

The COVID-19 pandemic may have exacerbated our desire for purpose-driven community to overcome loneliness. Purpose gives us a reason to thrive and grow. We can observe this phenomenon at every level - regions, countries, associations, and clubs. History shows us that people have shaped the physical world by building purpose-driven communities. "A mission is essential to growing and retaining a broad userbase." Several user-based communities did form and stay in Second Life but the vast majority of users who gave Second Life a shot eventually left. Linden Lab has often stressed that Second Life was an “entirely open-ended experience” that isn’t a game – “there is no manufactured conflict, no set objective.”Ī mission is essential to growing and retaining a broad userbase. Second Life’s userbase declined because it didn’t have a specific mission. Why did the growth of users and popularity of Second Life dwindle? The key to userbase growth and retention requires a sense of mission that appeals to diverse demographics. While these six lessons are helpful, I want to offer an alternate perspective to lessons #1 and #4.

"Ease of use and technological challenges remain a huge roadblock for mass adoption."."People will spend money on digital goods-but very few creators will actually make a living."."People will stay in virtual worlds, even without an explicit mission.".In a recent interview with Time, he offered these six lessons:
#SECOND LIFE STATUS HOW TO#
Philip Rosedale, Founder of Second Life, has been using this experience to share lessons learned on how to successfully shape the Metaverse. Tens of millions have tried out Second Life, but as of 2020 the monthly userbase has dwindled to less than one million. But Second Life started losing its userbase by 2007 and even more so when companies withdrew their presence. Large companies made big bets and invested heavily in creating commercial presence in Second Life. By 2013, Second Life had reached $3.2BN (USD) in total transactions for virtual goods. Second Life offers valuable lessons for the next version of the MetaverseĬompanies and governments are rapidly building digital spaces in the Metaverse.įor companies building different versions of the Metaverse, there are valuable lessons to learn from Second Life on successfully growing a userbase that wants to live, work, and play on their version of the Metaverse.īuilt by Linden Lab in 2003, Second Life was version 1.0 of the Metaverse almost twenty years ago, long before the term “Metaverse” became mainstream.
