4 ms·
Points from the article: - At its height in the early 2000s, Second Life attracted only around a million monthly users, a fraction of the number enjoyed by som
by antiviral 3y ago
Points from the article:
- At its height in the early 2000s, Second Life attracted only around a million monthly users, a fraction of the number enjoyed by some online video games (the makers of Fortnite claim a consistent 80 million)
- The population skews middle-aged and around 20% of users have a disability that makes real-world interaction difficult.
- sdfghswe 3y ago> around 20% of users have a disability that makes real-world interaction difficult. Oh no that's really sad :-(
- zargon 3y agoIf you mean it's sad that their real world interactions are difficult, then yes. But it's great that these people have a virtual world they can go to where they can have social contact and express themselves without as many of those limits.
- yoz 3y agoThank you for so concisely explaining Second Life's most positive and important impact that is, due to its nature, also one of the hardest to demonstrate. I worked for Linden Lab for over five years and yet I didn't fully appreciate this until after I left. The things that make Second Life interesting to me - such its programmability, economy, wildness, diversity along more axes than you can easily imagine, and sheer unpredictability - make it, in my eyes, the most interesting thing on the internet. But those attributes only discuss its value by talking in technical or monetary terms. The most important question is: why does Second Life matter to people? The most important answer comes via the massive number of people who can enjoy a Second Life in ways that their First Life, for whatever reason, doesn't allow.
- deleted 3y ago[deleted]