Saturday, May 8, 2010

Virtual Worlds: Rest Stop or Destination

Yesterday I gave a talk as part of the MetaMeets 2010 conference. I was supposed to be there, but my flight was cancelled when volcanic ash caused the closure of Irish airspace, so I ended up speaking via LiveStream. Although there were some technical challenges (no audio on my end!) I was glad I was able to participate. It's the first time I've spoken about virtual worlds since leaving Linden Lab in February, 2009, and I enjoyed the opportunity to think about how things have changed, or haven't changed.

Following is the complete text of my talk. I'd love to hear what you think about the potential and future of virtual worlds like Second Life.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

My name is Robin Harper – in Second Life I’m known as Taliesin Protagonist.

Some of you may also know me as Robin Linden. I spent 7 years at Linden Lab and came to know some of you very well.

This conference is geared toward exploring Myths, particularly those about virtual worlds.

And since I was originally meant to kick off the discussion, I’ve started with the big question: are virtual worlds dying (again)?

Or are at least limited in growth potential as a business and consumer experience? I'm not ready to say if this is a myth, but certainly there seems to be a big shift underway.

Tateru Nino, Massively correspondent, and creator of the blog Dwell On It tracks Second Life stats. After huge growth in 2006 following a change to the registration process, Second Life has stabilized around 1 million past-60-day unique users.

Contrast this with Facebook, which has grown in a few short years to over 400million users, with a share of visits each week equal to Google and where over 50% of users log-in each day.

So I'd like to explore today, and during these two days’ conversation, whether virtual worlds can ultimately become a destination or if they were just a pleasant roadstop on the way to something else?

Some questions to think about: What will impact the choices that people make? If SL is the leader among virtual worlds, and growth is so elusive, will virtual worlds be able to get beyond relatively stagnant population into the mainstream? Would everyone flock to SL if only it was easier to get in? to use?

What does mainstream really mean?

Ordinary people. Lots of them.

A brief digression. Many of you may be familiar with The Chasm Model – Geoffrey Moore – that draws from the difference between early adopter and mainstream user psychology.

Where one is intrigued by new technologies the other is interested in technology because it solves a problem. They are referred to as pragmatics for this reason.

So the first consideration, if in fact mainstream adoption is the goal, is how to grow beyond the early adopter market. If problem solving is the key, what problem is being solved by virtual environments?

Let’s start with the role technology is playing in affecting mainstream use. In other words, the first question to ask about mainstream reluctance is whether it is an accessibility problem?

At the beginning, way back in 2002, hardware requirements were a big challenge. For the most part it was only artists, gamers and technologists who had the computing power to run Second Life. Today despite improvements in graphics processing and nearly universal broadband penetration, accessibility remains an enormous challenge, and is getting more difficult with the increased use of laptops and notebooks, and now the iPad.

The Lab is addressing the accessibility challenge, launching a new viewer, integrating the web into the new user experience, focusing on improving the initial orientation, and improving search functionality.

These are all good things, but in my view, not sufficient for mainstream acceptance. Technology can help, but it's not enough.

Along these lines Daniel Terdiman asked recently - where is the innovation? He was looking for a technical answer, I think. Something that would cause more people to engage in virtual worlds in numbers like they’ve engaged in social games.

But is it really about technical innovation?

Raph Koster said in his response to Daniel that, "The innovation lies in making something that matters to ordinary people." And Raph speaks from experience. Metaplace the virtual world had roughly 19,000 active users when it closed early in 2010.

Metaplace then introduced "Island Life" on the Facebook platform, and eclipsed that number in the first week. " Island Life" now boasts over seven hundred thousand users. Same art, similar perspective, tried and true game format.

So I think the next question we need to ask is what can we learn from Facebook?

First, real life connections matter, and are the starting point for the growth of community. And it’s not just about reconnecting with old friends or remote relatives. Facebook, along with other social networks, has changed "the evolution of first impressions". It’s possible now to ease into a new relationship – to find common ground and manage the pace of the experience. In fact, to begin to develop a relationship online, before taking it offline.

In a virtual world, on the other hand, the cover is deeper, the immersion sometimes frightens, fantasy often obscures the reality, and it takes a long time to build enough trust for virtual relationships to spill over into real life.

Second, Facebook does a good job of discoverability, and being able to find people and come together around common interests is a primary driver of engagement in the social network.

We all know it can be a challenge to find people of like mind, or places of interest, in a virtual space. It takes perseverance and a willingness to explore in an unfamiliar environment. Early adopters by nature are far more willing to do this type of exploring than the pragmatic mainstream user.

Third, Facebook requires a minimal time commitment. Even if you log in daily, 10 minutes lets you catch up with friends and family, comment or just indicate some shared understanding with “Like”. The fact that the connection is asynchronous doesn’t matter. Asynchronicity facilitates the connection -- a meaningful way to stay in touch or reconnect.

Virtual worlds are compelling, fully realized environmental experiences. It’s pretty hard to have any sort of meaningful experience in 10 minutes.

Finally, Facebook is about sharing, especially images, music, events, and games. Everything in Facebook is designed with sharing in mind.

HBS recently ran an article about how people are using Facebook, and, "The biggest discovery: pictures. 'People just love to look at pictures,' says [Mikolaj] Piskorski. 'That's the killer app of all online social networks. Seventy percent of all actions are related to viewing pictures or viewing other people's profiles.'"

It should be no surprise then, that among the first things to be built in Second Life were galleries, where people posted their pictures and artwork, and that musical gatherings continue to be one of the most popular activities. Sharing is the killer app.

So based on this quick assessment, my hypothesis is that the next level of social engagement and community are most likely to spur the growth of virtual environments within the pragmatic mainstream, because unlike Facebook a virtual space can open new opportunities for human interaction. This is because unlike Facebook virtual environments provide persistence, presence and place.

Virtual environments can

  • redefine the Great Good Place – the special gathering place outside of work and home where people can come to relax and share
  • expand boundaries, allowing for experiences generally unavailable within the real world
  • enable cultural sharing
  • create new ways to think about oneself in the context of 'community'

For this to happen, however, here’s a starter list of considerations that I think are critical, and which are being contemplated to some degree already. In combination with accessibility and ease of use, these conditions move us much closer to sufficiency.

1. Acknowledge the importance of real names and make them easy to use and search
2. Set expectations among new users for understanding immersion. It’s kind of like a space lock – slow adaptation to a new environment.
3. Use education, art and work as drivers. Although there are extraordinary educational projects in place, beautiful artworks and some corporate use, supporting the expansion of these use cases to legitimatize virtual worlds should be a high priority.
4. And finally, help people find purpose – through communities of interest, connections to real world friends and families, and the ability to share lives.

What is it that Second Life can take from the relative success that Metaplace has had in moving from the “virtual world” space to the “Facebook” space?

First, that access to a target audience predisposed to computer communities is a huge help in finding potential users with a higher propensity for trial and adoption.

Second, is the lower technical hurdle to adoption. Second Life has not evolved into a less onerous technical spec as the most popular hardware platforms have moved toward more portable, lower high-end graphics requirements. Second Life still cannot even run reliably on MacBook’s, let alone Apple’s popular handheld units.

And finally, is motivation of the user, the purpose. Changing from a virtual world, generally open-ended usage model to one that was game-driven provided a handle for entry to Metaplace’s "Island Life". The enormous success that Facebook games have enjoyed is evidence that game-play is still a critical component of adoption of computer-based social spaces.

For Second Life to become resurgent and again become a destination, it is going to have to get to the people most willing to give it a try --- go to where the people are by tapping into Facebook; it is going to need to substantially lower the technical barrier to entry --- go to where the hardware is; and it is going to have to find a way to bring purpose to users beyond the educational, art and corporate spheres where it has clear application --- go to where users' existing social networks are and make the community real.

Will virtual worlds ever become mainstream? Can they survive if they don’t? Will education, art and work lead the way? I don’t know the answers, but I’d love to hear what you all think.


7 comments:

Anonymous said...

Have you not seen the growing backlash about Facebook. People don't want their RL identity tracked all over the internet anymore. The government will crack down and pretty much kill off Facebook because of the asinine Zuckerberg megalomaniac trying to take control of the internet.

What SL and all virtual worlds have right now this instant and always have had is the ability of humans to make real life contact. Many do. Some have had babies IRL as a result. They did not need any technical help forced on them.

The world just woke up and nobody wants their lives turned out for all to see anymore.

The metaverse is getting along just fine. Mainstream is simply not interested at this time. (we shall see how 3D TV is accepted in a couple of months and no it has and never had anything to do with the "metaverse". It is all 100% entertainment)

Stop trying to force it. 3D shopping was tried at Microsoft in the mid 1990's. Too early. Bad graphics. Project became the ecommerce site for MSN and has now evolved into bing.

Currently the 3D world is good for entertainment and a little sciteched for cheap simulation. Real power simulation goes on in places silicone valley is not welcome because they are a security problem. Duh. Just look at Facebook and the anti privacy attitude for that clue.

Let entertainment drive the technology mainstream. Try to force it and watch it get rejected even longer.

Some of us have been at this longer than Linden Lab. We see the error Rosedale made in 2008. Pity. There was a bright future. SL appears to be undergoing constructive termination now.

Jeska said...

Love this Robin - great to see you pushing the conversation on virtual worlds forward. (missed your voice MUCHLY)

Completely agree with you that education and art can lead the way to further adoption of the virtual world. I am a firm believer that the early adopters in those fields have paved the way for more and more mainstream users.

Robin Harper said...

@Ann - I'm not suggesting that people give up control over their identity. Far from it. But the fact that so many millions of people are using Facebook to connect with their real life networks suggests that it's a valid starting point and accepted within the mainstream.

@Jeska - for sure.

A going in assumption, which I should have clarified, is that SL needs to grow. It needs to grow to support the SL economy, and so Linden Lab can succeed as a business. At some point the obvious source of growth becomes the larger mainstream audience. My intention in this talk was to try to articulate what needs to happen, in my view, for successful mainstream adoption.

To be honest, I'm not convinced mainstream adoption can or will happen. But without it, I think SL growth will be very slow, and limited to verticals such as education and art. Slow to no growth could be a problem for Linden Lab, the business.

Desmond Shang said...

I'm still a believer, Robin.

Email was clunky in the 1980's, you had to fire up a computer to use it, and so forth, and constantly do that, but the technology got better. Now it's prevalent.

Tablet computing eluded a generation, now a million ipads sold in one month. They will stay.

At the risk of being contrarian, I'd gently say: once virtual worlds are true to themselves, not trying to be too much like Facebook, they will eventually come into their own.

Facebook is all about the facade, the face we present to the real world. Virtual worlds are far more about our inner nature, and in so doing, are that Other Great Good Place ~ not home, not work, not the Third Place... but another new place, a place where we are truly free to be ourselves.

Somewhere far away, there is a gentle green land with shining brass and steam, where people remember you fondly, and call you friend. And it's doing just fine.

No purpose there for pragmatists, perhaps. But perhaps the very reason to have a purpose is found there. Besides whimsy and fun, our little land has brought people together in very real marriage, put tens of thousands of dollars toward curing cancer, and been a comfort for the lonely, the stygmatised, and the sad. It has given many people something to be pragmatic about, when they didn't have much purpose in the first place.

We don't need to be 50 or 500 million users just yet, to have deep, significant value just as we are.

It's been ages... visit us when you can.

Des

Robin Harper said...

I'm still a believer too, Des. And as I told Prokofy, I miss you all, and my involvement in Second Life.

I don't think SL should become another Facebook, and certainly not a FB game. I'm just throwing out ideas for how I think it can broaden its appeal, and find new users so that it can continue to prosper.

☯ dontstealmypen said...

A breath of fresh air, Robin! Great post. Here's a good example of why facebook & twitter are kicking SL's butt as virtual community sites. I found this on twitter this morning, posted it to my facebook, and I was happy to share it with my friends. I didn't have to spend 2 hours building it. I didn't have to mute somebody's avatar. And, these are real moose, not 50-year olds in moose avatar suits! ;o) From L.A. Unleashed, All Things Animal in Southern California and Beyond: http://bit.ly/bSsl4w

Simon said...

Thanks for sharing this Robin :)

It's nice to hear a big picture perspective on the space, and do agree with all you have to say.

I would add that in addition to art and education as drivers there is also romance and also just having virtual friendships. I know a lot of mainstream young folks have net friends (IM etc) they have never and may never meet in the real world, but the bonds are strong.. I think whilst real life connections driven by Facebook have exploded, there is also space for the friend you can always talk to online.