Saturday, June 27, 2026 Strategy, technology, media, and social systems

I Think

Sorin Adam Matei

Analysis, research, maps, and essays from Sorin Adam Matei.

Second life’s biggest asset is also its worst failure

Introduction to this occasional series on Second Life experiences

Prepared for Com 435, Spring 2007

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When I first created Horatio DeCuir, I created him a burgeoning world full of hope and opportunity. Second Life was being trumpeted as “a vast digital continent, teaming with people, entertainment, experiences and opportunities,” (Harkin, 2006). Almost immediately, however, Horatio’s life became fraught with technical problems and difficulties. As time wore on and I learned more about the universe in which Horatio lived, I realized Second Life’s biggest asset was also its biggest problem.

Second Life is a place where you can be almost anyone and do almost anything (Linden, 2007). Very much in the style of the edge-to-edge principle that the internet was based on, Second Life provides a sort of “Village Commons” where users can do their own thing, with little policing from the Linden Labs staff (Lessig, 2002). This idea of a virtual space for creativity and connection is the powerful promise that Second Life makes. The graphics and variatibility of avatars make for an exciting place with almost limitless options to explore. This is the best aspect of Second Life.

Unfortunately, it is also the program’s biggest pitfall. When I installed the software on my computer, it continually crashed and was useless to me. I was not alone, as 40% of my classmates reported the same phenomenon. The fact that such a large percentage of population had software problems should be a serious concern for Second Life designers. But the problems did not end there.

Once I was able to access the system, through a university laptop, I was confronted by a new set of problems. The fact that you can do anything in Second Life, that there is no clear goal makes the software unwieldy to use and game play confusing. I spent several hours walking around with no idea where to go. With so many people logged on and such high-quality graphics, the environment was slow to fully load and Horatio’s movements were jerky. Again, this was the experience of many others, with 2/3 of the class reporting they found Orientation Island confusing. In the end, I had to have a more Second Life-savvy friend take over and teleport Horatio where he needed to be.

Even communication was difficult. Anytime a resident is in a location with more than two or three other people, the screen rapidly fills up with text. Add to that the random strangers walking around, bumping into you and generally causing trouble and the situation quickly becomes overwhelming to an inexperienced user. Other sources have found this as well, some reporting that only about half of the programs listed residents ever use it more than a few times (Harkin, 2006).

Content is another issue. Most of the public spaces on Second Life appear to reflect the internet at its worst. They are dominated by advertisements and pornography. While this may not have been the original intent, it is the impression that is given off. Over 40% of the class felt that the main activity on Second Life seemed to be dating or sex (source). A further 11% felt that main activity was e-commerce, via working in Second Life and earning linden dollars. If these are the primary activities that the environment fosters, then Second Life is really catering to specific interests more so than creative expression.

The challenges that my classmates and I faced should be serious concerns for the Second Life designers. In their rush to create a virtual world where anything is possible, they have created a place that is so complex that many users appear to fall through the cracks. The software needs to become more stable and user-friendly before Second Life will really be a place for everyone. The amount of time it seems to take to master the game play is so large that it makes it difficult for someone to be a casual resident. You must be able and willing to devote a large amount of time to the environment in order to master it. This creates a rift between those who have such time available and those who do not, and could be counteracted by a simpler design. Currently, the program falls far short of being the “next big social networking site” as it is being touted by the media (Harkin, 2006). Until the issues of software stability and game play design are resolved, Second Life cannot hope to overtake sites like Myspace or Facebook, which are easy to use and open to anyone with a web browser.

In terms of the social aspects of the game, while the concept of a virtual village green is an attractive one, in this instance I feel it has led to a state of near virtual anarchy. There were random residents at our class soccer games, also several “bombs” such as a helicopter and a giant snowman were placed on the field during the matches. With the primary image of Second Life appearing to be a place for online sex and advertisements, this will only hold the program back. The administrators need to set forth some sort of content agreement or enforcement policies to help clean up the world they have created.

If measures like these were taken, Second Life could still be salvaged and become even stronger than it is. Currently, you should only participate in activities on Second Life if you don’t mind them being interrupted and going a bit haywire. With better enforcement and codes of conduct, instructors and students could have meaningful interactions in Second Life without fear of being attacked by a dragon or subjected to inappropriate content. You really could have a meeting online for you business or company with staff from all over the world. Or you could engage in a political or social debate with someone you’ve never met before, while sipping coffee in a replica of a Paris café. These are the possibilities that Second Life and programs like it hold, yet they must be adjusted before such ideas can become a reality. Second Life is a meaningful start, but there are many improvements left to be made before Horatio DeCuir and the thousands like him can truly live a second life.

References

Harkin, J. (2006, November 17). Get a (second) life. The Financial Times retrieved April 22, 2007 from http://www.ft.com/cms/s/cf9b81c2-753a-11db-aea1-0000779e2340.html

Lessig, L. (2002). The Future of Ideas. Chapter: Commons of the Wires. Vintage Press. New York.

Linden Research, Inc (2007). What is second life? Retrieved April 21, 2007 from http://secondlife.com/whatis/

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