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November 29, 2006 | Comments: (0)
Doing business in Second Life
Anshe Chung's million-dollar profit in real-estate sales over 30 months wouldn't be all that impressive, really, were it not for one thing: The land she sells is made entirely of pixels.
Chung is one of some 1.7 million denizens of Second Life, a virtual 3D world that, frankly, reminds me a bit too much of "The Matrix" for my liking.
But Chung clearly has enjoyed success there -- and not just socially: After plunking down 10 bucks for membership three and a half years ago, she started an aggressive campaign of buying, dividing, and selling Second Life property (which is quite visually impressive). Her holdings, which include not only land but virtual malls, chains, and store brands, are now worth "several million Linden dollars" (the currency of Second Life), which she asserts is convertible into at least one million dollars, American. She claims that makes her the virtual world's first millionaire.
Her operations have since grown to include the development and sale of properties for large scale real world corporations, and have led to a real life "spin off" corporation called Anshe Chung Studios, which develops immersive 3D environments for applications ranging from education to business conferencing and product prototyping.
Now, this isn't the first instance of individuals reaping real monetary success from a virtual world. I remember back in the day of text-based RPGs such as Gemstone III, players were willing to fork over real-world cash for powerful weapons. That trend has continued with graphical RPGs such as Everquest and World of Warcraft.
But Second Life clearly has opened up a whole new world of financial opportunity, and it's not just entrepreneurial types like Chung who are taking advantage. As reported by InfoWorld Lead Analyst Jon Udell, companies like Sun have attempted to leverage the success of the virtual universe -- though with arguably limited success. (Media companies also have staked ground there.) Udell attended a "block party" IBM held there and found the experience to be less than satisfying: The venue seemed to detract from the experience more than enhance it.
And at least back in October, Udell's prediction for Second Life serving as the next big business platform was not particularly optimistic: "[If] history repeats itself, we'll find that fancy 3-D designs will ultimately prove no more compelling than fancy Web pages."
Virginia Hines, InfoWorld's VP and General Manager of InfoWorld.com, dipped her foot into the virtual waters of Second Life recently to investigate its b-to-b potential, as well as its applicability to a future version of InfoWorld IT Exec-Connect. Though she was impressed by the system's underlying technologies, deeming Second Life "a fascinating experiment and laboratory for all the social sciences," she came away with some healthy skepticism about the medium's business potential.
Among other things, she noted that it's not sufficiently usable and navigable to attract and retain new users. Moreover, the current residents of the world are more focused on playing than working, which means that "any effort to use Second Life for B2B marketing purposes will probably require enticing a new demographic into the community, as opposed to attracting current members."
Finally, she said that "many of the current corporate ventures in Second Life are hard to locate, fail to attract traffic, and offer little user value. Without a more grounded value proposition, the concept of being in Second Life just to 'establish a presence' doesn't seem very fruitful."
Have you had any experience in Second Life? Do you think there's potential here for some serious business opportunities?
Posted by Ted Samson on November 29, 2006 11:33 AM
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What a strange blog post. Instead of taking a wholly American approach to the Second Life phenomenon and trying to see what kind of money can be squeezed out of it, how about just focusing on what a preparatory tool it is for real life? Anshe Chung obviously honed many of her real-life entrepreneurial skills by "playing" at Second Life. Isn't that incredible? Why aren't we talking about that phenomenon instead of "how can business cash in on these people?" And hey, did it ever occur to you that maybe Second Life's popularity is due in some part to the marvelous escape that it provides from the piranhas who can only think about how to exploit people who are simply trying to have fun?
Posted by: Addison at November 29, 2006 01:16 PMThanks for your comments, Addison. Your points are well taken. Second Life does strike me as a technologically cool place, and as I noted, my colleagues agree.
But bear in mind that InfoWorld is primarily a business technology magazine, which is why I took the angle I did. Personally, I deeply admire the creativity and business-savvy Chung and others like her have exhibited.
Also, the reality is that businesses are taking notice of the opportunities in this virtual world, whether Second Life users like it or not.
Now, from an end-user perspective, I wouldn't really care if business-types wanted to have press conferences or product unveilings in their own little parts of Second Life. However, if blatant ad placement were to crop up all over Second Life (e.g. brand-name strip malls or avatars wandering around wearing Coca-Cola or Starbucks gear), I think I'd be put off. As you say, it's meant to be an escape from the real world.
Posted by: Ted Samson at November 29, 2006 01:26 PMTed, It seems to me you and/or Virginia might be making your call about Second Life's potential for B2B a little prematurely. To understand the possibilities, in all honesty, requires more investment of time than a "toe dipping."
The potential businesses see isn't immediate. Companies like IBM are looking at these virtual worlds to inform them of what a 3D Internet might look like. Sun Microsystems is looking at virtual world deployment through the filter of how Java and their gaming server might help businesses deploy virtual world technologies for gaming, education or social virtual world deployment.
Marketers on the other hand are experimenting with engaging consumers in immersive environments and creating experiences (rather than advertising) to support their brands. They are also trying to understand new content categories created by 360-degree environments.
And then their are the educators who are training the employees of the near future - the "game babies" as I call them, whose expectations about interactive experiences reach far beyond flat web pages.
I caution you and your readers to understand that Second Life is right now about social networks (just like MySpace, blogs or wikis). Wise companies are in those social spaces trying to understand how collaborative spaces benefit business. So, please applaud those who are foresighted enough to be jumping into 3D social networks to experiment now so they can postition themselves to capture the near-future opportunities.
Maybe we could all stand to expand our definition of "now" a little. :-)
Posted by: Linda Zimmer at November 29, 2006 08:34 PMI think that what scares me is the lack of limits, and I don't mean at all to be a killjoy, but if someone makes a hefty profit buying and selling virtual real estate, what are the rules that apply as far as Taxes, withdrawing money, etc. I understand that L$ translate roughly into US$ and also understand that there is a currency exchange on the site at which people will be able to buy and sell their money, but how will it affect everyone if soon we have a thriving community of people whose only business is virtual? I'm all for global economy, and I see the benefits of opening a marketplace to people in countries where this type of business could be extremely beneficial, but still... how realistic is all of this?
Posted by: Andrew at November 30, 2006 07:58 AMThere's a few things which can be drawn from this. For example, it could be said to be a legitimate form of farming and the outsourcing of virtual property.
Second, Anshe Chung's millionaire status could be an announcement designed to mitigate the risk of her holdings.
These things easily demonstrate that this is real life business - and should be treated as such. In understanding the context of your article (as explained to Addison), I understand the general direction of where you're going with this and wish you luck; it would be good for you to do more than 'toe dipping' but you have to find the stories. Anshe's really not as much news as she used to be, but there are many imaginative things which are happening. There's a foreign exchange trader opening up, which will allow microinvestment - and on the social side, money is being made with virtual weddings.
We're just scratching the surface here... :-)
Posted by: Taran Rampersad (SL: Nobody Fugazi) at November 30, 2006 09:46 AMAs left leaning as I am, I have to respect someone who can make a fortune appear out of thin air and hard work.
I want this to be integrated with The Sims 2. Of course I play too many computer games as it is.
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