Life in Second Life
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0:00 - 0:03You know, we're going to do things a little differently.
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0:03 - 0:06I'm not going to show you a presentation. I'm going to talk to you.
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0:06 - 0:11And at the same time, we're going to look at just images
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0:11 - 0:16from a photo stream that is pretty close to live of things that --
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0:16 - 0:20snapshots from Second Life. So hopefully this will be fascinating.
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0:20 - 0:24You can -- I can compete for your attention with the strange pictures
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0:24 - 0:26that you see on screen that come from there.
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0:26 - 0:31I thought I'd talk a little bit about some just big ideas about this,
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0:31 - 0:35and then get John back out here so we can talk interactively
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0:35 - 0:39a little bit more and think and ask questions.
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0:39 - 0:42You know, I guess the first question is,
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0:42 - 0:47why build a virtual world at all?
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0:47 - 0:51And I think the answer to that is always going to be
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0:51 - 0:53at least driven to a certain extent by the people
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0:53 - 0:58initially crazy enough to start the project, you know.
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0:58 - 1:01So I can give you a little bit of first background just on me
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1:01 - 1:06and what moved me as a -- really going back as far as a teenager
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1:06 - 1:09and then an adult, to actually try and build this kind of thing.
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1:09 - 1:18I was a very creative kid who read a lot, and got into electronics first,
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1:18 - 1:22and then later, programming computers, when I was really young.
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1:22 - 1:26I was just always trying to make things.
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1:26 - 1:30I was just obsessed with taking things apart and building things,
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1:30 - 1:34and just anything I could do with my hands or with wood
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1:34 - 1:37or electronics or metal or anything else.
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1:37 - 1:41And so, for example -- and it's a great Second Life thing -- I had a bedroom.
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1:41 - 1:44And every kid, you know, as a teenager, has got his bedroom he retreats to --
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1:44 - 1:49but I wanted my door, I thought it would be cool if my door went up
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1:49 - 1:51rather than opened, like on Star Trek.
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1:51 - 1:54I thought it would be neat to do that. And so I got up in the ceiling
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1:54 - 1:59and I cut through the ceiling joists, much to my parents' delight,
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1:59 - 2:03and put the door, you know, being pulled up through the ceiling.
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2:03 - 2:07I built -- I put a garage-door opener up in the attic
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2:07 - 2:09that would pull this door up.
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2:09 - 2:14You can imagine the amount of time that it took me to do this to the house
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2:14 - 2:16and the displeasure of my parents.
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2:16 - 2:19The thing that was always striking to me was that we as people
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2:19 - 2:24could have so many really amazing ideas about things we'd like to do,
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2:24 - 2:30but are so often unable, in the real world, to actually do those things --
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2:30 - 2:33to actually cobble together the materials
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2:33 - 2:36and go through the actual execution phase of building something
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2:36 - 2:38that you imagine from a design perspective.
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2:38 - 2:41And so for me, I know that when the Internet came around
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2:41 - 2:44and I was doing computer programming and just, you know,
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2:44 - 2:47just generally trying to run my own little company
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2:47 - 2:50and figure out what to do with the Internet and with computers,
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2:50 - 2:56I was just immediately struck by how the ultimate thing
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2:56 - 2:59that you would really want to do with the Internet and with computers
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2:59 - 3:02would be to use the Internet and connected computers
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3:02 - 3:09to simulate a world to sort of recreate the laws of physics
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3:09 - 3:13and the rules of how things went together --
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3:13 - 3:16the sort of -- the idea of atoms and how to make things,
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3:16 - 3:22and do that inside a computer so that we could all get in there and make stuff.
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3:22 - 3:26And so for me that was the thing that was so enticing.
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3:26 - 3:29I just wanted this place where you could build things.
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3:29 - 3:32And so I think you see that in the genesis
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3:32 - 3:36of what has happened with Second Life, and I think it's important.
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3:36 - 3:42I also think that more generally, the use of the Internet and technology
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3:42 - 3:48as a kind of a space between us for creativity and design is a general trend.
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3:48 - 3:51It is a -- sort of a great human progress.
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3:51 - 3:57Technology is just generally being used to allow us to create
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3:57 - 4:00in as shared and social a way as possible.
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4:00 - 4:02And I think that Second Life and virtual worlds more generally
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4:02 - 4:07represent the best we can do to achieve that right now.
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4:07 - 4:09You know, another way to look at that,
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4:09 - 4:12and related to the content and, you know, thinking about space,
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4:12 - 4:15is to connect sort of virtual worlds to space.
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4:15 - 4:18I thought that might be a fun thing to talk about for a second.
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4:18 - 4:23If you think about going into space, it's a fascinating thing.
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4:23 - 4:26So many movies, so many kids, we all sort of
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4:26 - 4:29dream about exploring space. Now, why is that?
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4:29 - 4:31Stop for a moment and ask, why that conceit?
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4:31 - 4:35Why do we as people want to do that?
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4:35 - 4:37I think there's a couple of things. It's what we see in the movies --
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4:37 - 4:40you know, it's this dream that we all share.
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4:40 - 4:45One is that if you went into space you'd be able to begin again.
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4:45 - 4:48In some sense, you would become someone else in that journey,
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4:48 - 4:53because there wouldn't be -- you'd leave society and life as you know it, behind.
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4:53 - 4:56And so inevitably, you would transform yourself --
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4:56 - 5:00irreversibly, in all likelihood -- as you began this exploration.
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5:00 - 5:04And then the second thing is that there's this tangible sense
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5:04 - 5:10that if you travel far enough, you can find out there --
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5:10 - 5:13oh, yeah -- you have no idea what you're going to find
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5:13 - 5:15once you get there, into space.
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5:15 - 5:17It's going to be different than here.
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5:17 - 5:22And in fact, it's going to be so different than what we see here on earth
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5:22 - 5:25that anything is going to be possible.
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5:25 - 5:28So that's kind of the idea -- we as humans crave the idea of
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5:28 - 5:33creating a new identity and going into a place where anything is possible.
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5:33 - 5:36And I think that if you really sit and think about it,
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5:36 - 5:40virtual worlds, and where we're going
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5:40 - 5:44with more and more computing technology,
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5:44 - 5:50represent essentially the likely, really tactically possible
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5:50 - 5:52version of space exploration.
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5:52 - 5:57We are moved by the idea of virtual worlds because, like space,
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5:57 - 6:01they allow us to reinvent ourselves and they contain anything
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6:01 - 6:03and everything, and probably anything could happen there.
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6:03 - 6:06You know, to give you a size idea about scale, you know,
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6:06 - 6:10comparing space to Second Life, most people don't realize, kind of --
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6:10 - 6:13and then this is just like the Internet in the early '90s.
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6:13 - 6:16In fact, Second Life virtual worlds are a lot like the Internet in the early '90s today:
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6:16 - 6:18everybody's very excited,
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6:18 - 6:21there's a lot of hype and excitement about one idea or the next
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6:21 - 6:24from moment to moment, and then there's despair
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6:24 - 6:26and everybody thinks the whole thing's not going to work.
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6:26 - 6:28Everything that's happening with Second Life
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6:28 - 6:31and more broadly with virtual worlds, all happened in the early '90s.
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6:31 - 6:34We always play a game at the office where you can take any article
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6:34 - 6:38and find the same article where you just replace the words "Second Life"
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6:38 - 6:43with "Web," and "virtual reality" with "Internet."
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6:43 - 6:45You can find exactly the same articles
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6:45 - 6:49written about everything that people are observing.
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6:49 - 6:56To give you an idea of scale, Second Life is about 20,000 CPUs at this point.
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6:56 - 6:58It's about 20,000 computers connected together
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6:58 - 7:02in three facilities in the United States right now,
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7:02 - 7:06that are simulating this virtual space. And the virtual space itself --
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7:06 - 7:10there's about 250,000 people a day that are wandering around in there,
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7:10 - 7:14so the kind of, active population is something like a smallish city.
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7:14 - 7:18The space itself is about 10 times the size of San Francisco,
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7:18 - 7:21and it's about as densely built out.
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7:21 - 7:24So it gives you an idea of scale. Now, it's expanding very rapidly --
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7:24 - 7:28about five percent a month or so right now, in terms of new servers being added.
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7:28 - 7:31And so of course, radically unlike the real world,
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7:31 - 7:33and like the Internet, the whole thing is expanding
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7:33 - 7:36very, very quickly, and historically exponentially.
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7:36 - 7:39So that sort of space exploration thing is matched up here
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7:39 - 7:41by the amount of content that's in there,
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7:41 - 7:43and I think that amount is critical.
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7:43 - 7:45It was critical with the virtual world
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7:45 - 7:48that it be this space of truly infinite possibility.
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7:48 - 7:50We're very sensitive to that as humans.
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7:50 - 7:53You know, you know when you see it. You know when you can do anything in a space
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7:53 - 7:55and you know when you can't.
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7:55 - 7:57Second Life today is this 20,000 machines,
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7:57 - 8:01and it's about 100 million or so user-created objects where, you know,
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8:01 - 8:04an object would be something like this, possibly interactive.
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8:04 - 8:06Tens of millions of them are thinking all the time;
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8:06 - 8:08they have code attached to them.
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8:08 - 8:11So it's a really large world already, in terms of the amount of stuff that's there
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8:11 - 8:13and that's very important.
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8:13 - 8:15If anybody plays, like, World of Warcraft,
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8:15 - 8:18World of Warcraft comes on, like, four DVDs.
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8:18 - 8:22Second Life, by comparison, has about 100 terabytes
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8:22 - 8:27of user-created data, making it about 25,000 times larger.
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8:27 - 8:31So again, like the Internet compared to AOL,
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8:31 - 8:33and the sort of chat rooms and content on AOL at the time,
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8:33 - 8:35what's happening here is something very different,
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8:35 - 8:38because the sheer scale of what people can do
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8:38 - 8:42when they're enabled to do anything they want is pretty amazing.
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8:42 - 8:46The last big thought is that it is almost certainly true
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8:46 - 8:49that whatever this is going to evolve into
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8:49 - 8:53is going to be bigger in total usage than the Web itself.
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8:53 - 8:56And let me justify that with two statements.
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8:56 - 9:00Generically, what we use the Web for is to organize, exchange,
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9:00 - 9:02create and consume information.
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9:02 - 9:06It's kind of like Irene talking about Google being data-driven.
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9:06 - 9:09I'd say I kind of think about the world as being information.
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9:09 - 9:12Everything that we interact with, all the experiences that we have,
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9:12 - 9:14is kind of us flowing through a sea of information
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9:14 - 9:17and interacting with it in different ways.
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9:17 - 9:23The Web puts information in the form of text and images.
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9:23 - 9:28The topology, the geography of the Web is text-to-text links for the most part.
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9:28 - 9:31That's one way of organizing information,
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9:31 - 9:36but there are two things about the way you access information in a virtual world
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9:36 - 9:39that I think are the important ways that they're very different
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9:39 - 9:43and much better than what we've been able to do to date with the Web.
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9:43 - 9:47The first is that, as I said, the --
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9:47 - 9:50well, the first difference for virtual worlds is that
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9:50 - 9:53information is presented to you in the virtual world
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9:53 - 9:57using the most powerful iconic symbols
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9:57 - 9:59that you can possibly use with human beings.
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9:59 - 10:04So for example, C-H-A-I-R is the English word for that,
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10:04 - 10:09but a picture of this is a universal symbol.
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10:09 - 10:12Everybody knows what it means. There's no need to translate it.
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10:12 - 10:15It's also more memorable if I show you that picture,
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10:15 - 10:17and I show you C-H-A-I-R on a piece of paper.
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10:17 - 10:20You can do tests that show that you'll remember
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10:20 - 10:23that I was talking about a chair a couple of days later a lot better.
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10:23 - 10:27So when you organize information using the symbols of our memory,
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10:27 - 10:31using the most common symbols that we've been immersed in all our lives,
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10:31 - 10:35you maximally both excite, stimulate,
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10:35 - 10:37are able to remember, transfer and manipulate data.
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10:37 - 10:41And so virtual worlds are the best way
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10:41 - 10:45for us to essentially organize and experience information.
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10:45 - 10:48And I think that's something that people have talked about for 20 years --
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10:48 - 10:52you know, that 3D, that lifelike environments
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10:52 - 10:54are really important in some magical way to us.
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10:54 - 10:58But the second thing -- and I think this one is less obvious --
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10:58 - 11:06is that the experience of creating, consuming, exploring that information
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11:06 - 11:11is in the virtual world implicitly and inherently social.
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11:11 - 11:14You are always there with other people.
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11:14 - 11:20And we as humans are social creatures and must, or are aided by,
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11:20 - 11:25or enjoy more, the consumption of information in the presence of others.
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11:25 - 11:28It's essential to us. You can't escape it.
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11:28 - 11:33When you're on Amazon.com and you're looking for digital cameras or whatever,
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11:33 - 11:39you're on there right now, when you're on the site, with like 5,000 other people,
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11:39 - 11:41but you can't talk to them.
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11:41 - 11:45You can't just turn to the people that are browsing digital cameras
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11:45 - 11:48on the same page as you, and ask them,
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11:48 - 11:51"Hey, have you seen one of these before? Because I'm thinking about buying it."
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11:51 - 11:55That experience of like, shopping together, just as a simple example,
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11:55 - 11:57is an example of how as social creatures
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11:57 - 11:59we want to experience information in that way.
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11:59 - 12:05So that second point, that we inherently experience information together
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12:05 - 12:07or want to experience it together,
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12:07 - 12:10is critical to essentially, kind of,
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12:10 - 12:15this trend of where we're going to use technology to connect us.
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12:15 - 12:20And so I think, again, that it's likely that in the next decade or so
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12:20 - 12:25these virtual worlds are going to be the most common way as human beings
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12:25 - 12:30that we kind of use the electronics of the Internet, if you will,
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12:30 - 12:34to be together, to consume information.
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12:34 - 12:36You know, mapping in India -- that's such a great example.
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12:36 - 12:41Maybe the solution there involves talking to other people in real time.
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12:41 - 12:46Asking for advice, rather than any possible way
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12:46 - 12:50that you could just statically organize a map.
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12:50 - 12:52So I think that's another big point.
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12:52 - 12:54I think that wherever this is all going,
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12:54 - 12:59whether it's Second Life or its descendants, or something broader
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12:59 - 13:02that happens all around the world at a lot of different points --
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13:02 - 13:05this is what we're going to see the Internet used for,
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13:05 - 13:09and total traffic and total unique users is going to invert,
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13:09 - 13:14so that the Web and its bibliographic set of text and graphical information
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13:14 - 13:17is going to become a tool or a part of that consumption pattern,
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13:17 - 13:21but the pattern itself is going to happen mostly in this type of an environment.
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13:21 - 13:25Big idea, but I think highly defensible.
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13:25 - 13:28So let me stop there and bring John back,
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13:28 - 13:31and maybe we can just have a longer conversation.
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13:31 - 13:33Thank you. John. That's great.
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13:33 - 13:38(Applause)
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13:38 - 13:42John Hockenberry: Why is the creation, the impulse to create Second Life,
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13:42 - 13:45not a utopian impulse?
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13:45 - 13:47Like for example, in the 19th century,
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13:47 - 13:51any number of works of literature that imagined alternative worlds
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13:51 - 13:53were explicitly utopian.
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13:53 - 13:57Philip Rosedale: I think that's great. That's such a deep question. Yeah.
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13:57 - 14:02Is a virtual world likely to be a utopia, would be one way I'd say it.
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14:02 - 14:06The answer is no, and I think the reason why is because
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14:06 - 14:09the Web itself as a good example is profoundly bottoms-up.
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14:09 - 14:14That idea of infinite possibility, that magic of anything can happen,
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14:14 - 14:16only happens in an environment
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14:16 - 14:19where you really know that there's a fundamental freedom
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14:19 - 14:23at the level of the individual actor, at the level of the Lego blocks,
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14:23 - 14:25if you will, that make up the virtual world.
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14:25 - 14:28You have to have that level of freedom, and so I'm often asked that,
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14:28 - 14:30you know, is there a, kind of, utopian or,
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14:30 - 14:33is there a utopian tendency to Second Life and things like it,
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14:33 - 14:36that you would create a world that has a grand scheme to it?
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14:36 - 14:40Those top-down schemes are alienating to just about everybody,
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14:40 - 14:43even if you mean well when you build them.
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14:43 - 14:47And what's more, human society, when it's controlled,
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14:47 - 14:49when you set out a grand scheme of rules,
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14:49 - 14:53a new way of people interacting, or a new way of laying out a city, or whatever,
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14:53 - 14:56that stuff historically has never scaled much beyond,
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14:56 - 14:59you know -- I always laughingly say -- the Mall of America, you know,
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14:59 - 15:02which is like, the largest piece of centrally designed architecture
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15:02 - 15:04that, you know, has been built.
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15:04 - 15:06JH: The Kremlin was pretty big.
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15:06 - 15:09PR: The Kremlin, yeah. That's true. The whole complex.
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15:09 - 15:13JH: Give me a story of a tool you created at the beginning
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15:13 - 15:16in Second Life that you were pretty sure people would want to use
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15:16 - 15:19in the creation of their avatars or in communicating
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15:19 - 15:23that people actually in practice said, no, I'm not interested in that at all,
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15:23 - 15:28and name something that you didn't come up with
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15:28 - 15:31that almost immediately people began to demand.
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15:31 - 15:34PR: I'm sure I can think of multiple examples of both of those.
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15:34 - 15:37One of my favorites. I had this feature that I built into Second Life --
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15:37 - 15:39I was really passionate about it.
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15:39 - 15:42It was an ability to kind of walk up close to somebody
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15:42 - 15:44and have a more private conversation,
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15:44 - 15:47but it wasn't instant messaging because you had to sort of befriend somebody.
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15:47 - 15:50It was just this idea that you could kind of have a private chat.
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15:50 - 15:53I just remember it was one of those examples of data-driven design.
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15:53 - 15:55I thought it was such a good idea from my perspective,
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15:55 - 15:58and it was just absolutely never used, and we ultimately --
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15:58 - 16:00I think we've now turned it off, if I remember.
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16:00 - 16:03We finally gave up, took it out of the code.
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16:03 - 16:07But more generally, you know, one other example I think about this,
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16:07 - 16:10which is great relative to the utopian idea.
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16:10 - 16:15Second Life originally had 16 simulators. It now has 20,000.
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16:15 - 16:17So when it only had 16,
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16:17 - 16:20it was only about as big as this college campus.
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16:20 - 16:24And we had -- we zoned it, you know: we put a nightclub,
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16:24 - 16:26we put a disco where you could dance,
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16:26 - 16:30and then we had a place where you could fight with guns if you wanted to,
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16:30 - 16:34and we had another place that was like a boardwalk, kind of a Coney Island.
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16:34 - 16:37And we laid out the zoning, but of course,
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16:37 - 16:40people could build all around it however they wanted to.
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16:40 - 16:44And what was so amazing right from the start was that the idea
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16:44 - 16:48that we had put out in the zoning concept, basically,
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16:48 - 16:50was instantly and thoroughly ignored,
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16:50 - 16:53and like, two months into the whole thing,
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16:53 - 16:56-- which is really a small amount of time, even in Second Life time --
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16:56 - 17:00I remember the users, the people who were then using Second Life,
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17:00 - 17:04the residents came to me and said, we want to buy the disco --
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17:04 - 17:08because I had built it -- we want to buy that land and raze it
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17:08 - 17:11and put houses on it. And I sold it to them --
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17:11 - 17:13I mean, we transferred ownership and they had a big party
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17:13 - 17:15and blew up the entire building.
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17:15 - 17:19And I remember that that was just so telling, you know,
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17:19 - 17:21that you didn't know exactly what was going to happen.
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17:21 - 17:24When you think about stuff that people have built that's popular --
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17:24 - 17:27JH: CBGB's has to close eventually, you know. That's the rule.
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17:27 - 17:32PR: Exactly. And it -- but it closed on day one, basically, in Internet time.
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17:33 - 17:36You know, an example of something -- pregnancy.
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17:36 - 17:39You can have a baby in Second Life.
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17:39 - 17:45This is done entirely using, kind of, the tools that are built into Second Life,
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17:45 - 17:49so the innate concept of becoming pregnant and having a baby, of course --
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17:49 - 17:54Second Life is, at the platform level, at the level of the company -- at Linden Lab --
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17:54 - 17:57Second Life has no game properties to it whatsoever.
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17:57 - 17:59There is no attempt to structure the experience,
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17:59 - 18:02to make it utopian in that sense that we put into it.
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18:02 - 18:05So of course, we never would have put a mechanism for having babies or, you know,
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18:05 - 18:08taking two avatars and merging them, or something.
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18:08 - 18:13But people built the ability to have babies and care for babies
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18:13 - 18:17as a purchasable experience that you can have in Second Life and so --
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18:17 - 18:20I mean, that's a pretty fascinating example of, you know,
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18:20 - 18:22what goes on in the overall economy.
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18:22 - 18:24And of course, the existence of an economy is another idea.
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18:24 - 18:27I didn't talk about it, but it's a critical feature.
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18:27 - 18:30When people are given the opportunity to create in the world,
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18:30 - 18:32there's really two things they want.
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18:32 - 18:35One is fair ownership of the things they create.
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18:35 - 18:37And then the second one is -- if they feel like it,
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18:37 - 18:39and they're not going to do it in every case, but in many they are --
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18:39 - 18:43they want to actually be able to sell that creation
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18:43 - 18:45as a way of providing for their own livelihood.
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18:45 - 18:48True on the Web -- also true in Second Life.
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18:48 - 18:50And so the existence of an economy is critical.
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18:50 - 18:54JH: Questions for Philip Rosedale? Right here.
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18:54 - 18:57(Audience: Well, first an observation, which is that you look like a character.)
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18:57 - 19:02JH: The observation is, Philip has been accused of looking like a character,
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19:02 - 19:04an avatar, in Second Life.
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19:04 - 19:06Respond, and then we'll get the rest of your question.
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19:06 - 19:08PR: But I don't look like my avatar.
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19:08 - 19:10(Laughter)
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19:10 - 19:12How many people here know what my avatar looks like?
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19:12 - 19:14That's probably not very many.
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19:14 - 19:16JH: Are you ripping off somebody else's avatar with that, sort of --
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19:16 - 19:19PR: No, no. I didn't. One of the other guys at work had a fantastic avatar --
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19:19 - 19:22a female avatar -- that I used to be once in a while.
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19:22 - 19:28But my avatar is a guy wearing chaps.
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19:29 - 19:32Spiky hair -- spikier than this. Kind of orange hair.
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19:32 - 19:37Handlebar mustache. Kind of a Village People sort of a character.
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19:37 - 19:39So, very cool.
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19:39 - 19:41JH: And your question?
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19:41 - 19:44(Audience: [Unclear].)
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19:44 - 19:50JH: The question is, there appears to be a lack of cultural fine-tuning in Second Life.
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19:50 - 19:52It doesn't seem to have its own culture,
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19:52 - 19:54and the sort of differences that exist in the real world
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19:54 - 19:57aren't translated into the Second Life map.
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19:57 - 19:59PR: Well, first of all, we're very early,
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19:59 - 20:02so this has only been going on for a few years.
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20:02 - 20:05And so part of what we see is the same evolution of human behavior
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20:05 - 20:07that you see in emerging societies.
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20:07 - 20:11So a fair criticism -- is what it is -- of Second Life today is that
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20:11 - 20:16it's more like the Wild West than it is like Rome, from a cultural standpoint.
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20:16 - 20:22That said, the evolution of, and the nuanced interaction that creates culture,
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20:22 - 20:25is happening at 10 times the speed of the real world,
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20:25 - 20:30and in an environment where, if you walk into a bar in Second Life,
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20:30 - 20:3365 percent of the people there are not in the United States,
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20:33 - 20:38and in fact are speaking their, you know, various and different languages.
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20:38 - 20:40In fact, one of the ways to make money in Second Life
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20:40 - 20:45is to make really cool translators that you drag onto your body
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20:45 - 20:47and they basically, kind of, pop up on your screen
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20:47 - 20:50and allow you to use Google or Babel Fish
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20:50 - 20:53or one of the other online text translators to on-the-fly
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20:53 - 20:58translate spoken -- I'm sorry -- typed text between individuals.
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20:58 - 21:02And so, the multicultural nature and the sort of cultural melting pot
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21:02 - 21:05that's happening inside Second Life is quite --
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21:05 - 21:10I think, quite remarkable relative to what in real human terms
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21:10 - 21:12in the real world we've ever been able to achieve.
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21:12 - 21:15So, I think that culture will fine-tune, it will emerge,
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21:15 - 21:19but we still have some years to wait while that happens,
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21:19 - 21:21as you would naturally expect.
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21:21 - 21:24JH: Other questions? Right here.
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21:24 - 21:26(Audience: What's your demographic?)
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21:26 - 21:28JH: What's your demographic?
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21:28 - 21:30PR: So, the question is, what's the demographic.
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21:30 - 21:35So, the average age of a person in Second Life is 32,
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21:35 - 21:40however, the use of Second Life increases dramatically
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21:40 - 21:45as your physical age increases. So as you go from age 30 to age 60 --
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21:45 - 21:47and there are many people in their sixties using Second Life --
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21:47 - 21:52this is also not a sharp curve -- it's very, very distributed --
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21:52 - 21:56usage goes up in terms of, like, hours per week by 40 percent
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21:56 - 22:00as you go from age 30 to age 60 in real life, so there's not --
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22:00 - 22:02many people make the mistake of believing that Second Life
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22:02 - 22:07is some kind of an online game. Actually it's generally unappealing --
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22:07 - 22:10I'm just speaking broadly and critically --
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22:10 - 22:12it's not very appealing to people that play online video games,
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22:12 - 22:16because the graphics are not yet equivalent to --
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22:16 - 22:17I mean, these are very nice pictures,
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22:17 - 22:19but in general the graphics are not quite equivalent
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22:19 - 22:23to the fine-tuned graphics that you see in a Grand Theft Auto 4.
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22:23 - 22:26So average age: 32. I mentioned
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22:26 - 22:2865 percent of the users are not in the United States.
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22:28 - 22:31The distribution amongst countries is extremely broad.
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22:31 - 22:34There's users from, you know, virtually every country in the world now in Second Life.
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22:34 - 22:38The dominant ones are -- if you take the UK and Europe,
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22:38 - 22:42together they make up about 55 percent of the usage base in Second Life.
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22:42 - 22:44In terms of psychographic --
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22:44 - 22:49oh, men and women: men and women are almost equally matched in Second Life,
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22:49 - 22:54so about 45 percent of the people online right now on Second Life are women.
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22:54 - 22:56Women use Second Life, though,
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22:56 - 22:59about 30 to 40 percent more, on an hours basis, than men do,
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22:59 - 23:01meaning that more men sign up than women,
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23:01 - 23:04and more women stay and use it than men.
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23:04 - 23:06So that's another demographic fact.
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23:06 - 23:11In terms of psychographic, you know, the people in Second Life
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23:11 - 23:15are remarkably dissimilar relative to what you might think,
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23:15 - 23:17when you go in and talk to them and meet them, and I would, you know,
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23:17 - 23:19challenge you to just do this and find out.
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23:19 - 23:22But it's not a bunch of programmers.
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23:22 - 23:26It's not easy to describe as a demographic.
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23:26 - 23:30If I had to just sort of paint a broad picture, I'd say, remember the people
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23:30 - 23:34who were really getting into eBay in the first few years of eBay?
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23:34 - 23:37Maybe a little bit like that: in other words, people who are early adopters.
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23:37 - 23:40They tend to be creative. They tend to be entrepreneurial.
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23:40 - 23:44A lot of them -- about 55,000 people so far -- are cash-flow positive:
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23:44 - 23:47they're making money from what -- I mean, real-world money --
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23:47 - 23:51from what they're doing in Second Life, so it's a very build --
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23:51 - 23:54still a creative, building things, build-your-own-business
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23:54 - 23:56type of an orientation. So, that's it.
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23:56 - 23:58JH: You describe yourself, Philip, as someone who was really creative
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23:58 - 24:02when you were young and, you know, liked to make things.
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24:02 - 24:05I mean, it's not often that you hear somebody
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24:05 - 24:07describe themselves as really creative.
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24:07 - 24:11I suspect that's possibly a euphemism for C student
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24:11 - 24:14who spent a lot of time in his room? Is it possible?
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24:14 - 24:15(Laughter)
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24:15 - 24:19PR: I was a -- there were times I was a C student. You know, it's funny.
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24:19 - 24:21When I got to college -- I studied physics in college --
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24:21 - 24:23and I got really -- it was funny,
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24:23 - 24:28because I was definitely a more antisocial kid. I read all the time.
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24:28 - 24:33I was shy. I don't seem like it now, but I was very shy.
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24:33 - 24:35Moved around a bunch -- had that experience too.
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24:35 - 24:38So I did, kind of, I think, live in my own world,
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24:38 - 24:41and obviously that helps, you know, engage your real interest in something.
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24:41 - 24:44JH: So you're on your fifth life at this point?
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24:44 - 24:50PR: If you count, yeah, cities. So -- but I did --
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24:50 - 24:54and I didn't do -- I think I didn't do as well in school as I could have. I think you're right.
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24:54 - 24:58I wasn't, like, an obsessed -- you know, get A's kind of guy.
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24:58 - 25:00I was going to say, I had a great social experience
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25:00 - 25:02when I went to college that I hadn't had before,
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25:02 - 25:05a more fraternal experience, where I met six or seven other guys
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25:05 - 25:08who I studied physics with, and I was very competitive with them,
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25:08 - 25:12so then I started to get A's. But you're right: I wasn't an A student.
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25:12 - 25:14JH: Last question. Right here.
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25:14 - 25:17(Audience: In the pamphlet, there's a statement -- )
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25:17 - 25:19JH: You want to paraphrase that?
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25:19 - 25:21PR: Yeah, so let me restate that.
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25:21 - 25:24So, you're saying that in the pamphlet there's a statement
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25:24 - 25:28that we may come to prefer our digital selves to our real ones --
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25:28 - 25:32our more malleable or manageable digital identities to our real identities --
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25:32 - 25:35and that in fact, much of human life and human experience
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25:35 - 25:38may move into the digital realm.
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25:38 - 25:41And then that's kind of a horrifying thought, of course.
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25:41 - 25:45That's a frightening change, frightening disruption.
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25:45 - 25:48I guess, and you're asking, what do I think about that? How do I --
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25:48 - 25:50JH: What's your response to the people who would say, that's horrifying?
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25:50 - 25:52(Audience: If someone would say to you, I find that disturbing,
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25:52 - 25:54what would be your response?)
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25:54 - 25:57PR: Well, I'd say a couple of things.
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25:57 - 26:00One is, it's disturbing like the Internet or electricity was.
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26:00 - 26:04That is to say, it's a big change, but it isn't avoidable.
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26:04 - 26:09So, no amount of backpedaling or intentional behavior
-
26:09 - 26:12or political behavior is going to keep these technology changes
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26:12 - 26:14from connecting us together,
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26:14 - 26:16because the basic motive that people have --
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26:16 - 26:20to be creative and entrepreneurial -- is going to drive energy
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26:20 - 26:23into these virtual worlds in the same way that it has with the Web.
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26:23 - 26:28So this change, I believe, is a huge disruptive change.
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26:28 - 26:32Obviously, I'm the optimist and a big believer in what's going on here,
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26:32 - 26:36but I think that as -- even a sober, you know, the most sober,
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26:36 - 26:39disconnected thinker about this, looking at it from the side,
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26:39 - 26:41has to conclude, based on the data,
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26:41 - 26:43that with those kinds of economic forces at play,
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26:43 - 26:46there is definitely going to be a sea change,
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26:46 - 26:49and that change is going to be intensely disruptive
-
26:49 - 26:53relative to our concept of our very lives and being,
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26:53 - 26:55and our identities, as well.
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26:55 - 26:57I don't think we can get away from those changes.
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26:57 - 27:00I think generally, we were talking about this --
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27:00 - 27:06I think that generally being present in a virtual world and being challenged by it,
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27:06 - 27:10being -- surviving there, having a good life there, so to speak,
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27:10 - 27:13is a challenge because of the multiculturality of it,
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27:13 - 27:18because of the languages, because of the entrepreneurial richness of it,
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27:18 - 27:21the sort of flea market nature, if you will, of the virtual world today.
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27:21 - 27:27It puts challenges on us to rise to. We must be better than ourselves, in many ways.
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27:27 - 27:30We must learn things and, you know, be more tolerant,
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27:30 - 27:36and be smarter and learn faster and be more creative, perhaps,
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27:36 - 27:38than we are typically in our real lives.
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27:38 - 27:40And I think that if that is true of virtual worlds,
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27:40 - 27:44then these changes, though scary -- and, I say, inevitable --
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27:44 - 27:46are ultimately for the better,
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27:46 - 27:49and therefore something that we should ride out.
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27:49 - 27:53But I would say that -- and many other authors and speakers about this,
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27:53 - 27:56other than me, have said, you know, fasten your seat belts
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27:56 - 27:59because the change is coming. There are going to be big changes.
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27:59 - 28:01JH: Philip Rosedale, thank you very much.
-
28:01 - 28:06(Applause)
- Title:
- Life in Second Life
- Speaker:
- Philip Rosedale
- Description:
-
Why build a virtual world? Philip Rosedale talks about the virtual society he founded, Second Life, and its underpinnings in human creativity. It's a place so different that anything could happen.
- Video Language:
- English
- Team:
closed TED
- Project:
- TEDTalks
- Duration:
- 28:06
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TED edited English subtitles for Life in Second Life | |
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TED edited English subtitles for Life in Second Life | |
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TED edited English subtitles for Life in Second Life | |
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TED added a translation |