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Second Life

2003 online virtual world platform

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The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. Second Life users, also called 'residents', create virtual representations of themselves, called avatars, and are able to interact with places, objects and other avatars. They can explore the world (known as the grid), meet other residents, socialize, participate in both individual and group activities, build, create, shop, and trade virtual property and services with one another.

The platform principally features 3D-based user-generated content. Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency. Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school).

History

Philip Rosedale formed Linden Lab in 1999 with the intention of developing computer hardware to allow people to become immersed in a virtual world. In its earliest form, the company struggled to produce a commercial version of the hardware, known as "The Rig", which in prototype form was seen as a clunky steel contraption with computer monitors worn on shoulders. That vision changed into the software application Linden World, in which people participated in task-based games and socializing in a three-dimensional online environment. That effort eventually transformed into the better-known, user-centered Second Life. Although he was familiar with the metaverse of Neal Stephenson's 1992 novel Snow Crash, Rosedale has said that his vision of virtual worlds predates that book, and that he conducted early virtual world experiments during his college years at the University of California, San Diego, where he studied physics.

Second Life began to receive significant media attention in 2005 and 2006, including a cover story in BusinessWeek magazine featuring the virtual world and Second Life avatar Anshe Chung. By that time, Anshe Chung had become Second Life's poster child and symbol for the economic opportunities that the virtual world offers to its residents. At the same time, the service saw a period of exponential growth of its user base.

One of the principal developers, Cory Ondrejka, was forced to resign as chief technology officer in December 2007, with Rosedale citing irreconcilable differences in the way the company was run. Nevertheless, the platform continued to grow rapidly, and by January 2008, residents spent a total of 28,274,505 hours "inworld" and on average 38,000 residents were logged in at any moment. The maximum concurrency (number of avatars inworld) recorded was set at 88,200 in the first quarter of 2009.

Second Life was honored at the Technology & Engineering Emmy Awards for advancing the development of online sites with user-generated content in 2008, adding to the media attention. Rosedale accepted the award, although he had announced plans to step down from his position as Linden Lab CEO and to become chairman of Linden Lab's board of directors instead in March 2008. Rosedale announced Mark Kingdon as the new CEO effective May 15, 2008. In 2010, Kingdon was replaced by Rosedale, who took over as interim CEO. After four months, Rosedale abruptly stepped down from the Interim CEO position. It was announced in October 2010 that Bob Komin, Linden Lab's chief financial officer and chief operating officer, would take over the CEO job for the immediate future.

With the platform's failure to continue its high rate of growth after 2009, Linden Lab announced layoffs of 30% of its workforce in 2010. Some 21.3 million accounts were registered by this point, although the company did not make public any statistics regarding actual long-term consistent usage and numbers of dormant accounts.

Despite speculation as to the actual size of the user base, Second Life continued as a commercial success. In 2015, Second Life users cashed out approximately US$60 million and Second Life had an estimated GDP of US$500 million, higher than some small countries.

Recognizing improvements in computing power and particularly in computer graphics, Linden Lab began work on a successor to Second Life, a VR experience called Sansar, launching a public beta in July 2017. Uptake was low and Linden Lab halted development in 2020 to focus their attention fully on Second Life. The rights to Sansar's assets were sold to Wookey Search Technologies, who are expected to continue development on the title without Linden Lab. Second Life has been cited as the first example of the metaverse, a concept which has been taken up by other major corporations such as Facebook in 2021. As a notable precursor (which retains a small and loyal following), it provides several examples of virtual reality social issues and lessons learned.

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