Second Life joins the metaverse discussion with the return of its founder — and some key patents

Throughout the months of metaverse hype, with all the new names and virtual real estate speculation, I can’t count how many times I’ve thought, “Haven’t you?” Second Life Did you already do that? Apparently the people behind Second Life they agree and are trying to draw our attention back to their virtual world which (handily enough) exists somewhere you can visit on your current computer.

A “strengthened commitment to growing an innovative, inclusive and diverse metaverse” includes Second Life founder Philip Rosedale rejoins the project as strategic advisor. after launch Second Life, has been involved in a number of other endeavors, coming up with a virtual marketplace for people to sell their skills and a neuroscience collaboration,

However, its High Fidelity virtual reality project, a telepresence-focused experiment that took a step back in developing its technology for head-mounted displays, will invest in Second Life owner Linden Research with cash and “distributed computing patents”. speaking to CNET, Rosedale said that High Fidelity is transferring seven people to work in Second Life. The deal also includes patents, such as two that cover community moderation in decentralized environments. As we’ve seen with companies like TiVo and Nokia, an early presence in a space could include ownership of technology that becomes much more valuable later on.

Linden Research launched Sansar, a VR successor to Second Life, a few years ago but sold the project in 2020 to focus on its main title.

An executive with Linden told the Wall street journal which is updated for Second Life would focus on modifying the social and economic aspects of the game to try to drive user growth. However, they also noted that Second Life already allows you to withdraw money from in-game sales to your real-world accounts and believes you can win over younger users with better avatars and without the kind of ad-tracking platform we associate with Target/Facebook. .

Second Life launched in 2003, and Rosedale admitted its technological limitations, such as its inability to have more than 100 people in a space, but says CNET that its current state could serve as an advantage over what early VR “metaverse” projects are trying to build. In addition to skepticism about NFTs and ideas about interoperable platforms, it suggests that doing Second Life usable via phone or using your webcam to animate your avatar’s facial animation would help you grow bigger than anything that requires users to wear a VR headset.

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