1 October 2006

Living a second life [The Economist]

Be the first to share

Second Life
“Second Life is not a game,” writes The Economist this week. “Admittedly, some residents—there were 747,263 as of late September, and the number is growing by about 20% every month—are there just for fun. They fly over islands, meander through castles and gawk at dragons. But increasing numbers use Second Life for things that are quite serious. They form support groups for cancer survivors. They rehearse responses to earthquakes and terrorist attacks. They build Buddhist retreats and meditate.”

“By emphasising creativity and communication, Second Life is different from other synthetic online worlds. Most ‘massively multi-player online role-playing games’, or MMORPGs (pronounced ‘morpegs’), offer players pre-fabricated or themed fantasy worlds. Second Life, by contrast, was designed from inception for a much deeper level of participation.”

“Unlike other virtual worlds, which may allow players to combine artefacts found within them, Second Life provides its residents with the equivalent of atoms—small elements of virtual matter called ‘primitives’—so that they can build things from scratch.”

“Because everything about Second Life is intended to make it an engine of creativity, Linden Lab, the San Francisco firm that launched Second Life commercially three years ago, early on decided that residents should own the intellectual property inherent in their creations. Second Life now allows creators to determine whether the stuff they conceive may be copied, modified or transferred. Thanks to these property rights, residents actively trade their creations.”

Second Life’s total devotion to what is fashionably called ‘user-generated content’ now places it, unlike other MMORPGs, at the centre of a trend called Web 2.0. This term usually refers to free online services delivered through a web browser—for example, social networks in which users blog and share photos. Second Life is not delivered through a web browser but through its own software, which users need to install on their computers. In other respects, however, it is now often held up as the best example of Web 2.0.”

“Second Life is also attracting the attention of corporations and advertisers from the real world hoping to attract the metaverse’s residents. Publishers now organise book launches and readings in Second Life. The BBC has rented an island, where it holds music festivals and parties. Sun Microsystems is preparing to hold in-world press conferences, featuring avatars of its top executives. Wells Fargo, an American bank, has built a branded ‘Stagecoach’ island, where avatars can pull Linden dollars out of a virtual cash machine and learn about personal finance. Starwood, a hotel and resort chain, is unveiling one of its new hotels in the virtual world.”

“Toyota is the first carmaker to enter Second Life. It has been giving away free virtual vehicles of its Scion brand and, in October, will start selling all three Scion models. Toyota really hopes that an ‘aftermarket’ develops as avatars customise their cars and sell them on, thus spreading the brand ‘virally’. Toyota will be able to observe how avatars use the cars and might, conceivably, even get ideas for engineering modifications in the real world.”

Read full story

Be the first to share
2 September 2015
What do people really do at airports?
A few days ago researcher Ben Kraal gave a talk at UX Australia 2015 describing four years of research done by him and his colleagues on what people do in airports and what airport …
2 September 2015
[Book] The Silo Effect
The Silo Effect: The Peril of Expertise and the Promise of Breaking Down Barriers by Gillian Tett Simon & Schuster - September 1, 2015 304 pages > Extract Abstract From award-winning columnist and journalist Gillian Tett comes a brilliant examination of …
15 August 2015
What is the ‘sharing economy’? A perspective from Seoul
As a Fulbright grantee, Emily Hong spent part of the last year researching the sharing economy in Seoul. One of her main findings? Korea actually has two. The first is small-scale, hyper local and socialist in …
14 August 2015
Jon Kolko: Design thinking comes of age
How should companies think about design centricity? For Jon Kolko, vice president of design at Blackboard, an education software company, design thinking can define the way an organization functions at the most basic levels—how it …
11 August 2015
Thingclash: putting human values in the IoT
The Internet of Things (IoT) is forecast to be one of the most far reaching and fundamental shifts in how people interact with technology and their environment since the advent of the Internet. But, the rush …
1 August 2015
Nissan’s place-based design process
Megan Neese is a senior manager in the Future Lab at Nissan Motor Ltd., a cross-functional team tasked with uncovering new business opportunities for the future of automotive. In an article for EPIC, she explains how …
31 July 2015
Service Design in Consumer Banking: the challenges and opportunities
Last month the people from Irish UX consultancy Frontend Design looked at the UX revolution in healthcare and how changes in that sector are moving towards putting the customer at the centre of the service. …
31 July 2015
[Book] Excited to announce the new book by John Thackara
How to thrive in the next economy by John Thackara Thames & Hudson August 2015, 192pp Abstract Drawing on a lifetime of travel in search of real-world alternatives that work, I describe how communities the world over are creating a …

We are an international experience design consultancy helping companies and organisations to innovate their products, services and processes by putting people and their experiences first.

2 July 2015
Getting citizens involved in protecting fragile energy environments

A new project funded under the FP7 European Commission framework is getting citizens involved in testing new tools for reducing energy consumption during peak loads, in the hope that its pilot program will set the new state of the art for protecting locations with fragile electricity supplies. One of France’s most fragile regions The Provence-Alpes-Côte […]

5 May 2015
Experientia designer Dohun YuLuck Jang 유록 in Design 4 Disaster

Design 4 Disaster features an engaging illustrated safety manual for ship passengers, a personal project by Experientia designer Dohun YuLuck Jang 유록. After the Korean ferry accident last year, Yuluck (who is Korean) wanted to find a way to make safety manuals more interesting to read. He spent one year designing an interactive safety guide […]

16 March 2015
Better Health and Wellbeing: Giving the elderly in Singapore sparkling golden years

Invitation: sharing session, Singapore, 30 March 2015   What are the hopes and fears of the elderly in Singapore? How can designers offer solutions that support the elderly in managing their health and wellness? What can healthcare professionals do to help them keep active? What role can technology play in the elderly’s daily lives? Design consultants […]

1 January 2015
Happy Playful New Year
21 December 2014
Experientia’s Twitter feed live

Experientia has now its own Twitter feed. Four months of Putting People First posts and other links have already been uploaded. If you followed Experientia on Twitter through the feed of its CEO, Mark Vanderbeeken, make sure to now also follow the company (but don’t unfollow Mark, who will keep on tweeting away). And while […]

19 December 2014
Putting People First blog redesigned

Experientia’s Putting People First blog has been redesigned. It is now entirely responsive, allows for easier browsing, searching, and filtering, and features larger images on the posts. The entire history of posts remains accessible as before. We are still tweaking things and welcome any feedback.

See all articles