Monday Memory

When IBM’s Metaverse Campus Was Flooded With a Labor Union Protesters Including a Large Angry Banana

IBM metaverse campus protest 2007

I recently chatted with Samantha Cole of Vice for her article “The Corporate Metaverse Can’t Compete” and am kicking myself for forgetting to mention the wackiest example of emergent social behavior in a corporate-sponsored metaverse experience — that time IBM’s official campus in Second Life was flooded with labor protesters from IBM’s Italian branch, including a sign-waving banana:

Most of the activity seemed to be concentrated on the IBM Italia region on the corporate campus– unsurprising, since the protest is over a paycut impacting Italian  workers of the company.  In any case, they continued streaming in, and the leaders kept count of unique visitors.  At the end, the Uni Global Second Life spokesman told me they’d counted 1850 in all. 

What IBM management thinks of all this is still unclear; I talked to several staffers on campus during the strike, and they declined comment. A senior IBM staffer watched the protest from a distance, but when I asked to take a screenshot, he promptly vanished into the metaverse aether.

IBM’s Second Life presence wasn’t just a marketing/PR stunt; thousands of employees used it for remote meetings every week; IBM staff were also behind a ultimate unsuccessful attempt to make Second Life interoperable with OpenSim. Instead of engaging with the avatar protesters, which would probably we the wiser path, I later found out from an IBM staffer that they were under strict orders not to engage with them at all.

In any case, the takeaway for companies now: If you do plan to have a metaverse platform presence, prepare for this and even more chaotic user-driven events to happen there.

More from the Sam Cole article:


For many companies, the thought of letting people run roughshod over their hard virtual work would be untenable. Unpredictable humans will do unpredictable, and potentially unsavory, things to your nice sterile VR world or shiny new brand activation. In 2006, after it opened a news bureau in Second Life, CNET learned this the hard way when a protestor pummeled a live interview with custom-made flying penises

But the risk of flying penises has to outweigh the payoff of a truly interactive space. Customization and control over one’s own experience—in a social way, beyond the same 10 pre-programmed hair, nose, or outfits to choose from—is central to immersion…

The few instances of successful campaigns worked with users in already-existing spaces, instead of trying to force people into boring new virtual malls. And they know their audiences. In spaces like Walmart Land in Roblox (not to be confused with VRChat Kmart, the unsanctioned project where people LARP as Kmart employees), there’s not a lot of aggressive Walmart branding or stuff to buy. There’s just Roblox games that kids would enjoy, and live musical events with Gen Z artists. In L’Oreal’s brand activation in Second Life, the company placed replicas of its cosmetic products within an already popular user-generated world called Greenies [above]. 

“If I was going to leave you with any conclusions, it would be, don’t take Meta’s framing for what it is,” Au said. “Corporate engagement is simple. You just have to respect the community and the platform, and understand the medium. It’s a totally different thing than traditional social media. It won’t be the dominant thing, it will be a large part of it.” What worked on Instagram probably won’t work in an interactive, live world.

Read the rest here.

Have a Great week from all of us at Zoha Islands/Fruit Islands

Games Made in Second Life – The Crone

 

This Halloween, explore The Crone in Second Life, a puzzle-solving game with multiple jump scares to get you into the spooky spirit!

“I have done it again,” says Second Life veteran and self-described polymath of creation, Loki Eliot, with utmost confidence. 

And that self-confidence is warranted indeed: just in time for Halloween weekend, Loki has opened “The Crone”, an utterly scary and truly immersive puzzle game, on his home island of Escapades.

For a nominal fee of L$100, the player becomes an investigative reporter, searching an abandoned cabin for clues to find missing townspeople … and the horror begins to seep in quickly: a dark and vast labyrinth of underground mines has to be explored, with only a torch as aid … or weapon against a ghastly occupant perhaps? 

Beware of the crone wandering the cave system, guarding what can only be described as the most horrible secret Second Life Residents might be able to imagine … but if you or your fellow explorers should find it: do not spill the beans before the big day of October 31st … or the crone might be none too pleased!

Will Loki Eliot stop working his imaginative magic in Second Life anytime soon? A legitimate question, as he is often seen wandering other worlds, not unlike the protagonist of his current game. Fear not, he says, because SL is very special to him indeed: “People are still finding new ways to do things because there are so many options in SL and I’ve been here for over 15 years and I still don’t know all the options. You can still do really cool stuff!”

Teleport over today and try your luck against the crone.

Video Production by Draxtor Despres

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The Crone – A Short Horror Game

Local kids tell of an old lady who lures children to her cottage never to be seen again. Dare you venture into the dark woods to investigate whether there is truth to the tales? WARNING: This a creepy game with simple puzzle solving and occasional jump scares. A Game Pass costs L$100 to play, which is a single payment and you can play again and again. The game length is approximately 20 minutes. This is a part of Loki Escapades Experiences.

Have A Safe And Happy Halloween From All Of Us At Zoha Islands/Fruit Island

15 Year ZoHa Islands!

ZoHa Islands is celebrating 15 year in Second Life!

To thank our dear residents of the past 15 years we want to offer until the end of this year some very special promotions!

We are pleased to announce that by joining our Exclusive Buy Down Program you will be able to pay 15% less tier for as long as you hold your land!

We are also introducing a Referral Program where you can make 15% commission for every friend you bring to ZoHa Islands.

Exclusive Buy Down Program:

In 2016 Linden Lab offered a Buy Down Program for a few months. By paying a one-time fee up front, you would be entitled to lower tier rates on your land for as long as you held it.
6 years ago, we did pass on this successful Buy Down Program to our dear ZoHa Islands residents too.

To celebrate our 15th year in Second Life we are pleased to announce that we can bring back an Exclusive Buy Down Program to you, our dear  ZoHa Islands residents!

By paying a one-time fee up front, you will be entitled to 15% lower tier rates on your land for as long as you will hold it. You will break even in less than 15 weeks!

Our Exclusive Buy Down Program is available on all land sizes and sim types.
The 15% lower tier rates are based on our standard land prices and available to current and new residents.
Contact a sales agent inworld or complete our request form to get your quote.

Some examples:
(Referral Program information can be found below)

1/4 HS Region:
Standard Weekly tier: 1,895 L$
Up Front Fee: 4,265 L$
15% lower tier: Only 1,610 L$ weekly

1/2 HS Region:
Standard Weekly tier: 3,695 L$
Up Front Fee: 8,315 L$
15% lower tier: Only 3,140 L$ weekly

Full HS Region:
Standard Weekly tier: 7,000 L$
Up Front Fee: 15,750 L$
15% lower tier: Only 5,950 L$ weekly

4096 sqm on 20K Region:
Standard Weekly tier: 1,435 L$
Up Front Fee: 3,230 L$
15% lower tier: Only 1,220 L$ weekly

16,384 sqm on 20K Region:
Standard Weekly tier: 5,125 L$
Up Front Fee: 11,530 L$
15% lower tier: Only 4,355 L$ weekly

Full 65,536 sqm on 20K Region:
Standard Weekly tier: 16,995 L$
Up Front Fee: 38,240 L$
15% lower tier: Only 14,445 L$ weekly

16,384 sqm on 30K Region:
Standard Weekly tier: 5,635 L$
Up Front Fee: 12,680 L$
15% lower tier: Only 4,790 L$ weekly

32,768 sqm on 30K Region:
Standard Weekly tier: 10,340 L$
Up Front Fee: 23,265 L$
15% lower tier: Only 8,790 L$ weekly

Full 65,536 sqm on 30K Region:
Standard Weekly tier: 18,495 L$
Up Front Fee: 41,615 L$
15% lower tier: Only 15,720 L$ weekly

Having problems paying for the Up Front Fee at once?
Our Referral Program might be a solution for you!

 

Referral Program:

Bring a friend to ZoHa Islands and get 15% commission on the first week tier of the land your friend buys.

This 15% commission can be applied to:
– Your current land tier
– To buy a land parcel for yourself
– To pay for the Up Front Fee of our Exclusive Buy Down Program

If your first commission(s) is/are not enough to be applied to one of the 3 above options, then we can make note of it in our system and apply it when you have earned enough commission.

Attention:
– Commissions will not be paid out in L$. Only applied to one of the above options.
– Please contact a sales agent inworld or complete our request form BEFORE your friend wants to buy his land!

Premium Plus subscribers now get extra benefits in the SpeedLight viewer!

Premium Plus subscribers now get extra benefits in the SpeedLight viewer!


Linden Lab
 
 

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Second Life Premium Plus members already get many benefits that help them get the most out of Second Life…and now we’re partnering with SpeedLight to add even more value!

The Speedlight mobile app is already popular with many of our community members since it enables Residents to stay connected with Second Life while on the go, and now Premium Plus subscribers get access to additional Speedlight benefits: no online time limitations along with prioritised online support. Now you can enjoy Second Life on your mobile devices (or in a web browser) with the freedom to stay connected as long as you like! To get these benefits, all you need to do is access Second Life using SpeedLight with your Premium Plus account.

As a reminder, Premium Plus membership also gives you the following benefits:
– L$3,000 signup bonus
– L$650 weekly stipend
– up to 2,048 zero-fee mainland, 140 groups
– free assets upload
– concierge phone support
– other benefits (check https://accounts.secondlife.com/change_membership/ for the full list)

Additionally, Premium Plus members who use SpeedLight now get these benefits:
– unlimited online time at SpeedLight
– advanced 3D World view
– prioritised support (tickets and live chat)

Login to SecondLife with your Premium Plus account at SpeedLight, check for the “Premium Plus” badge and enjoy your Second Life! Not a Premium Plus member yet? Now is the perfect time to upgrade so you can take advantage of this all-new benefit!

 

*Please note that avatars in images are not from Speedlight and Speedlight is a third-party viewer listed in our third-party directory.

Have A Great Week From All Of Us At Zoha Islands/Fruit Islands

 

Decoding the secrets of the metaverse

Click to watch!
 

Decoding the secrets of the metaverse

You’ve probably heard of it, but what does the metaverse mean for us? CNN’s Anna Stewart takes a deep dive into this immersive virtual universe.

Source: CNN

Will the metaverse bring the second coming of Second Life?

Will the metaverse bring the second coming of Second Life?

Second Life is trying to get people to re-engage with it.
Second Life is trying to get people to re-engage with it.
Image Credit: Linden Lab

The idea of the metaverse is getting more buzz than ever. I gave a speech on it yesterday to Sharad Devarajan’s class of MBA students at the Columbia Business School at Columbia University. (I advised them to buy Bitcoin.)

In my research for the class, I checked the metaverse’s status on Google Trends, which measures the number of searches on different subjects, and I saw an explosion in the past year or so. Big companies such as Facebook, Roblox, and Epic Games are jockeying to be the arbiter of the metaverse, and many companies are talking about their metaverse strategies.

But one 18-year-old virtual world called Second Life had everybody talking about it being a metaverse long before we entered this modern epoch. Linden Lab, the creator of Second Life (the virtual world that debuted way back in 2003) is still going strong. And it plans to play a role in the modern metaverse, thanks in part to a cross-platform payment system called Tilia Pay that enables people to cash out the virtual currency they earn in Second Life and convert it to U.S. dollars. That’s something that is critical for the metaverse, the universe of virtual worlds that are all interconnected, like in novels such as Snow Crash and Ready Player One.

Above: Metaverse mentions in Google Trends.

Image Credit: Google

In this age when we’re celebrating the “new” metaverse companies like Roblox, which has 43 million daily active users, it’s easy to forget that Second Life is still around. It has a $600 million annual gross domestic product (GDP). More than 2 billion user-generated assets have been created to date. It has 200,000 daily active users, and it processes more than 345 million annual transactions. It pays more than $80.4 million to creators annually. This is a remarkable achievement, as it’s very hard for companies that rule in one technology epoch to succeed in another, and Second Life has managed to thrive through multiple eras.

“If you look at Second Life, what it did 18 years ago and what it’s doing now, the world has kind of come back to Second Life,” said Brad Oberwager, the executive chairman of Linden Lab, in an interview with GamesBeat. “Everybody is trying to be Second Life. And it’s a pretty interesting time. When you think of creators in the creator economy, Second Life is still the leader and people are getting direct payments from each other. We’re a true economy.”

A survivor

Above: Second Life has a big economy.

Image Credit: Linden Lab

But Second Life, for all of its endurance and persistence, has never really become as mainstream as it could be. It has gone through multiple leaders. Philip Rosedale started Linden Lab in 1999 during the dotcom boom. And in the aftermath of the dotcom bust, he managed to launch Second Life in 2003. He stepped down in 2008, and Linden Lab went through a series of caretaker CEOs in the form of Mark Kingdon, Rosedale (who returned as CEO for just four months), and Bob Komin. In 2010, the company had some big layoffs.

Starting in 2010, Rod Humble, a former EA executive, tried to take some of the magic of Second Life and bring it into new applications on mobile and other platforms. But that didn’t work out so well, and Humble left in 2014. Ebbe Altberg took over in 2014 and helped get Second Life in good stead. He tried to create a VR version of Second Life, dubbed Sansar, but it didn’t get the intended traction. I met with Altberg several times, and he was a big advocate for how people needed to remember how successful Second Life still was.

But Altberg suffered from a long illness. He managed to get through some big shifts, like deploying Second Life to the Amazon Cloud, cutting back the staff, selling off Sansar, and eventually selling off Linden Lab to an investor group led by Oberwager and Randy Waterfield in July 2020.

Sadly, Altberg passed away from his illness in June. Obewager took over as executive chairman and noted that Altberg left the company in excellent shape. Second Life remains solid in its 18th year, with the best financial performance in the first half of the year in more than a decade.

Improvements

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The idea of the metaverse is getting more buzz than ever. I gave a speech on it yesterday to Sharad Devarajan’s class of MBA students at the Columbia Business School at Columbia University. (I advised them to buy Bitcoin.)

In my research for the class, I checked the metaverse’s status on Google Trends, which measures the number of searches on different subjects, and I saw an explosion in the past year or so. Big companies such as Facebook, Roblox, and Epic Games are jockeying to be the arbiter of the metaverse, and many companies are talking about their metaverse strategies.

The evolving impact of graph analytics_

But one 18-year-old virtual world called Second Life had everybody talking about it being a metaverse long before we entered this modern epoch. Linden Lab, the creator of Second Life (the virtual world that debuted way back in 2003) is still going strong. And it plans to play a role in the modern metaverse, thanks in part to a cross-platform payment system called Tilia Pay that enables people to cash out the virtual currency they earn in Second Life and convert it to U.S. dollars. That’s something that is critical for the metaverse, the universe of virtual worlds that are all interconnected, like in novels such as Snow Crash and Ready Player One.

Above: Metaverse mentions in Google Trends.

Image Credit: Google

In this age when we’re celebrating the “new” metaverse companies like Roblox, which has 43 million daily active users, it’s easy to forget that Second Life is still around. It has a $600 million annual gross domestic product (GDP). More than 2 billion user-generated assets have been created to date. It has 200,000 daily active users, and it processes more than 345 million annual transactions. It pays more than $80.4 million to creators annually. This is a remarkable achievement, as it’s very hard for companies that rule in one technology epoch to succeed in another, and Second Life has managed to thrive through multiple eras.

 

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“If you look at Second Life, what it did 18 years ago and what it’s doing now, the world has kind of come back to Second Life,” said Brad Oberwager, the executive chairman of Linden Lab, in an interview with GamesBeat. “Everybody is trying to be Second Life. And it’s a pretty interesting time. When you think of creators in the creator economy, Second Life is still the leader and people are getting direct payments from each other. We’re a true economy.”

 
 
 

Improvements

Above: Second Life is 18 years old.

Image Credit: Linden Lab

Second Life has benefited from the pandemic, just like most games, as more users are coming into virtual worlds to socialize because they aren’t so sure about meeting in real life.

 

“Second Life is back because it never went anywhere. Just 3.5 years ago, we were the same size as Roblox,” he said. “We’re starting to grow again. Now more people are, are interacting. It’s a re-engagement strategy.”

This has potential, since more than 70 million users have created their own accounts during the history of Second Life.

“We’re not starting Second Life again. We’re just improving, we’re just focusing,” Oberwager said. “Because of all the conversations about the metaverse, our name is coming up again as the pioneer. And so our conversion rates are going up. We are a $600 million a year economy. We are supporting creators in ways that allow them to make money. Our goal is to be the least-expensive place to be a creator.”

The company supports streaming live video inside Second Life, and it has virtual cinemas where people can watch shows together. And the company has long-established practices for dealing with problems.

Linden Lab supports free speech, but it has also figured out how to deal with lawless metaverse citizens.

Second Life has long had to deal with problems like rogue user-generated content and copycats. It has its own Second Life Patent and Trademark Office that functions much the way the U.S. Patent and Trademark Office does. It uses AI to stop such theft and it honors Digital Millennium Copyright Act (DMCA) takedown requests from brands. It has undercover avatars to police bad behavior.

“We do have rules. If you break our rules, you have a problem,” Oberwager said. “It’s called the social contract. If you harass someone, you’re gonna get booted from the system.”

Tilia Pay

Upland is using Linden Lab's Tilia for money transactions.

Above: Upland is using Linden Lab’s Tilia for money transactions.

Image Credit: Uplandme

Under Altberg, Linden Lab also invested $30 million in Tilia Pay, Linden Lab’s payment system, over seven years to acquire all of the necessary state licenses in the U.S. in needs to run it.

 

Oberwager said that Tilia Pay could power virtual economies at other companies as they try to get users to come inside and spend money in their version of the metaverse, and then enable people to take their digital earnings and cash them out. It’s a basic function of the metaverse, and Second Life has been doing this for a long time, Oberwager said.

This is not as easy as it seems. For creators to get paid for their virtual content, platform publishers must first comply with money transmission regulations. That’s because when money is being exchanged for virtual goods and cashed out by creators, the platform publisher becomes a money transmitter and must be licensed in all 50 states. This holds true for exchanges trading nonfungible tokens (NFTs) as well.

Oberwager said that Tilia is the only fully licensed money transmitter focused on the virtual currency, gaming, and NFT opportunities. The Tilia Pay service acts as a combination of PayPal and Coinbase for virtual worlds and gaming platforms by providing the “financial rails” for publishers. Using the Tilia wallet, virtual worlds, games, publishers, and NFT exchanges can legally allow creators and others to transfer virtual currencies into fiat.

 

One of the new Tilia users is Upland, which is an NFT-based virtual property trading ecosystem, where players can play a kind of Monopoly by buying, selling, and trading virtual properties mapped to real world addresses. Prior to its partnership with Tilia, Upland players could not sell their virtual properties to other players for U.S. dollars, because facilitating funds transfers from one user to another requires money  transmitter licenses in the U.S. and other jurisdictions. Tilia came to the rescue, and Upland has more than 100,000 monthly active users.

Zenescope

Above: The Zenescope Metaverse is new in Second Life.

Image Credit: Linden Lab

Second Life has other things going on as well to try to juice user interest. It cut a deal with comic book publisher Zenescope Entertainment and licensing agency Epik to bring the dark and twisted Grimm’s Universe to life as the Zenescope Metaverse inside Second Life.

 

Fans can interact with and play as some of the classic fairytale characters popularized by Zenescope’s comic books and graphic novels, acting out scenarios and following different storylines. The virtual experience features Cinderella (aka Cindy): Serial Killer Princess — the main character of a six-issue mini-series of the same name. Also on hand are Belle: the Beast Hunter; the Mad Hatter, and Jabberwocky. Fans of Zenescope number around 70 million, and they now have 50 different digital items they can buy inside the Second Life location.

Oberwager said this was the beginning of many new brand and entertainment partner collaborations in Second Life. And he wants to start making some noise about it.

“Metaverses are the hot thing right now. Second Life was a pioneer, but a lot of people don’t know that it is still alive and thriving,” Oberwager said. “We had the COVID bump, like every game company. But now, we’re going up again at exactly the time when we’re getting out of the COVID bump. That’s quite compelling in our mind.”

Have a great week from all of us at Zoha Islands and Fruit Islands