Second Life
Thursday, January 25th, 2007Ok, this is something that really has been puzzling me for months. The Second Life hype. Today was the tipping point - i need to understand the dynamics of the hype - hope you can help.
A danish IDG arranged event called webchamp honoring great web solutions devotes about 80% of it’s full-day conference to Second Life. Rest aside that Second Life has got nothing to do with the World Wide Web (Web) it’s interesting how mass media is pumping/hyping up Second Life.
Overlooking the very low user numbers compared to for example gaming/sharing environments, ignoring that each decade have had it’s own graphical virtual worlds (the 80’s: Habitat, the 90’s: Active Worlds and ignoring more complex trends like participation, blogging, sharing, etc. Evidence-based the hype is so disproportional to the major trends that are seeing user adaption and the trends that are shaping us, our organizations and societies.
I think ideas like Second Life will have an impact in a 6-12 years time span - especially if they become open standards and open source.
So help me, what is it that makes Second Life so good to hype up?