The difference between a dreamer and an innovator is action. So what to do when your dreams are impossible to bring to life? Philip Rosedale created Second Life, and helped more than 15 million people make their impossibles possible.
Tag: Second Life
Social Media is now truly social – permeating every aspect of everyday life across generations. It has spawned businesses that have become household names, from eBay to Amazon, and individual behaviors that are quite literally changing society. Brian Solis’ Conversation Prism demonstrates the explosive growth of social media and the new skills – listening, learning and sharing – it requires. Not only innovators and thought leaders – but also such institutional stalwarts as PBS and the Library of Congress have embraced the moment and evolved. Which begs the question: Where is the education community?
Intrigued by the willingness of millions of consumers to pay real money for things that do not exist, some large companies are testing whether they can raise awareness of their brands — and sell more actual goods — by creating and offering their own pretend merchandise. Volvo Cars of North America, the clothing retailer H&M and MTV Networks are among the diverse brands entering the market for virtual goods — the make-believe items offered on social-networking games, smartphone apps or fantasy Internet sites.
If you're a marketer who has steered clear of Twitter, your (non)strategy may be paying off! It's possible that this Twitter thing may just take care of itself. In the middle of last year, Twitter's growth slowed from 7.8 million new users a month to 6.2 million, according to a recent study from RJ Metrics. That report also found that only 17 percent of Twitter users updated their accounts in December -- an all-time low. An earlier study by the Nielsen Co. revealed 60 percent of Twitter users do not return from one month to the next. Taking that into account, it's tempting to conclude that Twitter is following in the footsteps of another social-media ghost town, Second Life.
I'm on record as saying that Second Life was not worthy of the hype. I did my due diligence. I wandered the pricey real estate, and came to the conclusion that Second Life was "vapor ville." MIT colleagues like Beth Coleman and Ilya Vedrashko begged to differ. They could see something here that would endure. Well, we have data in hand. They were right and I was wrong.
Talking about communities, and newspaper communities in particular, often leaves people with a warm and fuzzy feeling. It's true that being a community manager enables you to meet wonderful people, but the reality of daily community management can be difficult and unsettling. Every community manager has to deal with community politics (the online equivalent of office politics), disillusionment and a lack of appreciation. However, there are some ways to deal with all of these problems.
And you thought Virtual Worlds were so passé…a new study suggests that virtual worlds may be getting a second life. In 2007-2008, many brands and companies flocked to Second Life to build a virtual presence, which spiked, peaked, and created somewhat of a backlash and ultimately a bit of a retreat in the process. By mid-2009, virtual worlds were realizing a comeback of sorts. In July 2009, virtual worlds consultancy kzero.co.uk reported that membership of virtual worlds grew by 39% in the second quarter of 2009 to an estimated 579 million. World of Warcraft, Entropia Universe, Habbo Hotel, Club Penguin and Second Life are respectively posting profits powered by those who were intent on getting a “second” life.
Now that Linden Lab has been around for nearly 10 years, and with its product Second Life celebrating its sixth birthday since launching publicly in June 2003, we thought it would be a good idea to take a close look at the report and see how the company’s doing according to the analysts.
The virtual world Second Life ("SL") has been in the news recently, announcing some high-profile executive changes, and a new policy to help users filter out mature content. I think the thing might be dead already, only nobody knows it yet.
Like many utopian visions, Second Life was uncompromising in its laissez-faire approach. The virtual world was launched as a platform that allowed users to do pretty much whatever they pleased, which made it difficult to explain to the uninitiated. Now, the venue is seeking to reach a wider audience through enhanced usability, helping new visitors quickly learn the ropes and enticing them to probe more deeply once they've become acclimated. Second Life's first attempt to accomplish these goals is a new home page that's already generated big bumps in exploration once users are "in world," according to the company.
A couple of folk suggested that games & social virtual worlds especially will really suffer in this economic downturn and may not survive. Which leads to the point of this post to put things in a little perspective: there is no decline happening.