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Magazines offer opposite takes on Second Life

Current issues of Newsweek and Wired offer two opposite views of the Second Life virtual world.

Newsweek's article, "Alternate Universe," is overwhelmingly positive, claiming that "Second Life is emerging as a powerful new medium for social interactions of all sorts, from romance to making money. It may be the Internet's next big thing."

Wired's article, "How Madison Avenue Is Wasting Millions on a Deserted Second Life," is decidedly negative, stating that the environment is largely empty, hindered by nonscalable technology and boring.

Here are some contrasting passages from each article:

Participation

Newsweek: "It's 1 a.m., and the 'Dublin' nightclub is packed."

Wired: "One of the things you never see in Second Life is a genuine crowd — largely because the technology makes it impossible."

Number of users

Newsweek: "In the past year, membership has soared to more than 8 million users -- 2 million having signed on in the last two months alone."

Wired: "Second Life partisans claim meteoric growth, with the number of 'residents,' or avatars created, surpassing 7 million in June. There's no question that more and more people are trying Second Life, but that figure turns out to be wildly misleading. According to Linden Lab, the company behind Second Life, the number of avatars created by distinct individuals was closer to 4 million. Of those, only about 1 million had logged on in the previous 30 days (the standard measure of Internet traffic), and barely a third of that total had bothered to drop by in the previous week."

Fun factor

Newsweek: "The power of Second Life lies in its utility for the gamut of human activities. It's a potent medium for socializing -- it provides people with a way to express, explore and experiment with identity, vent their frustrations, reveal alter egos."

Wired: "Then there's the question of what people do when they get there. Once you put in several hours flailing around learning how to function in Second Life, there isn't much to do."

Marketing value

Newsweek: "More than 45 multinational companies, including the likes of American Apparel, IBM, General Motors and Dell are beginning to use the medium for customer service, sales and marketing."

Wired: "Companies say, 'It's an experiment' — but what are they learning?' Tobaccowala asks. 'Basically, they're learning how to create an avatar and walk around in Second Life.' Which is fine if that's what you want to do. Just don't expect to sell a lot of Coke."

Technology

Newsweek: "It was created on software that operates across multiple servers -- a grid system that could easily grow to accommodate a large, far-flung community."

Wired: "And even the popular islands are never crowded, because each processor on Linden Lab's servers can handle a maximum of only 70 avatars at a time; more than that and the service slows to a crawl, some avatars disappear, or the island simply vanishes. 'It's really the software's fault,' says Andrew Meadows, Linden Lab's senior developer. 'Way back when, we used to say, 'This is not going to scale.' "

So keep an open mind about believing everything you read -- except for Computerworld articles, of course!

By the way, here's another good blog on media coverage of Second Life.

What People Are Saying

I love to shop on internet

I love to shop on internet with coupons...I found at CouponAlbum site many online fresh coupons on magazines...

We are making exciting new

We are making exciting new entertainment areas in SL that will be self-sufficient. Come explore, discover, be amazed and goof around.

Corporate and well-known brands will continue to struggle with adding value to their brands in SL until they get closer to what is so special and unique..and many of them won't get it, just as many didn't get the web. New players will use this new technology to create new business just like Amazon, eBay, Google moved fast and smart almost 10 years ago.

We believe there is a market in SL for entertainment and we can avoid the easy, obvious but short-term plays in porno, gambling and land speculation.

But come see for yourself. Visit our areas which will be largest public space in the metaverse soon.

Chip is quite right. In

Chip is quite right. In addition, the corporations do not understand that Second Life is very much a person-to-person experience. Their big installments in Second Life are deserted because they are big sterile places with no personal interaction. They treat Second Life like a billboard. They need to hire someone to tend the store and create a place with interactivity.

The media has hyped the money-making opportunity all out of proportion. Certainly people like Chip have done well financially, but in truth very few people do more than break even.

Long-term residents of Second Life see it as a way to make connections and to learn. We go there for the opportunity to be creative, and we go there for the people. The folks who go there looking for passive entertainment don't stay long.

I've read both articles and

I've read both articles and as a long time participant in Second Life (since its inception) I'd say that both of them have valid points to make. The truth, as always, is somewhere in the middle. The press can't seem to write a balanced article about it. The authors are either caught up in the novelty and the possibilities of the medium and over-hype it, or they delight in bashing it (which is becoming a cottage industry lately). Both extremes do a disservice to readers. What I find ironic about the Wired article is that until recently they were a prime example of the hype.

If anyone's responsible for Madison avenue "wasting" millions of dollars on Second Life and not having it live up to their expectations, it's the sensationalist press, and the people who hold the purse strings for corporate advertising budgets just going by what they read and not immersing themselves in Second Life to know what it's about first hand. They're just desperate to exploit a new medium before it passes them by.

What they don't seem to grasp about this kind of participatory culture is that it's the homebrew aspect of it that's so appealing to people. Second Life is like a big craft fair where anyone with a bit of talent and creativity can find an audience. Can you imagine Nissan or Coke having great advertising success and garnering interest if they rented tables at a real craft fair? They'd seem out of place with all the local artisans. Would anyone pay them much attention?

SL is just like the internet in the early 90's. Some hailed it as the next big thing while others wrote it off as a novelty full of nothing but porn and vanity. It eventually became ubiquitous, but it took at least a decade to get to that point. In some ways marketers are smart to be experimenting now while the medium is in its nascent stage, but if they expect much enthusiasm over their entry into it at this stage, they're about a decade too early. We all remember how enthused people were to see corporate commercial interests discover the internet. Most people hated it at the time. It took a long time for that to change.