These days, people are spending a lot of time online, much of it in Web communities and social networks. Second Life is a virtual world in which users create avatars to represent themselves and interact with others.
Seems as if the marketing/videogame/metaverse blogosphere is full of posts and comments discussing yet another round of embarrassingly amateurish mainstream media articles and commentary on Second Life.
Joel Greenberg has a blog entry (Link) worth reading regarding Suzanne Vega’s upcoming concert inside Second Life. Some of what he’s getting at has come up here before (reLink). And of course scarcity is something I’m often thinking about, given my particular interests.
I just got off the phone with Coca-Cola’s David Vanderpoel. You might recall his earlier comment regarding the Coca-Cola VirtualThirst campaign in Second Life that came as a result of my critique of the competition rules.
If you’ve not read my earlier post (reLink), here’s the back story:
The ongoing story about "virtual demonstrations" in Second Life by Venezuelan dissidents illustrates the various ways that our collective notions of "real life" and "virtual life" are blurring together. rring together.
In this two-minute video filmed entirely in Second Life, the avatar of Xerox Chief Technology Officer Sophie Vandebroek talks about research in 3-D virtual worlds from Xerox's innovation group. In addition to creating worldwide collaboration opportunities for Xerox researchers, virtual worlds like Second Life are also enabling new opportunities for Xerox and its clients.