 3D spatial voice in Second Life, residents can walk from one conversation to another as if they were actually hanging out before or after class. Serendipitous conversations just aren’t possible with other forms of online learning, teleconferences or videoconferences.

Second Life is leading the industry toward interoperability. Over $345 million invested in virtual worlds in this year alone, the lack of interoperability is going to quickly become a nightmare for users. We’re using our leadership position in the industry to drive the architectural standards that we think will enable the metaverse to avoid the fragmentation that leads to slow adoption. Our announcement with IBM demonstrated interoperability between land hosted by IBM and Second Life. Other virtual worlds talk about being open – we are aggressively pursuing open standards and demonstrating results.

{CONCLUSION}

As you can tell, I am very excited about Second Life and the profound impact that virtual worlds will have on our lives. Like many of us at Linden Lab, I believe in a future where interacting in a virtual world is as picking up the phone. As the leader in virtual worlds — in terms of numbers of users, user hours and the size of our virtual economy, revenue, profitability and brand awareness — we take our responsibility seriously. We will continue to invest in innovations that benefit our current and future residents as well as the entire industry. Two months in and more excited than ever! Thanks for your interest.


Original post by M Linden

SECOND LIFE, July 24 (Reuters) - OpenSim looks and feels very much like Linden Lab’s Second Life. But top OpenSim developers see a future in which their software is a generic platform for 3D software, hopefully interoperable with the Second Life Grid but not necessarily resembling it.

Speaking at the Metaverse Meetup in New York City on Wednesday night, two of the most prominent programmers working on OpenSim — IBM’s David Levine (middle) and DeepThink’s Adam Frisby (left) — plotted a course that diverges further and further from Linden’s Second Life as time goes on.

Levine, an IBM employee known in Second Life as Zha Ewry, was instrumental in coordinating the first Second Life to OpenSim teleport last month. Frisby, while adamant that OpenSim has no formal leaders (consistent with the project’s decentralized, open source ethos), has emerged over the past year as one of the most prominent developers working on the project. The Perth, Australia-based programmer frequently travels the globe to evangelize OpenSim at meetings and conferences.

Last night, Frisby described OpenSim as a product very different from Second Life, capable of being customized to support a wide range of virtual worlds. He said he hoped the parts of OpenSim that emulate Second Life will be removed from the code’s core package and made an optional add-on within OpenSim’s modular configuration.

Levine agreed. “OpenSim is a platform. And by intent, a fairly malleable platform,” he said.

Levine said his vision for OpenSim was a vast array of interconnected worlds, where some provide game-based experiences like Blizzard’s World of Warcraft, but others are social hangouts for avatars similar to Second Life.

“Success in this space means killing a dragon and taking its head to another grid, slapping it down in a nightclub and having a disco,” he said.

That disco — and its cover charge — may have nothing to do with Linden Lab. “What if I want to hook up to an economy outside the Second Life Grid? That’s something I think a lot of people find exciting,” Levine said.

Frisby and Levine also backed an intellectual property scheme for OpenSim very different from Second Life’s. In Second Life, objects can be set with flags like “no-copy” by their creators, which Linden’s servers enforce. But numerous exploits to Second Life’s copy-protection model are known, and brazen theft abounds in Second Life.

In OpenSim, by default, no copy protection will exist at all. “You cannot know what a foreign piece of software will do with a piece of digital content once it receives it,” Levine said. To insert a digital rights management tool into OpenSim is to invite criminal hackers to find ways to circumvent it and undermine the credibility of the software, he argued.

“These things have to be legally enforced, there’s no technical way to make it foolproof,” Frisby said.

When the panel was opened to questions from the crowd, OpenSim’s lack of content protection tools was challenged by Catherine Fitzpatrick, better known in Second Life as the prolific blogger Prokofy Neva. “You mentioned the recipe of calling a lawyer, but most avatars can’t afford lawyers and don’t have access to them,” Fitzpatrick said.

Frisby responded there was no point putting in an intellectual property provision that couldn’t be made to work. “If someone wants to rip off Second Life they can,” he said.

Levine, in response to the same question, said he thought many grids would want to respect intellectual property and may put in optional modules to enforce it. He imagined something like the Second Life Grid would only allow access to its world by OpenSim grids that rigorously respect copyright.

Ultimately, Levine said, OpenSim would need to develop a framework similar to Creative Commons, with boilerplate legal language specifically adapted to virtual worlds. “The user won’t hire a lawyer, they’ll just read the Terms of Service,” Levine told Fitzpatrick.

Despite ambitious plans for OpenSim, the speakers admitted many steps in both law and technology remain to be figured out. Programmers still struggle daily with getting OpenSim to run on different graphics cards, and Levine said he’d seen “at least 17 different proposals” on solving problems like avatar identity management.

“No one has a vision where they say — in five years it will look like this,” Levine said. “People might have some glimmers of that, but no one knows.”

Photo: Eric Krangel / Reuters

Original post by Eric Reuters

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Original post by Prospero Linden

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Original post by Prospero Linden

As your login splash screen may have already told you, an optional viewer upgrade is available today… Announcing the Second Life 1.20 Viewer! It features improved reliability and a more flexible UI architecture so you can select the color of the User Interface. It also brings several improved features and many important bug fixes. Download it here! For those of you who’d like more detail on what’s in the new viewer, please read on.

This 1.20.15 version has finished fifteen weeks in a Release Candidate cycle of testing (with thousands of your reports & logs volunteered to our engineers). With more than 35 crash fixes in this version, you should experience better stability than the previous version 1.19.1. From all crash metrics collected to this point, we have observed an approximate 20% improvement in total crash rate in this viewer across all types of hardware.

One new feature is the ability to change the color theme (or “skinning”) of the User Interface. To do this, use CTRL+P to go to Preferences > Skins tab and select one of the options! The new Silver skin provides a refreshed color scheme for the UI and icons. This is the culmination of Project Dazzle, which was refined with residents in previous First Look and the Release Candidate cycle. Based on YOUR FEEDBACK, this new color scheme is optional in the final viewer: Second Life will install with the classic appearance until you choose to change it.

Finally, this viewer delivers some anticipated bug fixes as reported by you, our Residents… and a number of Open Source contributions. Here’s only a few of these from all which we are proud to include:

  • Fixed: VWR-2778: System skirt textures turn invisible on wearing
  • Fixed: VWR-2404: Lossless texture compression on small textures is not lossless
  • Fixed: VWR-2633/VWR-6889: Unable to interact with some Groups when role has no allowed abilities
  • Fixed: VWR-6800: Eliminate memory leaks in llcharacter/llmotioncontroller code
  • Fixed: VWR-4860: WindLight: Planar texturing renders incorrectly in version 1.19
  • Fixed: VWR-4580: Property lines are visible through avatar, objects and through ground
  • Fixed: VWR-1735: Directly interacting with a muted resident should unmute them
  • Fixed: VWR-6350: Word “Flycam” appears in Flycam Mode and does not disappear with UI
  • … and 104 more bugs as listed in the complete Release Notes!

There are plenty of small changes and improvements to explore — and you can find out where you can update your graphics card drivers (as we always recommend) — starting with this page on the Second Life Wiki:

» The 1.20 Welcome page «

Note: This viewer upgrade is OPTIONAL: You may still log in to Second Life with older viewers 1.19.0 and version 1.19.1.

Original post by Ramzi Linden

[RESOLVED 10:45 a.m. Pacific]  The status page is active again.

[UPDATE 9:56 a.m. Pacific] No visible improvement yet.  The Web team is still working on it.

*****

The status page we use to report service disruptions in progress is suffering a temporary misconfiguration.  We expect to have it resolved shortly.

Original post by Teeple Linden

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