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(Hardcover)
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy.
The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content.
What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life.
Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where manybelieve that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.
For those unfamiliar with the hype or the ridicule, Second Life is a "massively multi-user online world," a vast simulation created by ordinary loggers-in using 3-D graphic-design tools from the site's proprietor, Linden Labs. Posing as animated "avatars," "Residents" ramble or fly through the videoscape; they socialize with other avatars, create art, have sex, build cities, open shops and nightclubs, spend Linden Dollars (redeemable for real dollars) and fight wars, all while seated at their computer screens. Au, a journalist who chronicled the site as Linden Labs' reporter-avatar, visits the usual dot-com-saga touchstones. There's the shoestring startup by eccentric geeks; the pilgrimage to Burning Man; the bloviating visionary founder, Philip Rosedale ("I'm passionate about Second Life because there doesn't need to be a God"); the marketing gobbledygook about "Leverag[ing] Metaverse Brands." Au celebrates Second Life as a seedbed for unfettered cybercapitalism, a liberating outlet for the masses' pentup creativity and a "lucid dream" that erases the virtual-real divide. Alas, in his telling, Second Life's ongoing fantasia-"the monkey now perched on the wing screamed 'DIEEEE' as he strafed a well-armed babe in a bikini"-feels very much like a recounted dream: creative, certainly, but rather tedious and patently irrelevant. (Mar.)
Copyright 2007 Reed Business Information More Reviews and RecommendationsWagner James Au has written about high-tech culture for more than ten years, and has been, at various times, a freelance reporter, a metaverse consultant, a game developer, a screenwriter, and most pertinent, a white-suited avatar named "Hamlet Au," the first embedded journalist in a virtual world, beginning in 2003—a role he still plays on his blog, New World Notes (nwn.blogs.com). His work in Second Life has been cited or profiled in The New York Times, the BBC, CNN International, NPR, Wired, the Boston Globe, and the Washington Post, among many other publications and television programs. He also covers the game industry and online worlds for GigaOM.com. Originally from Kailua, Hawaii, he now lives in San Francisco, California. When he needs to escape the virtual world, he enjoys reality-oriented diversions such as travel, politics, dining, sunlight, and dogs.
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April 12, 2008: If Wagner James Au had started out The Making of Second Life with the kind of future-conjuring he allows in the closing chapter of his marvelous book, I most likely wouldn?t have braved on to finish reading it. His vision of an existence in which, as Second Life?s creator Philip Rosedale waxes, ?In some sense I think we will see the entire physical world as being kind of left behind, and it will have this sort of charming quality to it, like Williamsburg or something, you know?,? is simply too disturbingly off-putting to entertain. Instead, Au, a self-described ?embedded journalist? from very early on in Second Life, an immensely successful 'by many measures' 3-dimensional virtual world, leads us into his chronicles by laying out in great detail the early days of the platform?s conception and design. It?s a design that seems to have been somehow self-generated by its own missteps, painfully forming itself in spite of its human creators? calculated errors. I was intrigued while reading about Linden Lab creator Philip Rosedale?s youth, surviving 'as Rosedale himself describes it' a ?born-again Baptist school, no kidding, in trailers, in single-wides, in Hollywood, Maryland? then a move to the San Francisco Bay Area where he became intrigued by computers as a teen in the early `80?s. Then there?s the aside about an obscure cell-regeneration theory by mathematician Stephen Wolfram and an anecdote about how Rosedale?s parents came home one day to find that he?d cut a hole in the ceiling of his bedroom to retrofit his door so that it would open with a rope and pulley to simulate a door on the Star Trek Enterprise: These kinds of carefully crafted examples help the reader build an understanding of how Rosedale, co-creator of Real Networks, would one day bring to the world an alternate reality that some have ventured may be the next iteration of the internet. This book should be required reading for anyone interested in the future of online communication. There?s much about it that is entertaining and much that might be disturbing, and likely for both those reasons I will return to it often for references to the early development of Second Life.
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March 16, 2008: Au?s book is inspiring! Admittedly, I have always been curious, yet skeptical about Second Life. I have never taken the time to really explore the virtual world ?sure, I have logged in a few times, but I have never really ?lived? in SL. After getting a glimpse behind the scenes at SL, I am completely in awe of what can be accomplished in SL. I am left with more questions than answers?and as Martha would say, that is a good thing! My avatar is now ready to explore SL for the second time!