According to the Second Life blog, in-world residents now number over 1 million. Not only that, they expect to sign up 50,000 new user today alone.
Second Life has been in the news lately with a number of major brands moving in-world. Recently Wired Magazine, Reuters, Intel and IBM all revealed Second Life projects. Advertisers like BBH and Leo Burnett are also moving into the new space. From an article in the New York Times today called "A Virtual World but Real Money," there are over 30 companies now in-world with scores trying to figure out how and why to join.
The buzz around Second Life could not be much stronger. Many marketers may be searching for a little perspective.
Second Life is not a game.
Think back to the original definition of cyberspace by William Gibson: "Cyberspace. A consensual hallucination experienced daily by billions
of legitimate operators, in every nation, by children being taught
mathematical concepts... A graphic representation of data abstracted
from banks of every computer in the human system. Unthinkable
complexity. Lines of light ranged in the nonspace of the mind, clusters
and constellations of data. Like city lights, receding, (69)."
Second Life is a virtual location where people can meet to have conversations, make friends, create items, build buildings and make money.
Second Life is not free.
Well, its free to create a character but not to own land or build objects. Many brands choose to create islands so that their brand will not be influenced by other brands or residence's creations in close proximity. A private island costs $1,250 to create and $195 per month to maintain, before construction begins. While that is a drop in the bucket for major brand budgets, it still represents a commitment to exploring a new medium.
Second Life requires a fast computer and Internet connection.
Rendering out virtual worlds requires horsepower. To really see texture details you need a good bit of video ram. For today's gamer the graphics will look 5 years old. Second Life, as its is presented today, requires patience and a willingness to suspend desire for graphic quality found in most current games.
With so much momentum its hard to predict what will happen next for Second Life. However, the population of multi-player virtual environments continues to grow rapidly and marketers may find that the best place to engage consumers is in a world in which they are already immersed. (Chart from MMOG Chart)