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Friday, April 22, 2022


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Luther Weymann

Virtual worlds are a novelty to humans, and they have a use curve that goes up as you find interest in the novelty, and then after some time, the use curve goes down as you lose interest. If the user gains an economic, social, or hobby from using a virtual world, the user will linger on the downside of the use curve until some event in their life ages them out of use. The virtual world's longevity relies on new members entering the use curve and old members sustaining their economic, social, or hobby interest. Gaming as a hobby and social texting seems to have attained the highest consistent user rates that Meta needs to consider. Second Life has excelled at the economic, social, and entertainment aspects, which is perhaps the most difficult to maintain users consistently.

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