If Only Second Life Were Entertaining

I am baffled by the popularity of <a href="http://www.secondlife.com/">Second Life</a>, particularly the media's fascination with it. Lord knows I've written my share of <a href="http://www.informationweek.com/showArticle.jhtml?articleID=197801723">stories</a> about it. I'm starting to wonder why.

Thomas Claburn, Editor at Large, Enterprise Mobility

March 29, 2007

1 Min Read
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I am baffled by the popularity of Second Life, particularly the media's fascination with it. Lord knows I've written my share of stories about it. I'm starting to wonder why.I suspect Second Life's status as a media darling has something to do with the mainstream media's aversion to gaming (and disdain for the gaming press). Never mind that World of Warcraft is to Second Life what Google is to Ask, monsters and magic just aren't fit for serious coverage -- retrograde terms of service aside. Virtual dress-up, cyber sex, and pretend real estate speculation are so much more mature.

Companies seem to find Second Life compelling too. Apart from the marketing value of wading into the pool first, this makes little sense (and probably makes no money). The current 3D interface is horribly inefficient for e-commerce and needlessly taxing for computers. It's simply an unnecessary conceit. The whole point of shopping at Amazon.com is so I don't have walk anywhere, virtually or otherwise.

Businesses want a controlled environment to interact with customers and potential customers, which completely obviates the need for a massively multiplayer world full of unruly people.

Companies interested in virtual interaction would be much better off with something like Unisfair Live Online Expo, which is essentially Sim Trade Show.

I'll concede Second Life is interesting in terms of the legal issues it raises and as an example of the appeal of user-generated content. Of course the same can be said of drug smuggling. In any event, it would make a great development platform for a World of Warcraft-style game.

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About the Author

Thomas Claburn

Editor at Large, Enterprise Mobility

Thomas Claburn has been writing about business and technology since 1996, for publications such as New Architect, PC Computing, InformationWeek, Salon, Wired, and Ziff Davis Smart Business. Before that, he worked in film and television, having earned a not particularly useful master's degree in film production. He wrote the original treatment for 3DO's Killing Time, a short story that appeared in On Spec, and the screenplay for an independent film called The Hanged Man, which he would later direct. He's the author of a science fiction novel, Reflecting Fires, and a sadly neglected blog, Lot 49. His iPhone game, Blocfall, is available through the iTunes App Store. His wife is a talented jazz singer; he does not sing, which is for the best.

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