|
Second Life, other virtual worlds extending
reach to mainstream
San Jose Mercury News
By Mark Boslet
October 12, 2007
At first glance, the virtual world Second Life would seem to have
little in common with the broadcast company CBS.
But the link between old-world and new-world media will expand
later this month. For the first time, the Oct. 24 episode of the
popular television show "CSI:NY" will direct viewers to Second
Life, where they can play the roll of an investigator, according
to details released this week at the Virtual Worlds Conference
and Expo in San Jose.
The pioneering broadcast is evidence of a growing push by virtual
worlds to attract mainstream audiences, and a push by mainstream
media to tap into the burgeoning virtual worlds. Up to now, many
visitors to places like Second Life - where participants often
adopt online personas, or avatars, to socialize - have been experienced
computer users willing to wade through complex Web sites and technologies.
But a wave of new technologies is beginning to change that, potentially
opening the worlds to less technically skilled fans.
The CSI project has the goal of taking an existing virtual world
and "making it ready for mass market use," said Chief Executive
Sibley Verbeck, whose Electric Sheep Company is developing technology
CBS will use. Included is a software "viewer" that has the familiar
look of a Web browser and is designed to make it simpler for novices
to sign in and learn to use Second Life, Verbeck said.
Several other examples of this technological shift were on display
at the two-day conference. "I think we are seeing the biggest shift
in (virtual world) technical architecture in 30 years," said Raph
Koster, president of the San Diego company, Areae.
Cumbersome software
Many virtual-worlds operators acknowledge that using their worlds
can be cumbersome, and the custom software people need to download
to navigate them is expensive to build. Koster hopes to solve these
problems with his Metaplace technology designed to simplify creating
virtual worlds.
"I think it is basically a period of ferment," he said.
IBM and Pelican Crossing, a Mission Viejo company, also strive
for greater ease of use. The two companies unveiled a jointly developed
product they are testing to let people access any virtual world
from a Web page in a browser.
People will be able to surf from virtual world to virtual world,
something they can't do now, said IBM Global v-Business Strategist
Peter Finn.
The consequence of such development could be profound. Experts
say the number of virtual worlds could skyrocket and their appeal
could grow.
"I do believe we are going to see a tremendous rise in this middle
ground"
of sites that are easier to use and more accessible, said Steve
Prentice, chief of research at Gartner.
Many people who think of virtual worlds think of sites such as
Second Life and the roll-playing game, World of Warcraft, where
users spend hours learning their way around and interacting. Lighter-weight
sites with easier set-up procedures and small downloads - or no
downloads at all - will let people come and go more quickly.
"Having a very easily accessible service is key to getting a large
mass of users," said Timo Soininen, chief executive of Sulake,
the parent company of the virtual world site for teenagers, Habbo. "I
think it's fundamental in going from a niche thing to a mass audience."
Habbo, said Soininen, is preparing a revamping in the next few
weeks to make signing up and getting involved easier.
"The things that are growing very fast are the things that are
very accessible," agreed Sharon Wienbar, managing director at Scale
Venture Partners. The trend "is potentially very important, especially
if it disrupts some other established leaders."
Clearly existing leaders see the trend. Second Life, for instance,
announced Wednesday a technical collaboration with IBM that it
believes will help it prepare for the changing world.
The partnership is to explore technologies that will let virtual
worlds work well with one another - or interoperate. This includes
finding ways for avatars to move from one world to another while
maintaining their appearance, name and other attributes, a development
that could make avatars created in Second Life more valuable on
the Web.
Sites like Second Life will complement simpler, less fully featured
sites, says Ginsu Yoon, vice president of business affairs at Linden
Lab, which operates Second Life. "I don't see these as direct competition
for market share against one another," Yoon said.
What's in store?
Nevertheless, it is difficult to know what the business will look
like in several years. Some observers say a proliferation of easier-to-access,
less-ambitious sites could fragment the market by providing narrowly
focused worlds catering to special interest groups. Others contend
a handful of large virtual worlds will continue to dominate, much
as MySpace and Facebook dominate social networking.
Clearly there's growing interest from entrepreneurs and venture
capitalists. According to data from VentureOne, a unit of Dow Jones,
entrepreneurs raised $226.5 million in the first three quarters
of the year for virtual world, online gaming and collaborative
community sites. That's a 23 percent jump from the $183.5 million
raised for all of last year.
"There are very vibrant business opportunities for narrow communities," said
Gus Tai, a general partner at the venture firm, Trinity Ventures. "I'm
seeing creative business plans being put forth."

|