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The Creative Power of Second Life

Alice, over at Kotaku, has a post up looking at what Second Life means to the Web 2.0 crowd. Cory Ondrejka gave a presentation at the O'Reilly Emerging Technology Conference about what 2L is about, and dropped some interesting statistics on the audience. From the article: "Here's Cory's killer factoid, just announced here: Over 70% of Second Life residents have created an artifact - from scratch - in this past week. That's one crazy level of output. To give you a bit of perspective, that's approximately 23,000 human hours of play-work per day. Cory points out that this would cost Linden Labs over $400m a year to produce centrally, clearly not a viable business prospect. "

3 of 50 comments (clear)

  1. Created a what now? by FooAtWFU · · Score: 4, Insightful
    Created an "artifact"? What qualifies? If I take one of Second Life's "prims" and just place a sphere somewhere in space, does that count? I think the statistics are... overrated.

    And how on Earth does he come up with the hour figure exactly?

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    The World Wide Web is dying. Soon, we shall have only the Internet.
  2. 99% of it is shit by QuantumG · · Score: 4, Insightful

    And therefore it would only cost Linden Labs about $4m a year to produce work with more significant quality. It's kinda stupid to do this kind of analysis anyway. The whole point of Second Life is that it is different. Comparing Second Life with, oh, I don't know, WoW, is like comparing apples and oranges. You can like both, it's ok.

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    How we know is more important than what we know.
  3. If only... by C10H14N2 · · Score: 3, Insightful

    ...the graphics in Second Life weren't oh-so-1995--and yeah, everyone is making stuff. Well, that's just great. Kind of like the last time I was at a county fair and realized the same thing...and not only didn't want any of it, but wanted to get as far away from it as humanly possible.