What Second Life Got Right Where Others Don't: Presence
My friend Mitch Wagner of Internet Evolution has some good Labor Day weekend reading about what Second Life got right, among the many things it got wrong:
Once hailed as the future of the Internet, Second Life is now retro, like manual typewriters and vinyl records. Yet it attempted to solve a problem in Internet relationships, both business and personal, that still needs a solution... What Second Life gives you is the illusion of a shared experience in the same place and time. People around the world can log in and experience an event as though they were together. Services like Facebook and Twitter don't give you that, even with real time updates and notifications. When I'm chatting with a friend on Facebook, it's painfully obvious that we're in different places.
Read it all here. Mitch isn't any random Internet pundit, but was once SL's biggest booster and hosted a lot of in-world events, so his negativity now is credible -- as is his argument that SL gets presence right in ways that haven't been otherwise solved. I do disagree with him somewhat on one point:
The argument that SL is defunct and out of date is only true if you assume Second Life is only a desktop PC-tethered technology. However, the rise of the Oculus Rift might very well make it a very necessary, up to date platform which gets a sense of presence even more right.
Image via a Torley stream, as Mitch also argues SL gets virtual photography right too.
Please share this post with people who like SL:Tweet