Why did the game industry stop driving the business of online games, and where does Second Life fit in that decline? That and more in an essay I just wrote for GigaOM. A taste:
The game industry's peevishly incurious reaction to Second Life is pretty much what you’d have got from a movie producer in the 90s, if you told him that film and TV would soon start losing their audience to a video clip site featuring stupid dog tricks and a dancing bald guy.
Read it all here. While putting it together, I noticed this excellent post from Spin Martin with a similar flavor, also worth a read.
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