• December 3rd, 2009

    Second Life Gets A Life 2.0 At Sundance

    Does anybody go to Second Life anymore? It seems like a ghost town these days, although every now and then you hear rumblings of a quiet comeback for the proto-virtual world. Well, at the very least Second Life will be getting a second life at the movies. A documentary called Life 2.0 will be screened at the Sundance Film Festival.

    Life 2.0 was produced by PalmStar Entertainment (which is theglobe.com co-founder Stephan Paternot’s indie movie company) and Andrew Lauren Productions (The Squid And The Whale). → Read More

    July 2nd, 2009

    Does Anybody Still Use Second Life? And If So, How Much Is It Worth Today?

    Analyst firm Next Up Research has published an extensive report on Linden Lab, the San Francisco company behind virtual world Second Life. The research is based on aggregate data and is available on SharesPost, a site set up to trade shares of privately held companies (if you register, you can download the report for free from that page, or you can find other valuation reports on companies like Facebook and LinkedIn). The report goes rather deep into the valuation of the Linden Lab, which it pegs at somewhere between $658 million and 700 million.

    More on that later.

    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. First of all, you may be wondering if anyone is still using Second Life at all. The answer is yes, and users are very active on there → Read More

    April 21st, 2009

    Taser sues Second Life over fake in-game Tasers

    Ah, Taser. The Monster Cable of personal defense. Although the word “taser” has become so common as to be an improper noun like frisbee, kleenex, or google, the company still vociferously defends its trademark. I guess you can’t really blame them there, but suing Linden Labs because some Second Life player made a BDSM suit with a “built-in crotch taser”? How petty. → Read More

    April 16th, 2009

    There were Tea Parties in Second Life too

    Jesus, Mary, Joseph! We fleetingly mentioned those Tax Day Tea Parties yesterday, but this is too much. That’s right: Tea Parties in Second Life, the game that, um, is still popular? (Not a lot of buzz about it these days, I mean to say.) Anyway, here’s a few photos of the in-game protest about in-real-life issues. Because that’s how minds are changed, in online video games. Or don’t you remember the Republican National Convention in Stormwind last year? → Read More

    March 12th, 2009

    World of Wacraft, Second Life could face lawsuit from little known virtual world Web site

    From the frivolous lawsuit department: The folks behind Worlds.com are looking to sue the likes of World of Warcraft and Second Life for infringing on one of their longstanding patents that covers “virtual worlds” or somesuch. While that may seem pretty ludicrous, keep in mind that a similar lawsuits, against City of Heroes‘ NCSoft, was filed in a plaintiff-friendly district in Texas. Best case scenario for the Worlds.com folks is that Activision Blizzard and Co. have to license “virtual worlds” as an already-patented concept from them, which would means serious money. → Read More

    August 28th, 2008

    VR head nods in Second Life

    I’m totally OK with never trying this out in real life but some folks called VR WARE have created a way to add head gestures in Second Life by hijacking your camera and watching your facial expressions and eye movements. They’ve gotten it to recognize nods so far but can a wry smirk or a shoulder shrug be far behind? Truly, we are living in an age of miracles. via TC France → Read More

    July 31st, 2008

    Philip Rosedale Doesn't See Browser-Based Virtual Worlds As A Threat to Second Life. Is He In Denial?

    http://blip.tv/scripts/flash/showplayer.swf?enablejs=true&file=http%3A//blip.tv/rss/flash/1139135&feedurl=http%3A//techcrunch.blip.tv/rss/&autostart=false&brandname=TechCrunch&brandlink=http%3A//techcrunch.blip.tv/ Recently, there’s been a growing wave of startups and products appearing that are bringing 3-D virtual worlds to the browser. These include Vivaty, Google’s Lively project, and the Electric Sheep Co.’s WebFlock. And I’ve seen a few stealth companies working the same vein. None of these are as fully featured or immersive as Second Life, which requires a separate desktop client download. But it may not matter because a good-enough experience available via standard browsers may eventually qwn Second Life. Linden Lab, which operates Second Life, is working with IBM and others to make virtual worlds interoperable with each other. Still, for the most part, they don’t play nicely with the Web. Last week I caught Linden Lab founder Philip Rosedale on video at Fortune’s Brainstorm conference in Half Moon Bay, and asked him if Second Life is threatened by browser-based virtual worlds. In the video above, he argues that the browser is not yet ready to deliver the type of experience that you can get in Second Life. He does acknowledge that virtual worlds need to be opened up and standardized. But he doesn’t see the browser as a viable alternative to client-based virtual worlds any time soon. Is he right, or is he in denial? CrunchBase Information Philip Rosedale Vivaty Electric Sheep Company Lively Information provided by CrunchBase → Read More

    July 17th, 2008

    More Browser-Based Virtual Worlds: The Electric Sheep Company Releases WebFlock

    Sibley Verbeck is moving past Second Life. The CEO of the Electric Sheep Company has made a lot of money creating virtual islands in Second Life for big brands such as CBS, Showtime, and Intel. But now he is ready to bring those virtual worlds to the Web in regular browsers. Today, he is releasing WebFlock, a Flash-based 3-D virtual world application he is offering as a hosted software service. WebFlock worlds are private-label virtual environments targeted at big brands who want to have a 3D presence online that is more accessible than worlds like Second Life, which require a separate software download. Although we’ve seen $345 million invested in virtual-world startups so far this year, there is a definite trend of those worlds moving into the browser. For instance, recently launched virtual-world startup Vivaty is all browser based, and Google is experimenting with Lively, its own browser-based virtual environments. None of those other efforts, though, are Flash-based. They only work on Windows machines (because they tap into ActiveX). WerFlock worlds are viewable in any browser that supports Flash (i.e., nearly all of them). It supports 3D avatars, chat, virtual currencies, games, and embedded images and videos from YouTube and other parts of the Web. Verbeck is offering WebFlock as a hosted service to the same types of big brands he creates virtual islands for on Second Life. For instance, his first customer is Showtime’s The L-Word, which already has one of the most popular Second Life islands (created by Electric Sheep). By bringing that same virtual environment to the browser, Showtime thinks it can reach a much bigger portion of its audience. Verbeck took the same underlying technology Electric Sheep uses to create other virtual environments, called Aspen, and is now applying it to browser-based worlds. He envisions these 3-D worlds as standalone places integrated into different Websites. Connecting them together would make them more interesting. WebFlock does not come cheap. A ‘basic implementation,” which includes a 3-D space, avatars, and basic features, will cost “under $100,000″ for 12 months. And he is not abandoning his Second Life business entirely, but this new emphasis shows that he sees that the writing is on the wall for virtual worlds that are closed off (or at least hard to get to) from the rest of the Web. → Read More

    July 8th, 2008

    IBM And Second Life Announce Interoperability, But Bridging Virtual Worlds Is the Wrong Answer

    → Read More

    July 8th, 2008

    Vivaty Brings The 3D Web to Your Browser, Starting With AIM and Facebook

    Move over Second Life. The 3D Web is starting to make inroads into the plain old browser. By “plain,” I mean only Internet Explorer on Windows machines—which for now is what you need to experience Vivaty Scenes. But at least it’s a start. (Firefox support on PCs is coming in a few weeks, but Mac support is being pushed off further). Vivaty Scenes is launching today in public beta on AIM and in Facebook. These are realistic rooms that act as virtual personal environments—a 3D version of your personal page. You can set the theme, decorate with furniture and other virtual goods, and chat with the avatars of friends who enter your room (they need to install the app as well). The best part is that you can bring in photos from Flickr and Facebook, or videos from YouTube and display them on screens in your room. You can play MP3 songs as well. The graphics are a cut above what you’d find in pre-teen virtual-world social networks like Club Penguin, Habbo Hotel, or Cyworld. They are more along the lines of Second Life or a Sims videogame. Vivaty is backed by Kleiner Perkins and Mohr Davidow. It raised $9.2 million in August, 2007, and a $200,000 seed round before that. Says CEO Keith McCurdy: We are enabling full-featured 3D experiences inside a Web browser, instead of a separate application like Second Life. Every virtual environment—we call them scenes—is a URL. That could be a game-changer if Vivaty’s platform takes off. It is deep linking into the 3D Web. Since they have regular URLs, each 3D scene can be linked to from the regular Web. Even objects within each room can each have their own URL. That is what is exciting about Vivty Scenes. It is extending the Web to 3D environments. Vivaty Scenes work only with AIM and Facebook for now, but they can work with other services such as iGoogle, My Yahoo, or as standalone Web pages. Here is a demo video that shows what you can do in a Vivaty Scene. Remember, this is all browser-based. McCurdy used to be the VP of worldwide technology at Electronic Arts, where he started Ultima Online. But he thinks that treating virtual worlds like a big online videogame is a mistake. Making a dig at the parcel approach used by Second Life to distribute and develop virtual land, McCurdy notes: → Read More

    April 29th, 2008

    EA-Land (The Sims Online) Joins The Deadpool

    EA-Land, the service previously known as The Sims Online will shut August 1, despite a much hyped revamp announced late February. The Sims Online was generally regarded to be a failure for EA, with the company unable to turn the success of The Sims franchise into an online hit. The service wasn’t helped by a complete lack of customizable features (outside of the usual Sims customization tools) and EA charged for access. The new (but now never to be launched) EA-Land was to be EA’s second shot of success, and promised Second Life style customization and land ownership, with a free client and free to use service. EA didn’t provide a full explanation for the shutdown, only saying that “The lifetime of the game has drawn to an end, and now we will be focusing on new ideas and other innovative concepts in the games arena.” Paying users of the Sims Online are being offered a $15 gift voucher and three months premium access to Pogo. The Sims Online/ EA-Land joins the TechCrunch Deadpool. → Read More

    April 21st, 2008

    HiPiHi Opens Its Doors To The Public

    HiPiHi, China’s answer to Second Life has opened its doors to the public with a beta test that includes free features. We first wrote about HiPiHi in August 2007 when the company called for the establishment of virtual world standards and interoperability. German’s are famed for their ability to clone sites, but the Chinese aren’t far behind; HiPiHi looks and feels like Second Life, at least in the demonstration video (in Mandarin above). HiPiHi is available in Chinese and English, and name registration supports both character sets. The service is free to use and register, and like Second Life users can rent land and create their own items. According to the Second Life Herald, HiPiHi is working with Intel and IBM towards building the platform architecture so that it “is more open, highly scalable and truly inter-operable, in order to lay the groundwork for the mainstreaming of virtual worlds.” PC only, and although the service is available in English, the download page isn’t. document.write(”); http://documents.scribd.com/ScribdViewer.swf?document_id=2465964&access_key=key-29usjyrz8l35kzo3gi43&page=&version=1 Read this doc on Scribd: Lets HiPiHi final var scribd_doc = new scribd.Document(2465964, ‘key-29usjyrz8l35kzo3gi43′); scribd_doc.write(‘embedded_flash_2465964_17ce85′); → Read More

    April 14th, 2008

    Second Life on an Apple II+

    In a truly amazing feat of computer mastery, Joshua Linden of Linden Labs managed to get Second Life to run on an Apple II. OK, so it’s not exactly running on the Apple II, it’s actually streaming a Windows desktop, but it is a pretty accurate representation of what it would be like to run Second Life on an Apple II. → Read More

    April 2nd, 2008

    CTIA 2008: Samsung demos Second Life client for cellphones; common decency gives up

    I have a friend who’s obsessed with Second Life. She doesn’t play it much, but she’s in love with the idea. And she’s in the market for a new cellphone. Perhaps I shouldn’t tell her about this new Second Life client Samsung is planning on making available for some of its handsets. Is it a good idea? We don’t know. Is it a good idea my easily obsessed friends know about this? No. → Read More

    March 15th, 2008

    Children created in Second Life

    A potential market for AI in Second Life? Researchers at the Rensselaer Polytechnic Institute have created at 4-year-old boy, Eddie, within Second Life. Eddie runs around and “has beliefs,” according to researchers. As Eddie operates entirely on formal logic and well-defined theorems, reasoning is not automatically fast, Bringsjord said, explaining the need for clever engineering and high-performance hardware. They’re planning on using Eddie’s brain in other applications including training simulations using thinking actors. Child-like intelligence created in Second Life [ITNews] → Read More

    February 25th, 2008

    EA Turns The Sims Online Into Free EA-Land, Second Life Competitor

    EA is relaunching The Sims Online as a free service with a new name and new features, including UGC, commerce and land ownership. EA-Land is the new, free Sims Online (TSO). The 12 different cities from TSO are being moved to EA-Land and the game area is being expanded to be “100 times bigger than the previous size of any city.” Existing TSO users will be able to purchase land in EA-Land before the new (reincarnated) world is open to the public with paying TSO users becoming “EA-Land subscribers” in a similar fashion to the way Linden Lab charges for land in Second Life. Users of EA-Land will have the ability to upload custom content and (more importantly) buy these customizations from other players. Sounding a lot like Second Life? It gets better: We heard from the community that the economy was broken in TSO. That was true, too many users were billionaires, and the goal of the game was mostly about extracting money from Maxis. I can now say with satisfaction that we have fixed the economy on EA-Land. This took many features, from establishing a real estate market, where users can easily buy or sell lots to one another, and a dynamic object pricing market where the prices of objects purchased from maxis is based on supply and demand, enabling stores and entrepreneurs to earn a living. We also enabled users to buy simoleans directly from Maxis. While there is no need for users to do so in the game (we give subscribers simoleans every week), it can help new users build their dream house faster with a simple paypal transaction secured by us. There is one significant difference though to Second Life: EA-Land won’t become the wild west as EA will be “approving all of the content [so] this user content is safe to be viewed by everyone.” Second Life fans will point out that TSO/ EA-Land has a lot of difference to Second Life in terms of capabilities, and that is true. And yet really basic 2D service such as Club Penguin and Habbo Hotel have millions of users compared to Second Life’s 100-200,000 regular users over a 60 day period. As much as I hate the name, free is a great selling point and EA-Land has the potential of catering to users who want something more from their online words than the basic services, without → Read More

    January 8th, 2008

    Virtual Banking Banned in Second Life

    Linden Lab has announced that virtual banking within Second Life is to be banned effective January 22 after receiving multiple complaints by Second Life residents scammed by bank operators. Banking and associated services have become popular in Second Life over the last two years, with many offering ponzi style interest schemes that usually sounded too good to be true. Ginko Financial was the best known failure amongst Second Life banks, owing 200 million Linden ($750,000) to depositors when it declared itself insolvent in August 2007. In a post on the Second Life blog, Ken Linden said that as well as not being able to provide protection to Second Life users with these banks running, their legality under law is also questionable. The decision is unlikely to affect virtual stock exchanges but may affect groups such as Second Life credit card provider Metacard, who also previously offered bank services as well. Second Life banks are experiencing a run on their funds as customers seek to get their money before the ban comes in place. Companies such as JT Financial have been inundated by customers wanting to know what is going on. Screen shot of the JT Financial crisis meeting below. Banking joins bestiality and gambling on the banned in Second Life list. CrunchBase Information Second Life Information provided by CrunchBase → Read More

    December 18th, 2007

    No Dreams For One Third Of Electric Sheep Company Employees This Christmas

    The Electric Sheep Company, regarded by many to be the leading Second Life development company, has parted company with one third of its workforce (22 people). The Electric Sheep Company is best known recently for its work in creating the CSI:NY build in Second Life. The company offers its own Second Life browser “OnRez”, and provides services to companies looking to establish a presence in Second Life. While the CSI:NY Second Life experiment has generally be regarded as a success by most, Electric Sheep Company was caught when some of the ridiculously high number of expected signups through the cross promotion did not materialize, causing much of the CSI:NY build to be closed down shortly after launching. Adding to this, according to Massively was the decision by AOL Pointe and Pontiac to cease operations in Second Life, both of who were Electric Sheep Company clients. It would be easy to suggest that Electric Sheep Company’s failure here may be indicative of a broader downturn in Second Life; however, the more likely scenario is simply that this is a company that added too many staff in the expectation of ongoing and future work that didn’t happen, and they would be far from the first startup to be caught in this situation. Compound this with a highly competitive market and unfortunately for 22 people at the Electric Sheep Company, Christmas this year wont involve dreams of electric sheep. Update: via the first commenter, Virtual World News has more, including an interview with the Electric Sheep Company where they state they’ll be moving into other virtual platforms including Metaplace, Multiverse and Icarus. → Read More

    December 5th, 2007

    You're Not In The USSR Any More: Estonia Opens An Embassy In Second Life

    Eastern European nation Estonia has opened an official embassy in Second Life. Estonia for those not aware of the country is a former Soviet Republic that this year is celebrating 90th anniversary of its initial independence, before it was invaded and occupied by the Soviet Union in 1940. It’s bordered by Russia to its East and Latvia to the South, and became a member of the European Union in 2004, the same year it became an American ally by joining NATO. Estonia established an embassy in Second Life on the basis that Second Life was as progressive as its own society. The goals of the embassy are to promote Estonia among small groups of professional individuals by hosting discussions and lectures with people who not be able to travel to Estonia, and perhaps more interestingly, to act as a conduit for information to countries where Estonia has no representation (literally a virtual embassy). The embassy itself is an interesting build that’s hard to describe in words. The post-modernist architecture hosts a variety of levels that includes art work and meeting spaces. During my time at the embassy I was impressed to note that it was manned by a “Estonia Republic” representative. I didn’t ask for a visa or particular information about Estonia, but I’m sure that I could have. The embassy can be visited here (SLURL). In related news, those keen on the environment can participate in a virtual Bali conference, the current major conference being held to discuss the post Kyoto environmental treaty. The space is hosted by the Nature Publishing Group and includes speakers such as Tara LaForce of Imperial College in London, Simon Buckle of the Grantham Institute for Climate Change and George Monbiot, British enviro-nazi and enemy of Jeremy Clarkson of Top Gear fame. Those interested can TP directly to the NPG island here (SLURL) The news zone, where a traditional Estonian “Eesti hagija” dog welcomes you to the Embassy The architecture is hard to place Estonian Artwork → Read More

    November 21st, 2007

    Chris Collins From Linden Lab: Stability Is The Key

    I had the opportunity today to catch up with Chris Collins, the “Technical Assistant to the CEO” at Linden Lab, the makers of Second Life. A Commerce graduate from the University of Western Australia he started in tech, then like many locals (Vibe Capital, Mig33) headed off overseas. After working on his own startup 3 years ago in the Valley he fell in love with Second Life and landed a job as a Business Analyst with Linden Lab. More recently he took up the Technical Assistant to the CEO role, an interesting position in that it’s essentially an executive in training position. Collins shadows Linden Lab CEO Phillip Rosedale at all meetings and functions, and is also directly responsible for Lindex Exchange, the Linden Dollar to US Dollar currency service for Second Life. At the end of the position (6-9mths) he will then take up an executive role with Linden Lab. The following from my notes of the interview, the answers may be paraphrased at times but the core answers are per my notes. I’d hoped to record it but the initial Skype call was unusable. DR: There’s been a lot of talk about open source in virtual worlds, with talk of everything from virtual world interoperability, open standards and web based browsing. What’s Linden Lab doing to open up its doors? CC: Firstly we’ve opened up our client. As a direct result of this we are seeing new and innovative ways of connecting to Second Life. There are already a number of browser based clients in development, and more recently we saw a custom browser built specifically for the CSI:NY program. We’ve also started to provide API’s that hook into Second Life; registration is one area that provides Second Life registration capabilities to other sites, for example Telstra in Australia now provides registration from its Bigpond/ SL page. DR: What about the Second Life world itself? Obviously the sale of server space is the bread and butter of Linden Lab’s business model; will you consider opening this up as well in future? CC: Eventually we want to open up everything, every aspect of Second Life, but it’s a massive undertaking and it’s not something we can do overnight. DR: Talking of servers, there has been rumors that we might start seeing Second Life game servers in other countries, specifically there was a rumor that Telstra in Australia would be → Read More

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