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The Second Coming of Virtual Worlds

An anonymous reader writes "Things have been a bit quiet on the virtual world front recently, but according to an article in Silicon.com, things are about to change. Apparently it's only now that virtual worlds are really going to become a force to be reckoned with. 'Now experts predict the virtual world phenomenon is entering a second phase in which businesses will become shrewder about their involvement in such environments and look more carefully at the tangible benefits they can realize. Emerging technology specialist at IBM, Robert Smart, is confident virtual worlds will become more important to businesses in the coming years.'"

15 of 117 comments (clear)

  1. Re:Things have... by QuantumG · · Score: 2, Insightful

    There's nothing to sell in virtual worlds

    Wow. So all those people in Second Life are selling what? They've got a bigger economy then some small countries.

    --
    How we know is more important than what we know.
  2. Virtual worlds already came, saw, conquered by Anonymous Coward · · Score: 3, Insightful

    It's just that the real virtual worlds are facebook, google docs, myspace, amazon, craigslist, and so on... These don't attempt to copy "real life", they perform new functions that "real life" just couldn't perform.

    Someday, we will have much better virtual reality, and then avatar-based virtual worlds will become feasible - because, by then, it won't be about the avatar. But tell me how Second Life will help me collaborate with our team member over in Colorado? Let me tell you, the problem is not that we don't have an avatar to talk to. The problem is that we don't have the rich intersubjectivity, easy transitions between whiteboard, sketchpad, powerpoint, the subtextual awareness of people's available time/attention, the spontaneous conversations that everybody can listen to with half an ear or close their door to, and so on.

    Today's virtual worlds simply don't offer that. We're going to need a lot of new tech and interface development. Somehow I don't think exploiting Second Life as an e-commerce channel is going to be a game-changer.

  3. Real translation by Moraelin · · Score: 5, Insightful

    Translation: Business has realized the ineffectiveness of trying to do business against giant penis attachment and furry accessories in a world inhabited by idiots.

    Real translation: some guy at IBM figured out there's money to be made from those who _haven't_ realized that yet. So, in keeping with the tradition of hyping technologies to people who don't actually need them, next you'll see IBM and a few others pitching something along the lines of WebSphere Virtual World Server 7.1 as the second cumming of Christ. To CIOs whose idea of staying on top of their branch is reading lists of buzzwords, from paid-for-PR articles disguised as technology news.

    See, there's this funny thing about gold rushes. Almost invariably the only ones who made money are not the miners. It's those who sold equipment and food to them.

    A lot of business in the IT world lately is creating your own fake gold rush by PR, and trying to sell picks to some people who won't strike gold because there is none. And this reads like yet another bubble trying to get started. The message is, basically, "OMG, there's so much money to be made from virtual worlds, and there are all these people who'd take you more seriously and give you more money if they could walk into your 3D virtual shop dressed as a furry. But you have to be careful about what virtual world and business kit you get, you know? Get ours." Have you heard that before? Right. A million times, probably.

    E.g., Web 2.0: you'd get so much money and be the only ones profitable online, if you only had forums, and tags, and wikis, and supported BitTorrent. 'Cause it's all about empowering the users, baby. Build a better community web site, and they'll just beg to give you their money. No seriously, that's what the Web 2.0 trademark was supposed to mean. Well, until it was hijacked. There wasn't enough to be sold with that idea, so it got hijacked to mean: buy our funky javascript frameworks and servers, and you'll get everyone wanting to buy stuff from you. People only take an e-commerce site seriously if it has a megabyte of javascript per page, ya know?

    E.g., portals. Everything has to be done using portlets, and reinvent in Javascript badly the multiple windows and window management that your OS already had anyway. Customers will only take you seriously and give you lots of money if you buy our portlet server. And here's a few strawmen and non-sequiturs about how if it's done with any different technology, it can't possibly be the view and the information that the customer wants. (Confusing content with a presentation layer technology, basically.)

    Etc.

    So now the next message and bubble will be: do it with 3D virtual worlds! Buy our virtual shop kit, and this time the customers will really take you seriously! Would we lie to you? Again?

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Real translation by syousef · · Score: 2, Insightful

      All you said is true, but wouldn't it be much more concise to say that someone's got a virtual bridge to sell ya?

      --
      These posts express my own personal views, not those of my employer
  4. "Virtual worlds" will never take off by Carbon016 · · Score: 3, Insightful

    The concept of "pure" virtual worlds (i.e. not a "game" with a massive community) is pure marketing hype through and through, an accidental but inevitable extension of the success instant messaging has had. The vast majority of people find very little use in the concept and even less in the execution. Part of this is the fact that such applications require someone to relatively social and extroverted (to find value in interaction for interaction's sake), yet also find a need to supplement or replace being social in the real world with doing it online. These subsets don't overlap too much.

    The reason this doesn't apply to instant messaging is because instant messaging allows people to do much more: they can add coworkers and friends they know in real life, and be able to imitate existing technologies like the telephone they would already use and supplement them with advantages like a more casual environment allowing briefer conversations (also see SMS), and creating grouped conversations. It's form over function - you don't need a "3D world" to do that. So the problem is twofold. If you create a product that uses a new technology, and doesn't need that technology, it's introducing needless complexity. If you create a product that uses a new technology, but fails to extend current technologies, it's a novelty.

    Existing "virtual worlds" have two uses: gambling and sex. SL is barren except for the "clubs", most of the others are too. The only thing keeping the concept afloat is the endless cycle of press articles on about how "innovative" it is. Businesses have no sales in these "worlds" because while advertising is something that people accept on TV, if they don't have to go to a advertising area in the game they won't.

  5. Re:Its all hype driven by vadim_t · · Score: 2, Insightful

    It appears to me as a fairly long term, casual SL user, that people who make money in Second Life are obsessive enough to take the extreme lengths of time it takes to make a perfect skin / item of clothing / dance animation / etc, and are talented enough to make something that people want.
    Or they got in there first, eg xcite and sensations for sex attachments, who have been around for years.
    Or got there first before the "gold rush" days and bought up huge amounts of land and now make money renting to suckers or casual users.

    And that's different from the real world how? Hell, Microsoft got started by being there at the right time and getting a lucrative contract.

    On the other hand, there appear to be poor saps who get suckered in to paying huge amounts of money for a sim or an island. They build a club with the standard host / DJ / dancer setup, pay them virtual currency, and hope to get people who come and tip their dancers and their club, and then...??? Profit!

    And that's different from the real world how? There are lots and lots of poor saps who pay huge amounts of money on an establishment and setting up a business because they think they can run a successful bar, turns out they can't, and go bankrupt.

    In summary, the Second Life economy is funded by poor saps who fork out huge amounts of real currency to either pay pittances to virtual employees, who therefore don't really give a fuck, and just do it for fun, or pay the long established people who have all the land or have cornered the virtual niche market.

    Sounds a lot like a large part of the real world to me

  6. Re:The economics of a virtual world. by vadim_t · · Score: 2, Insightful

    Second Life allows users to create and sellp roducts and take advantage of the imposed scarcity, but will skim profits by controlling the
    conversion rate between linden dollars and USD. It looks like a real economy, but it's more like a pyramid scheme, as the profits will inevitably trickle up. It's like a casino. The house cannot lose as long as people keep coming.

    How's that any different from the real world? Your "casino" scheme is precisely the way land works in the real world -- whether you make any profit or not, you have to pay taxes. Same goes for webhosting, or renting an establishment, or...

    SL has very little to do with a pyramid scheme. Pyramid schemes are bound to collapse at some point, while SL doesn't really have to, just like a webhost or any other business that operates on the same model

  7. Re:An Honest Question.... by ergo98 · · Score: 1, Insightful

    Have you been living under a rock? There's a dozen stories a week about assholes making money selling crap in Second Life.

    During the Second Life PR stage, back during its honeymoon, I do remember the "people getting rich on Second Life" stories, though when you looked closer, "rich" ended up meaning "making far less than minimum wage".

    The worst part is that these were the hand-picked best examples, and for every one chump even breaking even, there are likely worlds more failing miserably (albeit probably trying to spin a fiction to themselves and online to convince themselves that this is the next big economy). And even if they weren't directly fed to the media by Linden Labs, the media has a vested interested in overblowing these things: It doesn't make for a very compelling story to write "A bunch of assholes sit wasting their lives away, all while pretending they're entrepreneurs despite making less real world money than a kid cutting lawns."

    And the stories about big business all rushing to set up their Second Life environments....you've been had, bitches! The only ones making money out of that deal are the pitchmen that sell the services to set up this garbage.

  8. Re:Remove need to fly? Store Documents? What?!? by Dark_MadMax666 · · Score: 2, Insightful

    Umm for same reasons people spend lifes in virtual worlds instead of real ones - your virtual alter ego is better looking, more succesfull and easier to live with than a real one

  9. An Honest Beginning.... by Ostracus · · Score: 2, Insightful

    "I hear about all these businesses and universities spending so much money on virtual places that are lucky to get a dozen "hits" a month. Are any of these visitors buying a product, becoming more brand-loyal, or spreading the word?"

    Sounds like the beginnings of the WWW, doesn't it?

    --
    Shai Schticks:"You don't make peace with friends, you make peace with enemies"
  10. Interesting by foxalopex · · Score: 2, Insightful

    I'm surprised there's so many negative comments on SecondLife in particular although in some ways I agree. Myself I've long been a user of MUDs, actually I'm still a part of one today. (Free Text-based Virtual Systems). I never did like SecondLife due to it's commercial content but I can understand it's attractiveness for many. I think businesses don't understand the reality of VR systems. For most people, it's about one's self in many ways. Think of it as a spiritual journey for many. Put it this way, I think VR Systems are an expression of someone's hopes and dreams. If your hopes and dreams only consist of commercial products... Well I'd say that's why your life feels empty.

  11. "virtual" my ass by Tom · · Score: 2, Insightful

    It's not a "world" until it advances a lot more. One of the reason that "virtual meetings" don't hold a candle to real meetings it that you have a what? 30 field of vision? That is if your screen is fairly large.

    See, in the real world you have 180 FOV, full positional full-duplex audio, unlimited resolution, and a much, much more intuitive user interface.

    Virtual worlds need to become a lot more immersive before they will take off. As long as a simple conversation isn't as simple as in the real world, there will be some early adopters and hype, but that's it.

    Me, I want touch. You don't even begin to realize how much touch and force feedback matters until you're in a "virtual world" where you have neither.

    --
    Assorted stuff I do sometimes: Lemuria.org
  12. Re:I, for one, by tnk1 · · Score: 2, Insightful

    For some things, a virtual store is not ever going to really help you. People go to stores to inspect what they are buying and to see how clothing looks on them, for instance. In VR, the item you buy is never ripped or threadbare or doesn't fit right, nor does it feel flimsy.

    Now, I imagine that you might someday get enough fidelity in color matching on your monitor to at least see the colors as they would be in real life, but you'll never be able to inspect the merchandise.

    For other things, you don't need a silly virtual store, a web page will do just as well. Things like electronics and other things that you can't spot inspect in person can be just as well sold in 2D because all you really need are the specifications of the item and whether it is what you are looking for.

    At the very least, a mostly convincing store is going to have to wait for virtual worlds that are not stuck inside of a monitor, but rather exist as a "holodeck" or completely jacked in Matrix experience. In that case, you might finally be able to create an accurate enough representation of yourself to say, try on clothes. It still won't allow you to inspect the real goods, however.

  13. Re:I, for one, by Lodragandraoidh · · Score: 2, Insightful

    Things like electronics and other things that you can't spot inspect in person can be just as well sold in 2D because all you really need are the specifications of the item and whether it is what you are looking for.

    Imagine, if you will, wanting to buy a computer -- a tower workstation -- and you want to examine it -- to see how easy it is to open, and work on - where are the memory modules -- are they poorly placed near the power supply, making replacement/retrofitting problematic?

    Wouldn't it be an application that is tailored to the virtual world? This is also an application that you don't often (if ever) get a chance to do IRL - as you say.

    Training and troubleshooting hardware is another area where this can be useful -- without having to incur the expense of a live system -- it can all be simulated in software in the VR world.

    I agree you won't be able to try on clothes...but who thinks that is a valid application for VR anyway?

    --

    Lodragan Draoidh
    The more you explain it, the more I don't understand it. - Mark Twain
  14. yawn by drfrog · · Score: 2, Insightful

    they said the same thing with the advent of vrml 2.0

    its spin

    they asked if sgi and its cosmo division would lead the way to , get this...THE SECOND WEB!

    the problem with most of these 3d communities is they are encapsulated into a corporate environment requiring u to EULA to exist in their realm

    it equivalent to camping on private propery

    --
    back in the day we didnt have no old school