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As it celebrates a decade of enabling virtual experiences, Second Life provides startups with a few hard but valuable lessons on the realities of creating products and building audiences.
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10 déjà et pas le succès espéré au début. Tout à fait d'accord avec le problème du modèle économique et des conventions d'interface (que malheureusement Open Sim a hérité aussi). Un peu septique sur le rôle de l'oculus (lunettes VR) pour une "seconde vie" par contre la technologie des voxels utilisé par le projet "High fidelity" me semble une direction prométeuse.
Until SL develops a payment system like Habbo's that charges the customers who put the greatest weight on its servers rather than one that charges its own creators--Habbo allows a basic number of avatars for free; if you want to wear better clothes or change your look, you have to pay the membership fee--they cannot be helped.
Any creator in her right mind is really going to limit the amount of her time she spends making something that is making someone else money and costing her both money and time! If the internet right now were not all about this free labor based on love stuff, SL would never exist. It is a tribute to the underlying architecture that is based on selfless sharing that it even exists at all, but if it is going to progress into something that makes people money, the architectural foundation will have to be repoured. And once that's done, the house might be rebuilt to look the same, but the sharing giving freebie culture of SL will be gone.
Take your pick.
I gotta say, as a proud Nerdly Educator, and avid gamer- I just could not get into Second Life, seriously! I gave it several trys, but could not get into it...oh the shame, the shame!