The creator of Second Life, Philip Rosendale, made a bold prediction 15 years ago. The 3D web will quickly take over, and everyone will have an avatar, he told the Guardian.
The concept didn't seem all that unlikely given that his creation at the time had a million active members.
We're still waiting for our avatars in the present. Years will pass before the Metaverse is a reality. However, a lot of businesses are making an effort to make it happen.
Second Life was one of the first illustrations of what a Metaverse could be, even though it is now essentially a ghost town with only 27,000 active members.
Here are some aspects about the Metaverse that Second Life may teach us:
The economy of Second Life played a significant role in its popularity. A genuine trade of goods and services was occurring. Land was being bought and sold, clothes and other goods were being made and sold, and services like clubs and events were being offered.
Over $3.2 billion was spent by Second Life players on in-game purchases between 2003 and 2013. That much money is being exchanged, demonstrating that users of virtual worlds are prepared to part with actual cash.
Although NFTs didn't exist until the 2010s, virtual objects were utilized similarly in Second Life. Land, clothing, and other items were bought and sold by people. NFTs have a use that isn't just theoretical, despite what some people may think.
For instance, fashion designers would produce expensive, special outfits. Even if the designers of these objects made up a relatively small portion of Second Life's economy, it was nonetheless evidence that there is a demand for virtual goods.
The relatively high entry barrier was one of Second Life's main issues. It's estimated that between 20 and 30 percent of first-time Second Life users abandoned the service after their initial visit.
The steep learning curve was one factor in this. In order to use the controls and explore the world, users had to learn how to make an avatar. And if they had no in-game companions or contacts, they would probably become lost and give up.
Platforms for the Metaverse need to be simple to use or we run the risk of losing a lot of prospective consumers.
We require better headsets if the Metaverse is to succeed. VR headsets are currently still too pricey and large for the majority of people. Also, they are not very pleasant to wear for extended periods of time.
Oculus Quest 2 is a positive beginning, but if we want to make the Metaverse a reality, we'll need even better headsets. We require headsets that are more lightweight, cozy, and affordable. Only then can VR technology become widely used.
Virtual reality was invented thanks to Second Life. It served as one of the earliest illustrations of what a Metaverse might be. And even though it's now essentially deserted, it still has a lot to teach us about the Metaverse.
We require improved headsets, an economy, and convenience of use is necessary for wider adoption. The Metaverse might actually materialize if we can learn from Second Life's failures.
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