< Return to Video

Life in Second Life

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

more » « less
Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
28:06

English subtitles

Revisions Compare revisions