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April 10, 2009 3:37 PM PDT

Second Life strives for a second wind

by Caroline McCarthy

Updated at 6:15 p.m. PDT with correct list of companies that have signed on to test the software.

After it made headlines last week for yet another executive leaving the company, you'd really think things couldn't get much worse for virtual world Second Life and its parent company Linden Lab.

The marketing hype--it's the next Internet!--bottomed out long ago. There was a wave of unflattering press, from virtual terrorism to technical problems to banking scandals. Even the NBC sitcom "The Office" jumped on board, lambasting Second Life with an episode in which Dwight Schrute, the show's archetypal "creepy nerd," professed his addiction.

"I signed up for Second Life about a year ago," Schrute, played by actor Rainn Wilson, explained with his usual dweeby pomposity. "Back then, my life was so great that I literally wanted a second one."

Riding a flying Segway in Second Life.

(Credit: Linden Lab/Screenshot by Caroline McCarthy)

This month's departure of Ginsu Yoon, vice president of corporate development, follows the exits of high-profile executives like chief technology officer Cory Ondrejka and eventually founder and CEO Philip Rosedale. In a post on the Linden Lab blog, Yoon called it "a graduation of sorts for the company and for me...great companies evolve their management around the reality that experienced executives enjoy different stages of company development."

Sunny spin, sure. But this might be one instance where a major executive shake-up could actually be a positive sign.

True to its reputation as a haven for utopian dreamers, Second Life's original executive team wasn't entirely in touch with the business side of things. "I describe it as sort of like being in a Berkeley commune and if the kitchen catches on fire you have to take a vote before you put it out," said Wagner James Au, author of "The Making of Second Life: Notes from the New World," who was employed as a contractor at Linden Lab in 2006.

Philip Rosedale's replacement, announced just over a year ago, was digital-strategies veteran Mark Kingdon. Critics took this as a move that Linden Lab meant business, and the sands shifted internally as well.

"It's got less of that start-up feel," Au said of Linden Lab, which now employs more than 300 people. "The big shift in corporate culture happened after Philip left, and after he stepped down as CEO and then took a chairman role."

Linden Lab representatives do not disclose financials, but they say that Second Life is profitable. Mark Kingdon explained in an interview with CNET News that he estimates user-to-user monetary transactions in Second Life may hit $450 million in 2009, up from $350 million. "(Revenue) comes from land maintenance fees, fees from the 'Lindex,' which is where people trade our micropayment currency, and also from the sales of Linden Dollars themselves," Kingdon said, "and some other sources like in-world advertising and e-commerce, where we recently made a couple of acquisitions."

Herein lies the heart of the matter. Second Life might have earned a reputation as a nexus of odd subcultures, but its primary sources of revenue--a virtual currency, micropayments, an array of virtual goods--fit right into the social Web's business model du jour. Facebook, for example, has been ramping up the focus on its virtual gift application, and is testing a new product in which members can purchase credits simply as street-cred points that they can dole out to their friends.

The system is there in Second Life, and in spite of what the media has concluded, it seems to be alive and humming, even if it's still relying on virtual-world enthusiasts rather than blue-chip marketers. More importantly, what Linden Lab seems to finally be recognizing is that Second Life needs some permanent institutions before it can hope for an influx of people.

Corporate participation is key
The burgeoning space known as "Enterprise 2.0" may turn out to be Second Life's real cash cow. While many marketing campaigns that went into the virtual world have since pulled out or lie fallow, IBM, which has had a presence in Second Life since late 2006, hasn't given up. There are more than 50 IBM regions, or "sims," in Second Life now, including sales and marketing centers, and IBM has been working with Linden Lab to develop and test a behind-the-firewall environment for workplace collaboration and training. Intel, Northrop Grumman, and the U.S. Naval Undersea Warfare Center have also signed on to test the software.

"Businesses are finding great value in collaborative tools and virtual learning, and I think it's going to be an incredibly powerful platform," Kingdon said. Having a more business-savvy executive team--which recently added veterans of Adobe, Pixar, and Intuit to its ranks--is key.

The corporate participation is crucial because you can't just throw individuals into Second Life the way you can into a social network or a role-playing game that has clear aims and instructions.

"It's like trying to learn World of Warcraft and Photoshop at the same time," Wagner James Au said, adding that Second Life's once crash-prone software is "slowly getting better" as new development goes on. "You go in and there's generally a bizarre menagerie of creatures, and it's just kind of overwhelming for people and there's not any specific goal. That's kind of the whole design of Second Life: you want this free-form world where you can do anything. But it's sort of that paralysis of choice that economists talk about. When you have way too many choices, a lot of people just kind of get frozen."

Au, who continues to keep close tabs on Second Life at the blog New World Notes, estimates its current active user count to be 650,000, and said that it's finally starting to grow again after a period of stagnation. Over half of its users are now outside the U.S.

"We had really terrific active user growth that started nicely in the middle of last year," CEO Mark Kingdon said. "In the last week of March, users spent more than ten million hours in Second Life, and that's up from six and a half million in the same week a year ago."

The organized groups slowly gravitating toward Second Life as a platform aren't restricted to companies, though. "There's a mini-MMO within Second Life called Bloodlines that's like a vampire role-playing game. It's got, like, 40 to 60,000 users in it," Au said. "It's gotten complaints, because to advance as a vampire you have to infect other people so they've been showing up in (virtual) shopping malls and fashion shows and started biting people."

Dwight Schrute had better watch his back--or neck.

Caroline McCarthy, a CNET News staff writer, is a downtown Manhattanite happily addicted to social-media tools and restaurant blogs. Her pre-CNET resume includes interning at an IT security firm and brewing cappuccinos. E-mail Caroline.
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by timber2005 April 10, 2009 4:06 PM PDT
Second Life is becoming a major tool used in College/University level education. I work with East Carolina University to help expand our online campus (one of the largest in second life).

More information here: http://hawk.aos.ecu.edu/secondlife/
And you can visit us in world: http://slurl.com/secondlife/ECU%20II/117/125/25/
Reply to this comment
by play7 June 13, 2009 10:19 AM PDT
Oh yes paid ads.DOn`t forget to tell the truth here :)
by BtmnHatesRbn April 10, 2009 4:12 PM PDT
Second Life causes addiction that has destroyed lives and should be treated as a drug.

Meanwhile, the rest of us in the real world don't care, and most don't know, about Second Life.
Reply to this comment
by brthauer April 10, 2009 11:58 PM PDT
Yes and Elvis played the Devils Music and watching too much TV makes your eyes go square. Its statements like these that convince me that SL and other virtual worlds will one day be more popular than Elvis and TV neither of which used by discerning balanced human beings was dangerous to your health or well-being, unless you tried to dance like Elvis and Dislocated a Hip or Fell over your Telly and broke something....
by megustansalchichas April 10, 2009 4:24 PM PDT
650 thousand users? that's nothing. This is ripe for a takeover -Sony could buy Linden Labs and incorporate 2nd Life into HOME...
Reply to this comment
by viper396 April 10, 2009 9:37 PM PDT
You don't actually know anything. 650 Thousand is a respectable amount and there many businesses who would love to have half that amount of paying subscribers. As far as Sony is concerned, they are hardly in the financial position to purchase anyone yet. The PS3 has to make a profit first.
by stigmattaman April 10, 2009 4:44 PM PDT
Good piece here Caroline. I think what most like to forget is that these guys are profitable (probably, if you believe them) and their ceiling may not be as high as some of its Web 2.0 brethren, but it's a solid business. We all get caught up in the hype, potential, and acquisition-ness of a lot of social Web sites, but we rarely give credit for solid companies like Second Life.
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by gregorytga April 10, 2009 8:12 PM PDT
It seemed like everywhere you turned, Second Life was being touted as the future of the internet when really it was a really vibrant subculture, basically manifestation of the horrors of chatrooms from the days of yore.

While I don't hold any contempt towards Second Life, I just can't see it ever appealing to masses (self included). Its interesting to see that its still living and hasn't gone to "Afterlife".
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by Angmarr April 10, 2009 8:38 PM PDT
the is a sad excuse for a MMO -- yea its ranked as an mmo sometimes!
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by professionaladventurer April 10, 2009 9:05 PM PDT
Second life is pathetic. Dwight summed it up well. I don't have enough time for real life let alone creeping around and being a voyeur or participating in some academic experiment or some financial scam (but I do wish I had thought of that one). But hey, the more people that are in 2nd Life the fewer on my trails and in my mountains.
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by loose_screw April 10, 2009 9:45 PM PDT
Do people really spend money on these things in this economy? Let's see, yeah I'd rather spend money on "virtual" products than pay down my debt or bolter my emergency fund.

Insanity.
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by Angmarr April 10, 2009 10:00 PM PDT
ya i know - spending money in WOW or whatever to buy some UBER sword or something is bad enough! BUT in these games people pay money to GET MARRIED, HAVE GIRLFRIENDS, etc.

I mean ***, Those are things people NEED to do in REAL LIFE!!! not in some game

some people seriously need to live their ORIGINAL life before living in some 2nd life = P
by cvaldes1831 April 10, 2009 10:47 PM PDT
@Angmarr:

There's already a site for that: http://www.getafirstlife.com/
by markci May 7, 2009 2:08 PM PDT
*** Do people really spend money on these things in this economy? Let's see, yeah I'd rather spend money on "virtual" products than pay down my debt or bolter my emergency fund. ***

Well that could apply to any sort of spending on entertainment now couldn't it retard? Real genius comment.
by sparrowhyperion April 11, 2009 6:21 AM PDT
I gave up on Second Life when it started to look like you were living in a TV commercial.
Reply to this comment
by technoeyes April 11, 2009 9:57 AM PDT
As a counter statement in retrospect to what has been posted earlier. In this economy there are those of us that enjoy the micro economy of SecondLife and at least can "have a life" in a lot of respects so there are some attributes to existing in a second life environment that fills a void of non-life in the real world. Also there are the aspects with regards to being able to exchange and create in that environment that is like no other place and play that out in a world community as though in real life which is unique and with the ease of use of the translator HUD in SecondLife exists the ability to communicate with virtually anyone for $0.50 in real time.
True... I agree with what has been stated here and then at the same time there will always be a vast gradient of appreciation from people I feel there are more good than bad to get out of it than is voiced in posts thus far as I have casually seen. During times of real life hardships globally there is a sense of "I can" attributed to building virtual business or collaborating socially and or learning new skills within SecondLife that do NOT have costs associated in real level $$$ that I think are a valuable alternative to have access to. Woopsie... Maybe I shouldn't have said anything... the next thing we know it will become as expensive in SecondLife to do anything as it is in the real world which is why I love the place and have many things going on that otherwise I could not in the real world. I do agree with the addiction aspects but then that to me is a prime example of the NEED to have something meaningful in contrast to the lack of it in a real world sense. SecondLife is a mixture of gamers on one hand and realists on the other hand and it's the realists side of things that they are talking about in application with regards to prime rate companies making investments in the possibilities of its use in the world as a valuable education and communications tool accessible a lot easier at a lot less cost to a lot more people whom might otherwise never have that ability in the real world.
That's my take and abbreviated at that. I am a business owner/operator in SecondLife.
Reply to this comment
by yoyo9812 April 13, 2009 9:12 AM PDT
Oh boy! Let me throw a continuous stream of real money into a virtual hole so that I, too, can have the privilege of subjecting myself to an endless stream of corporate advertisements and an undiscussed underbelly of beastiality, demented sexual role-play, and kiddie-like porn dungeons that are all completely allowed!
Reply to this comment
by playadel2001 April 13, 2009 9:33 AM PDT
"But it's sort of that paralysis of choice that economists talk about. When you have way too many choices, a lot of people just kind of get frozen."

Maybe people are "frozen" because Second Life is so stupid it stuns them into inaction.
Reply to this comment
by markci May 7, 2009 2:12 PM PDT
*** Maybe people are "frozen" because Second Life is so stupid it stuns them into inaction. ***

Actually it sounds like the problem is on your end.
by MrsSammons April 22, 2009 7:50 PM PDT
Second Life is very addicting. I myself once spent hours a day "working" and meeting "friends". After it was revealed to me that I was neglecting my REAL life, I deleted it from my computer and only go one every now and again at a friend's house. Now it has been revealed to me that my best friend is addicted to SL. She met a man on there and has fallen out of love with her husband and four children and is plotting to leave him for this man that she's never met in person. As much as I love her, I can't convince her to stop neglecting her husband and children for SL. I am afraid that she is going to end up another statistic.
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by Sam Papelbon April 23, 2009 10:03 PM PDT
i'm pretty sure the census keeps statistics on married couples, too.
by virtually_creative April 24, 2009 8:57 AM PDT
SL is a freeform virtual world where creative people can express themselves in a huge number of ways. Anyone who thinks its all about sex should look at some of the machinima (movies) made there - try this one for a start - Watch the World by Robbie Dingo :
http://www.youtube.com/watch?v=vV1YbWBSXS8
then view the other machinima in the secondlife showcase at the website
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by play7 June 13, 2009 10:18 AM PDT
"Updated at 6:15 p.m. PDT with correct list of companies that have signed on to test the software. "

This tells all about second life BS lies and total misleading of how the game really is. What happened is the got caught in a lie Hence why they made the correction...........Sooner of later LL will met its maker.....The REAL WORLD LAWS AND REGULATORS! Until then STAY AS FAR AS YOU CAN FROM THIS GAME AND ITS UNDER AGE USERS!
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About The Social

CNET News' Caroline McCarthy is a downtown Manhattanite who believes that, despite popular opinion, the Web can actually help your social life. She's happily addicted to fun social-media tools from Twitter to Yelp to Facebook, sends an inordinate number of text messages, and has a tendency to waste time at the office reading restaurant blogs. Here, she explores all facets of the Web's gregarious side, as well as the unique tech culture in her home city of New York. (Don't call it Silicon Alley.)

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