usc faculty seminar 2.12.08
DESCRIPTION
Presentation to USC Annenberg faculty on history of Second LifeTRANSCRIPT
Faculty Seminar on Virtual Worlds
Episode 2 - Second Life - 2/12/08cory ondrejka - [email protected]
a quick review
online versus virtualcommunity versus world
millions of reasonsOnline Game Online Communities Online Worlds
lots
a few
many
crapload
some rules of thumb forworld-wide numbers:
Virtual worlds: 20 millionMMOs: 50 million
Social networks: 100 million
(with lots of overlap)
gold in dem darn (virtual) hills
amateur versus expert
don’t make me use the baby seal slide again
(because I will)
participation
0
16.25
32.50
48.75
65.00
Web Wikipedia Sims Open SourceMainstream Media Second Life
any questions lurking?
it’s story time!
the second life story
good thing we’re in la
8 years so far
which isn’t that long
as mitch likes to point out
(who’s been through this)
think about the pc
think about the pc
think about the pc
1976
think about the pc
1976
think about the pc
1976
1990
15 years
so we’re only half way
(maybe 2/3)
but, like all exponentials...
but, like all exponentials...
but, like all exponentials...
vaguely interesting
but, like all exponentials...
vaguely interesting
veryinteresting
plus, sl gives plenty of material
second life’s growthPopulation Money
second life’s growthPopulation Money
2000
2000
compression
2000
compression
gridcomputing
2000
compression
gridcomputingcellular
automata
2000
compression
gridcomputingcellular
automata
“the rig”
“the forest”
2000 scorecard:
no usersno exchange5 employees
2000 scorecard:
no usersno exchange5 employees
people signed upusers trading L$ and US$Linden Lab employees
second life’s growthPopulation Money
second life’s growthPopulation Money
2001
2001
building
2001
building
avatars
second life was about people
even the most beautiful place
was not as interesting as people
scripting, too
2001 scorecard:
no usersno exchange10 employees
second life’s growthPopulation Money
second life’s growthPopulation Money
2002
2002 was a very good year
2002 was about people!
2002 was about people!
2002 was about people!
Alpha!
and people meant...
creationcommunity
collaboration
virtually no screenshots from this era
2002 scorecard:
145(!) usersno exchange20 employees
second life’s growthPopulation Money
second life’s growthPopulation Money
2003
remember 2002?
creationcommunity
collaboration
2003 had more people
creationcommunity
collaboration
however, sincecommunities
are not scale free...
creationcommunity
collaborationoften drove...
cheatingcombat
boundaries
do good fences make
good neighbors?
the jessie wall
the jessie wall
the jessie wall
this story only survives because of
james au
embedded in a virtual world
how to preserve the ephemeral?
Second Life launched onJune 23, 2003
June 23rd is now a holiday
in Second Life
Second Life launched withless than
400users
and didn’t grow much
evolve or else
we asked for help
we asked for help
we asked for help
we asked for help
“it’s stupid to askpeople to build a
worldand to not let them
own it!”
oops
so we studied
so we studied
macro economics
so we studied
macro economics
creative destruction
so we studied
macro economics
creative destruction
“mystery of capital”
and evolved both theintellectual property approach
andthe business model
intellectual property
intellectual property
Yochai says “$#@%?@!!”
business model
enables two broad lines of study
ip rulesin the information economy
entrepreneurship in the information economy
2003 scorecard:
2743 usersno exchange25 employees
second life’s growthPopulation Money
second life’s growthPopulation Money
2004
entrepreneurship
entrepreneurship
branding
breaking the magic circle
really breaking
2004 was about theindividual
using second life
2004 scorecard:
18,876 users$5,000/mo exchange
40 employees
second life’s growthPopulation Money
second life’s growthPopulation Money
2005
three things happened in 2005
Second Life became free
as in beer
educators discovered SL
in a big way
particularly viaGLS and
Serious Games
and sl started growing
businesses followed
the people
but just a little
though virtually no real-world brands
(yet)
government
and music
tringo
broadcasting identity
2005 was a year of building
2005 scorecard:
123,438 users$500,000/mo exchange
60 employees
second life’s growthPopulation Money
second life’s growthPopulation Money
2006
the knee in the curve
the year of “firsts”
auto company
hotel chain
clothing company
concert
cc concert
fashion magazines
news organization
harvard class
millionaire
where did this all come from?
despite popular perceptionit wasNOT
the Linden uber marketing machine
I wish we had that much power
distributed entrepreneurs
plus everyone else
gladwell would be proud
gartner, too
2006
2006 scorecard:
3,000,000 users$5,000,000/mo exchange
100 employees
second life’s growthPopulation Money
second life’s growthPopulation Money
and then things gotexciting
2007
freedom!
(as in speech)
second life clientopen sourced
big business arrived
these guys got acquired/funded
csi:ny
fortune 500 bingo
mix of training, marketing, collaboration
lots of questions:efficacy of training?
impact of trust?brands and community
and how does voice mix in?
over the top
made more complicated bythe rest of the world arriving
and by increasing regulatory interest
gamblingadult activities
banking
all of cyberlaw’s shortcomings
plus the metaphor
and lack of standards
what does user mean?
2007 scorecard:
11,000,000 users$8,000,000/mo exchange
220 employees
second life’s growthPopulation Money
second life’s growthPopulation Money
2008
rebounding
hundred of sl developers employing
thousands of peoplefrom all over the world
sl growth increasing again
5% weekly concurrency growth
emmy-tastic
so, what’s next?
Second Life’s progression has been
communitycollaboration
identityeducation
entrepreneurshipmarketingbusinessmedia
innovation
so I’d like to propose diving deeper into:
innovationbehavior (with Dmitri’s help)
educationlegal and regulatory issues
the big unanswered questions
stop talking now