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Are we mainstreaming?October 26th, 2007 |
The short answer is “yes, but not where the hype is.”
So the episode of CSI that featured a crossover to Second Life aired last night. Near as I can tell, the impact on the virtual population of SL was not huge and perhaps disappointing, but the new viewer made by the Electric Sheep guys is getting positive reviews. There’s a good roundup of links at Clickable Culture.
(Particularly priceless is the way in which sex webcams co-opted “csi” as a search term in order to drive in-world traffic. Not exactly the sort of mainstream that was probably intended).
It’s been interesting seeing the discussion surrounding whether or not the industry is actually heading in a mainstream direction. And I think the answer is that there’s definitely a bit of a hype bubble around specifically the social virtual worlds side of things.
Over at Metaversed there was an interesting pair of posts that started out trying to define “virtual worlds” (of course not using the phrase as an industry umbrella term, but instead referring to the “metaversey” sorts of worlds) and ended up by concluding that there just aren’t very many.
So with all of that fantastic debate in mind, and you really should read the whole thread, I’ve revised the definition originally put forward by Joel and Giff to this:
A Social Virtual World has game-like immersion and social media functionality without narrative driven goals. At its core is a sense of presence with others at the same time and place.
And the revised list of Social Virtual Worlds now numbers just 8.
- Second Life
- ActiveWorlds
- Kaneva
- vSide
- Entropia
- Ogoglio City
- There.com
- MTV’s Worlds
Leaving aside the fact that this ignores all the MUSHes and MOOs that exactly fit this definition, and the fact that Entropia really is a game world, and the fact that MTV runs several worlds some of which fit and some of which don’t (whew, lots of facts to leave out…) we’re left with the conclusion that, well, yah, this isn’t a large segment of the overall virtual worlds industry.
It never has been, in fact. Worlds that fit the above definition have existed since at least 1985, and they have always represented the smaller segment of the industry relative to their larger sibling of entertainment-driven worlds.
And really, that is where the mainstreaming is happening yet again, driven not just by the juggernaut of World of Warcraft, but also by casual gaming. Not just on the kids’ side, but on the general side of using casual games as advertising and marketing tools. And of course, stuff like the recently announced MySpace deal to allow users to embed casual games in their profiles, or the whole NFL virtual world thing, shows that once again, it will likely be entertainment that leads the pack.
In fact, we shouldn’t lose sight of the fact that even in the CSI example, the draw for logging in was to play a game.
The last time I talked about this, it was May 2006. Since then, the industry has “boomed,” but in specific directions. The hot segment is unquestionably kids’ worlds. Enough of them, in fact, that their use as mainly marketing devices has started to raise questions.
Far too many people accepted the “$1 billion in investment” figure uncritically without examining exactly where the money was going — a quick glance shows that the lion’s share was for Club Penguin, and much of the rest was actually to game industry plays (Trion, Winking, etc), game middleware (GarageGames, Emergent, Havok, etc), and lots of mobile plays. (In fact, for us at Areae, a lot of what Metaplace is about entertainment, as we see that as a core component of the platform).
The bottom line is something that has been known for a very long time. Chat is never enough. Try to find a real-world business built on social interaction without something to do, and what you will find is that successful social (or “third”) places generally rely on a shared activity: drinks at the bar serving as a lubricant, bingo at the church, bowling at the lanes, a movie to ignore, and so on.
So, is there hope for mainstreaming for non-entertainment apps? Absolutely. But in my opinion, it’s not going to come from pure social virtual worlds. Entertainment is going to continue being the key driver.
What if you’re not interested in games? Well, the mainstreaming growth area outside of games seems to me to be in mirror worlds: geospatial annotation, augmented reality, even connections between virtual CAD/CAM and real-world fabbing. The potential is obvious in markets such as real estate, tourism, retailing, advertising, navigation, architecture, conferencing, education, and as Charles Stross points out in Halting State, even policing.

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[...] an excellent post on Raph Koster’s website where he considers just how close to becoming mainstream ‘virtual worlds’ really are [...]