An Open Letter to your Metaverse Evangelist
August 27th, 2009As someone who has had many discussions with Xerox people about the corporate use of Second Life and virtual worlds, I was interested to see the recent Linden Lab recently blog-post: Open Letter to Your Boss. The letter neatly addresses some of the immediate concerns that arise when initially exploring environments like Second Life. However, after getting some exposure to virtual worlds, different issues become apparent. It’s great to see Linden Lab working with the community to help identify and overcome these types of concerns, so in an attempt to move the discussion forward to the next level, I’ve crafted a response to the initial letter, from the point-of-view of a manager who is interested in virtual worlds, and already has had some experience with Second Life:
———————–cut/paste———————–
Hello <insert name of your employee>
Thanks for continuing to explore how we can use Second Life as a tool to provide benefit for ourselves and our customers – it’s important that we continue to innovate and adapt. I look forward to seeing a specific proposal for a pilot project that will demonstrate the value of virtual worlds in our environment. In the proposal, I’d like to see you address the following issues:
Barriers to Entry
For those who do not already have experience with virtual worlds, some training will be required before they can feel comfortable navigating and communicating. While not an insurmountable problem, the time investment for participants (and trainers) needs to be factored in when considering the project.
In addition, many of the PCs people use around here are a couple of years old, and while they may be able to run Second Life (though some won’t be able to), the experience will be less than satisfactory. While you are seeing WindLight clouds and your avatar reflected in the water around your island (I know, because I saw what graphics card was included in the machine you just purchased when I approved the PO), others are getting 4-5 FPS and nothing but grey textures.
I should also mention that the IT folks are still not happy over having to open all the non-standard ports in the firewall needed to enable Second Life access, so a solution that allows us to use the regular proxy mechanism would be preferred.
Security and IP
As you know, it would be very difficult for us to conduct any sort of business in Second Life that involves private and confidential data. Our security policy states that any communication of private data outside the firewall must go over an encrypted channel, but even if we disregard that, we have no guarantees that our data is secure once it reaches Linden Lab’s servers. Linden Lab’s own terms of service state (section 3.2) that by putting content in Second Life, we grant them permission to distribute that content for marketing purposes (and only gives you the chance to prevent the distribution after the fact). Also, having to grant Linden Lab rights to any patents related to content in Second Life makes it difficult to use it a space to collaboratively develop new technology (or even bring in new technology developed elsewhere). Yes, we could use the media streaming feature to show slides and video on a screen, but avatars sitting around silently watching PowerPoint slides on a screen hardly seems like a valuable use of the technology.
Inappropriate content
Clearly, one of the benefits of using Second Life has to be interacting with the external community and the content created by them. It doesn’t make much sense for us to say to people that they can go into Second Life, but only to our private island. Though “adult” content may have been isolated, there is of course much that is appropriate in Second Life’s causal atmosphere, that would still be considered improper in a work environment. It’s difficult to send people to look for business suits, for example, knowing they will displayed next to lingerie and swim wear, featuring models in provocative (but still “PG”) poses.
I really look forward to seeing your proposal, and encourage you to consider some of the other platforms as well (OpenSim, Project Wonderland, Qwaq, VastPark, Sirikata…). While perhaps not as fully featured as Second Life, many of them seem to be moving forward rapidly, and might serve better as a base for initial exploration.
———————–cut/paste———————–
Those of us promoting virtual worlds are now trying to reach beyond the early adopters, and we need more compelling evidence than anecdotes and shiny graphics. It’s encouraging to see Linden Lab collecting case studies, and I look forward to them continuing to add more concrete studies showing what features of virtual worlds make them a better communication medium than competing technologies.













