iTnews
  • Home
  • News
  • Technology
  • Software

Corporate culture booms in Second Life

By Shaun Nichols
Oct 19 2006 10:01AM
Follow google news

Computing giants move into online community.

Corporate culture booms in Second Life
Major corporates including Reuters, Sun Microsystems and IBM have rushed to stake their claims in the popular online world of Second Life. 

Launched in 2003 by Linden Lab, Second Life is said to have over 386,000 registered users who inhabit the 3D world via personalised avatars. 

Users walk, fly and teleport around the virtual land's locations. The goal of the game is to have social interactions and do business with other players.

Earlier this month, Sun launched its Sun Pavilion in Second Life, featuring interactive kiosks and an outdoor theatre that was used for a 'press conference' with an avatar representing Sun chief researcher John Gage. 

Chris Melissinos, Sun's chief gaming officer, said that the Pavilion was constructed along with Sun's marketing arm, and that the project was not as big an undertaking as some people had expected.

"One of the great things about Second Life is that everyone has a chance to do something just as big," Melissinos told vnunet.com. "It was a very straightforward process. One that anyone can enjoy." 

High levels of user involvement in the game are one of the main lures for companies, according to James Belcher, a senior analyst at EMarketer. 

"Second Life has an enormous amount of user-generated content, so the stuff that catches on has been vetted and spread by word of mouth within the community," he told vnunet.com. 

This sort of involvement makes Second Life the perfect medium for viral marketing campaigns, according to Belcher.

"You can become part of their gaming experience, and you have the opportunity to meet a targeted audience where word can spread quickly," he said.

User-driven online projects such as Second Life, however, are not always open to commercial interests joining their communities because of fears that 'big money' will ruin the 'social experiment'.

Games developer Wagner James Au, a self-described "embedded journalist", has chronicled Second Life for three and a half years in his New World Notes blog. 

Au has seen Second Life grow from a close-knit, subscription-based community into a virtual world hosting a myriad of dedicated groups with various interests and levels of involvement.

When Au sold a virtual island to a London-based branding company in 2004, unhappy players gave their avatars protest signs and sent them to the island.

"They believed that they were building this utopia that was separate from the real world, and then this guy came in and said: 'I'm going to bring in brands.' People started to freak out," Au told vnunet.com. 

Users have come to terms with the corporate elements in Second Life, Au claimed, mainly because those who do not wish to view the corporate areas are under no obligation to do so.

Commercial islands in Second Life, which today sell for US$1,250 and US$195 per month in rent, are not seen in the main areas of the virtual world. Instead they are accessed by 'teleporting'.

The relationship between the companies venturing into Second Life and the user community can be mutually beneficial, according to Au.

"The top users are making their living through Second Life. They have a vested interest in companies coming into the world, and the theory is that if Linden Lab the company thrives, then the Second Life community thrives," said Au.

Au also pointed out that it is not just advertising that is bringing companies into Second Life. It also gives them a place to show off their technology.

IBM, for instance, actively helped to improve the game when one of its researchers developed a plug-in that offers real-time translations of conversations through the Babelfish translation service. 

Sun Microsystems plans to use its Second Life headquarters as more than simply a virtual showroom. The Sun Pavilion will also serve as a hub for users and developers to get the latest information on Sun's Project Darkstar online game-hosting service.

"We are going to continue to provide Sun information, as well as doing some fun things just to get the community together and get the games side together. We are going to use it for a mash-up of different things," said Melissinos.

The Sun and IBM initiatives appears to be catching on. Online publisher CNET recently opened the doors of a virtual corporate headquarters in Second Life, and the Reuters press agency set up a virtual news bureau earlier this week.

"A lot of companies have gone beyond the marketing thing," said Au. "Companies are seeing Second Life as the next operating system."

Add iTnews as your trusted source

Add iTnews As Your Trusted Source Add iTnews As Your Trusted Source
Got a news tip for our journalists? Share it with us anonymously here.
Copyright ©v3.co.uk
Tags:
analysisboomscorporatecultureinlifesecondsoftwarevnunetcom

Related Articles

  • Perth Airport to deploy 70 IT, OT systems for new terminal Perth Airport to deploy 70 IT, OT systems for new terminal
  • Apple rolls out new, AI-powered Siri Apple rolls out new, AI-powered Siri
  • iTnews State of Data & AI Breakfast comes to Sydney this July iTnews State of Data & AI Breakfast comes to Sydney this July
  • Defence says Palantir is "sandboxed" in its environment Defence says Palantir is "sandboxed" in its environment
Join our WhatsApp Channel

Partner Content

You meet the security standard. Shame no one can see it
Promoted Content You meet the security standard. Shame no one can see it
The hidden economics of AI: Why token usage matters more than you think
Partner Content The hidden economics of AI: Why token usage matters more than you think
From test case to control tower: How DXC and ServiceNow are governing enterprise AI at scale
Promoted Content From test case to control tower: How DXC and ServiceNow are governing enterprise AI at scale
Agile isn’t the problem: why projects still fail, and what’s missing
Partner Content Agile isn’t the problem: why projects still fail, and what’s missing

Sponsored Whitepapers

Agile in the AI Era: why projects still fail
Agile in the AI Era: why projects still fail
When Technology Becomes the Blocker: Unlocking Real Outcomes from AI and Cloud
When Technology Becomes the Blocker: Unlocking Real Outcomes from AI and Cloud
High-volume data sources for AI-driven security analytics
High-volume data sources for AI-driven security analytics
How healthcare organisations can get more value from cloud
How healthcare organisations can get more value from cloud
1 in 3 companies lose SaaS data. Here’s how to prevent it
1 in 3 companies lose SaaS data. Here’s how to prevent it

Events

  • iTnews State of Security Breakfast iTnews State of Security Breakfast
  • iTnews State of Data & AI Breakfast iTnews State of Data & AI Breakfast
  • The 2026 iAwards The 2026 iAwards
  • Integrate 2026 Integrate 2026
  • Security Exhibition & Conference Security Exhibition & Conference
Share on Facebook Share on LinkedIn Share on Whatsapp Email A Friend

Most Read Articles

Defence says Palantir is "sandboxed" in its environment

Defence says Palantir is "sandboxed" in its environment

Services Australia describes fraud, debt-related machine learning use cases

Services Australia describes fraud, debt-related machine learning use cases

CBA sends over a decade of data to the cloud as AI demand ramps

CBA sends over a decade of data to the cloud as AI demand ramps

HBF faces AI agent to members for first time

HBF faces AI agent to members for first time

techpartner.news logo
Sydney-based AI-cloud waste startup raises $3m
Sydney-based AI-cloud waste startup raises $3m
Brennan uses NiCE to modernise its contact centre
Brennan uses NiCE to modernise its contact centre
Impact Awards: Tecala slashes customer response times for fintech IQumulate
Impact Awards: Tecala slashes customer response times for fintech IQumulate
Interactive introduces private cloud platform
Interactive introduces private cloud platform
Digital61 expands cybersecurity portfolio
Digital61 expands cybersecurity portfolio
All rights reserved. This material may not be published, broadcast, rewritten or redistributed in any form without prior authorisation.
Your use of this website constitutes acceptance of nextmedia's Privacy Policy and Terms & Conditions.