PART ONE OF TWO: I Review Two 2008 Books About Second Life—What’s Changed in 18 Years? What’s Stayed the Same?

I am still working away—slowly—on the first two chapters of my OER textbook about the metaverse. Today, in an effort to motivate this librarian to do some (gasp!) actual dead-tree book reading as part of my research for chapter 2, which is all about Second Life, I have decided to make it more fun by simultaneously writing a blogpost review of three books while I (re)read them. I get to kill two birds with one stone: I move forward in my research while taking notes for my own book, and you, my faithful blog readers, get some content. (Also I also get to rest my sore neck and shoulder joints and muscles by NOT sitting in front of a desktop computer all day.)

The three books, all published in the same year, 2008, are:

  • Au, W. (2008). The making Of Second Life: notes from the New World. HarperCollins.
  • Bell, L., & Trueman, R. B. (2008). Virtual worlds, real libraries : librarians and educators in Second Life and other multi-user virtual environments (1st ed.). Information Today.
  • Boellstorff, T. (2008). Coming of age in Second Life : an anthropologist explores the virtually human. Princeton University Press. (PLEASE SEE NOTE AT END)

Virtual Worlds, Real Libraries: Librarians and Educators in Second Life and Other Multi-User Virtual Environments

Lori Bell (a librarian with the Alliance Library System in Illinois) and Rhonda B. Trueman (an acquisitions and access services librarian at Northwest Florida State College) were both highly active in the collective work of setting up and running libraries in Second Life, circa 2007-2009 (my first years in Second Life). They are the co-editors of this 21-chapter book, with contributions from 26 authors.

Note: the website cited in this book appears to have shut down, but the Community Virtual Library project still has a website, which is regularly updated (for example, from it I learned that one of the editors of this book, Lori Bell, passed away earlier this year; I actually found several different dates for her death, but I am going to assume that the February 10th, 2026 date in this heartfelt tribute is the correct one).

This book referred to virtual worlds as MUVEs (Multi-User Virtual Environments), perhaps to carry on the tradition of using MU* acronyms to refer to previous, text-based virtual worlds (MUDs, MUSHes, etc.). MUVE proved to be a unpopular term, and as far as I am aware, it did not catch on.

A passage from the introduction (by Bell & Trueman) struck me:

Libraries need to look at places on the web, including virtual worlds, where potential library users are active and assess how library services might be integrated into these environments. Many individuals now involved in virtual worlds may not be traditional library users. By putting ourselves where these users are, librarians have a remarkable opportunity to increase use of the brick-and-mortar library, promote library services and materials, and support education initiatives in SL and other virtual worlds.

Some see libraries in virtual worlds as representing a “third type” of library presence, in addition to traditional brick-and-mortar institutions and virtual interactions conducted via chat or email. Virtual worlds are the new frontier; they offer librarians the exciting opportunity to serve as leaders in shaping these environments and influencing their use in education, business, and day-to-day life. Believe it or not, virtual world libraries are also an excellent way to promote traditional library services through book discussions, author programs, and displays that inspire reading.

Collaboration is another important reason for libraries to be in virtual worlds. Using SL, in particular, many of the librarians you will meet and read about in Virtual Worlds, Real Libraries have engaged with individuals from all corners of the globe. They have discovered opportunities to collaborate on projects with nonprofits, corporations, and educational groups; these projects would have been difficult, if not impossible, to coordinate in the real world.

While I do agree that Second Life can provide opportunities for collaboration, I would still argue that SL, still, has too steep an entry learning curve as opposed to, say, using a Discord server, or the iPhone in your pocket. But the dream of using Second Life to reach new users, or create a new “third space,” never materialized.

In chapter one of this book, Tom Peters lists a series of questions about these volunteer librarians’ early (circa 2006-2008) work in Second Life:

  • Do avatars even want and need library services in SL?
  • If so, what types of services and collections do they want and need?
  • Would one library serve all avatars, or should there be different types of libraries, as in the real world?
  • How can we create links and bridges between existing, real world library collections and services (print and digital) and the collections and services being built in SL?
  • How can or should librarianship in SL be structured and managed?
  • How can or should it be governed?
  • How can or should it be funded?

Now, 18 years later, I think that we can probably answer these questions. From my own experience and perspective, the people who used Second Life were, by and large, not looking for library services, and did not make use of them when they were offered. And again, asking potential library users to spend an hour getting up to speed as an avatar in Second Life, just to ask a reference question or attend an event, was probably too much to ask. The Community Virtual Library (CVL; one of the few virtual libraries still operating on the grid; SLURL) is beautiful, but often deserted when I come to visit. However, there are some exceptions to this, such as Virtual Ability (SLURL) continuing the pioneering work of HealthInfo Island to this day. And both CVL and Virtual Ability continue to host regular events as well.

But, by and large, the answer to the first question Tom poses is no, the overwhelming majority of avatars don’t need or use library services in SL. It didn’t seem to matter what kinds of services were offered; aside from novelty and curiosity, the users weren’t there. Stymied by the copyright restrictions of traditional publishing, the “links and bridges” Tom mentions between real-world collections and services were difficult or impossible to implement, leaving most SL libraries restricted to copyright-free works. Another big problem was the fact that this 2006-era initiative was volunteer-driven, and the inevitable volunteer burnout, combined with the 2008 economic downturn, led to many of the libraries mentioned in this book shutting down their services after a couple of years (a notable exception being the San Jose State University’s iSchool, which still maintains a region; here’s a SLURL if you wish to explore the sim and its many exhibits, such as its Banned Books area).

In chapter 5, Rhonda Trueman discusses some of the problems librarians encountered while working in the InfoIsland regions:

There are three temptations, though, that can derail the best of intentions. One temptation is to become immersed in this environment to the detriment of real world activities; another is to focus only on a set task or goal as a volunteer and be blinded to the creativity and innovation that abound in this environment; and yet another is to put so much time into virtual volunteer activities—while still trying to balance a real life job and a family—that one becomes burned out. Although most of our librarians in Alliance Virtual Library are volunteers, many also have a library on Cybrary City 1 or 2 that represents the real life library for which they work. Many of these librarians donate their own personal time to building a virtual library presence, but others are assigned and paid for this role as a portion of their daily work. Difficulty in managing real world work activities combined with SL work activities, neglecting real world responsibilities, and burnout are the reasons volunteers who decide not to continue in Alliance Virtual Library cite most often.

And, as someone who did spend a little bit of time volunteering to man the reference desk at InfoIsland, I could relate mostly to the first temptation Rhonda lists, rather than the other two! And yes, I could see that trying to juggle this new thing, on top of all the regular responsibilites of librarianship, would lead to burnout! I myself left because I found myself spending more and more time on activities outside of librarianship in Second Life.

Overall, it’s rather sad to see how much the initial burst of enthusiasm of that time period (2006-2009) has faded to a faint echo today. By and large, libraries and librarians pretty much decided to abandon Second Life fairly early on its history (along with most other real-world entities such as corporations, who had experienced a similar boom, disillusion, and retreat). I discuss this is more detail in a 2018 blogpost, here: The Rise and Fall of Library Use of Second Life: What Happened to All the Libraries That Used to Be in Second Life and Other Virtual Worlds?


The Making of Second Life: Notes from the New World

Wagner James Au, of course, is the ur-reporter on Second Life, and someone who has been participating in (and commenting on) Second Life for a long time. Wagner joined Linden Lab as an in-house chronicler of their work on Second Life (based on a recommendation made by Howard Rheingold when he was given an early demo). Au joined SL in April of 2003, when the platform was still in beta test, with only a few thousand users. And, 23 years later, he is still writing about Second Life!

His long-running blog, New World Notes, has now been archived*, but he has since made the move to Patreon, where he continues to post. Notably, he announced on Sept. 3rd, 2026, that he is “now contracting for Linden Lab on external media outreach and bizdev” as a “part-time, trial run experiment.”

While Bell and Trueman’s book was written by and for librarians and educators, Wagner James Au’s work was a mass-market book aimed at the general public who might or might not have heard something about Second Life by the time it was published in 2008. (To provide a bit of context, I had joined SL in March of 2007, merrily creating my first avatars while Au was busy writing this book between January and October of 2007).

This difference in audience accounts for one irritating thing about this work to this librarian: the absence of formal citations! This often led me to my web browser to run a Google keyword search or, (in some cases) to make a Claude or Gemini inquiry in natural language, and cross my fingers in hopes of finding the same information source which the author was referring to. Here’s a good example, taken from the Introduction to Au’s book:

U.S. Homeland Security was already there, financing biochemical terrorist attack simulations; Harvard’s Berkman Center was well ensconced, too, offering lectures on law and society to humans and flying robots alike; the venerable BBC was hosting live music concerts; NBC was launching their annual Christmas lighting ceremony virtually, while CBS was busy creating a metaverse version of Star Trek. Warner Brothers was promoting its latest artist with listening kiosks that resembled a New York loft; a research team from IBM was prototyping next-generation Internet technology; and Cisco, Dell, and Microsoft had virtual islands and schemes of their own.

Again, no references provided for any of Wagner’s assertions here of events taking place circa September 2026 in Second Life. In particular, my ears perked up when I read about the U.S. Homeland Security Department! I really wanted to know more about what the U.S. Homeland Security Department was doing in Second Life.

Rather than spending hours tracing each of these claims back to their original sources, I decided to turn to generative AI. I pasted the above paragraph into Claude AI (Opus 5.5, connected to the Undermind AI research tool), and asked it: “Could you please find the information sources Wagner James Au used in writing this paragraph about Second Life in 2006?”

Five minutes later, I got back the following summary, plus a full report (which I will not share here; the report includes thorough fact-checking against other information sources, and provides citations for all its sources in APA format):

I checked every clause in Au’s paragraph. All the organizations he names really were in Second Life, but the paragraph squeezes events from October 2005 to mid-2007 into one “already there” moment, and two details go further than the sources do.

  • Well supported: Harvard’s Berkman Center and the CyberOne course (September 2006), BBC Radio 1’s One Big Weekend (May 2006), NBC Universal’s virtual tree lighting (November 29, 2006), Sire/Warner’s Regina Spektor loft (May 2006), IBM (September–November 2006) and Dell Island (November 14, 2006).
  • Homeland Security: Au’s own 2005 blog post and 2006 First Monday essay support “DHS-funded disaster preparedness simulator.” I found nothing that names a “biochemical terrorist attack” scenario, and the event is from 2005, a year earlier than the paragraph suggests.
  • CBS’s Star Trek area: this is the weakest claim. It was announced in January–February 2007 and built by the Electric Sheep Company. Secondhand forum accounts say it was never finished, so “busy creating” is only accurate as of early 2007.
  • Cisco and Microsoft: Cisco’s islands opened in December 2006. Microsoft’s best-documented island, Visual Studio Island, is from 2007.
  • Spektor wasn’t a “new artist”: Begin to Hope was her fourth album.

Au’s wording for NBC, Warner/Sire and CBS closely matches a February 13, 2007 Hollywood Reporter roundup, which looks like his likely source. I couldn’t see the book’s endnotes, so that’s not confirmed.

The report includes APA-style sources for each claim, a suggested dated version of the paragraph for your OER text, and a list of primary sources to get next. Before quoting the DHS item, pull the archived copy of the October 2005 blog post from the Wayback Machine and check a print copy of the book’s notes.

This, by the way, is something at which Claude Opus 5.5 + Undermind shines: acting as a surprisingly thorough research assistant, definitely saving me hours of time!

Now, back to the business at hand: Wagner’s book and how it has aged since publication. How have his predictions about Second Life played out? Wagner does devote an entire chapter (chapter 13) to speculation about the future of Second Life, and he had other predictions sprinkled throughout the rest of this book. In many cases, I pasted sticky notes into my physical copy of the book, so I could come back afterwards and follow up a little bit about what did actually happen in the intervening 18 years since they were written. Few other observers can boast such longevity, and that alone makes his perspective valuable (even if his prognostications sometimes proved incorrect). Let’s look at some of Au’s statements, written in 2007 and published in 2008, and see how they have held up in the years since then.

Statement: On page 217, Au writes that “user-created online worlds like Second Life will be integral to the future Internet.” While Second Life has inspired many people as to the possibilities of the metaverse, and while it continues to be profitable for Linden Lab, I would argue that it has failed to become “integral.” Eighteen years after the publication of Au’s book, it remains a niche product (albeit one with a passionately devoted fanbase). Au refers to this scenario in his book as “Second Life Plateaus” (p. 221). Efforts to open-source SL viewers and servers led only to a myriad of smaller OpenSim systems, none of which proved to be as successful or enduring as Second Life itself.

Statement: On page 229, as part of brainstorming session in which Au participated: “Real-world companies will be incubated, developed, and in large part run in the metaverse, which will be the office space and whiteboard for employees across the world.” I can pretty confidently state that this prediction, sadly, did not come to pass, even after a pandemic forced a global lockdown! What happened was that people turned to more accessible tools like Zoom and Microsoft Teams, rather than (as I mentioned before) working their way up what was the still steep learning curve of Second Life). Setting up an avatar was not as simple as sitting in front of a webcam!

Statement: There’s a whole section of Au’s book (pp. 232-234) where the author discusses with Philip Rosedale the possibility of using the metaverse as a way to live forever, via “uploading our very consciousness into SL, similar to what futurists like Ray Kurzweil imagined.” (p. 233). Even with the recent generative AI advances since 2022, this is still something which remains fully in the realm of science-fiction speculation!

Statement: In a section where Au gives advice to businesses wishing to set up shop in SL, he states: “Find a killer SL app: Take the time to create a utility or service that both is unique to SL and leverages the main element that makes SL unique: dynamic user-created content in an international virtual community” (p. 260). Unfortunately, after the corporate boom-and-bust circa 2006-2008, few real-world businesses have bothered with Second Life, and a “killer SL app” (i.e., one that would make peole want to set up a Second Life account, and use the platform) failed to materialize. Something that people inside of SL would already use? Yes, there have been many such success stories. Something that would entice people to come and stay in SL? By and large, nope.

Statement: Au writes, in the preface to the book (p. xv): “Odds are that user-created virtual worlds like Second Life will soon be the targets of financial mergers (and again, as this book reaches press, you may have already read about such plans on business news sites).” At the venerable age of 23, Linden Lab still has avoided merging with another company (although they did eventually spin off Tilia, their financial services section, selling it to Thunes). It has, somewhat miraculously, literally remained its own world, with its own culture. In fact, its still-thriving adult content and activities probably make it a less-tempting acquisitions target among larger companies seeking to gain a toehold in the metaverse. What’s interesting is that so many, much larger companies, have tried (and, in many cases, failed) to build their own, competing metaverse platforms (*cough*Meta*cough*).

*Having spent some time looking at this archive, however, I noticed that there was no way to do a keyword search for older blogposts, and using Google Search with the site: feature (e.g. site:wagnerjamesau.com “Losing Voice”) also failed me. Also, I discovered to my dismay that, despite Au’s assertion that “this is an archive of New World Notes from 2006 to late 2025, when Typepad, my blog’s original service, went out of business“, that the archive only went back as far as April 15th, 2020 (here is a link to the final page). Therefore, this archive is of limited use to anyone who wants to directly access past/older blogposts. Wagner himself refers people to use the Wayback Machine to find old blogposts via their former Typepad blog URLs.


COMING IN PART TWO: Coming of Age in Second Life: An Anthropologist Explores the Virtually Human

Tom Boellstorff (whom I have actually met and talked with in Second Life, briefly, after one of his in-world presentations) is a cultural anthropologist at the University of California, Irvine, where he studies (among other topics) virtual worlds. According to the publisher of his book Coming of Age in Second Life. Princeton University Press:

Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar “Tom Bukowski,” and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behaviour, the construction of place and time, and the interplay of self and group.

In other words, this is a more academically-oriented book. At the time of its publication, it was the first book of anthropology to examine Second Life. Tom is considered a pioneer in bringing “anthropological tools into virtual worlds and online communities-spaces once considered marginal to real life.”

NOTE: The task of reading through these three paper books—note to mention, annotating them with sticky notes!—has taken me longer than anticipated. (My workflow is much more streamlined for full-text electronic books and articles.) Therefore, I have decided to just post my notes from the first two books today, as Part One, and then write a part 2 of this blogpost, a review of the third book, once I have finished reading it. Part 2 coming soon!

Meta’s New Virtual Reality Glasses: Some First Thoughts

Well, I was going to write my next blogpost about how I am using Claude AI and Undermind to research my OER textbook on the metaverse, but then I lay down on the sofa and pulled up Google News on my trusty iPad, only to see much hullabaloo about Meta’s new lightweight VR glasses, so I guess I’m gonna be talking about that today:

You gotta hand it to Meta; they do know how to grab attention (and they have deep enough pockets from vacuuming up and selling every shred of personal data of its 3 billion users to pay for this news media onslaught!) CEO Mark Zuckerberg probably found the money in his couch cushions. 😉

Now, before I say anything else, I am going to preface this by saying that, when it comes to Meta and their line of virtual reality headsets, I am sorely conflicted. The hardware (particularly the Meta Quest 3) is amazing for the price. It’s the surveillance capitalism that underlying this amazing hardware that’s the problem.

It’s enough money that Mark Zuckerberg can afford to drop billions of dollars on what ultimately became the utter failure of social VR platforms Horizon Worlds, and Horizon Workrooms. Proof positive that deep pockets and executive fiat cannot force the populace to accept something that looked and felt like it was constructed by handsomely-compensated engineers being directed by even-more-handsomely-compensated executive committees. Horizon Worlds (which still limps along on a last-minute reprieve, although it is on life support), and Horizon Workrooms (the dog which Meta thankfully took out behind the shed and shot earlier this year) somehow managed to be both dreadfully cartoonish and utterly soulless at the same time.

Meta lost me back in the days when they bought out Oculus, and then insisted that users of Oculus VR headsets (I owned an Oculus Rift at the time) had to get a Facebook account in order to continue use the devices. I responded by binning my Rift and switching to a Valve Index (which I use at home) and a Vive Pro 2 (which currently sits collecting dust at work while I am on my research and study leave). Frankly, I don’t use PCVR (i.e. a tethered VR headset attached to a high-end gaming PC) nearly as much as I used to.

Partly it’s because I am still enamoured with my Apple Vision Pro, and partly it’s because I finally understand something fundamental about the first generation of social VR: nobody wants to wear something on their face. Both Philip Rosedale (High Fidelity, now long shuttered) and Linden Lab (Sansar, miraculously still limping along after being sold) bet the farm that hundreds of thousands of people would take up PCVR and visit their metaverse platforms—a bet which they lost, badly.

Which brings me back to Meta and their announcement of lightweight virtual reality glasses, which apparently was announced this evening, while I was engaged in research-related chatter with Claude and Undermind:

The teaser video for Meta VR Glasses (coming soon!)

The link in this video for the product called simply Meta VR Glasses takes you to the following page, where you can sign up if you really want to be spammed to death because you didn’t bother to read Meta’s eye-wateringly detailed 5,474-word Terms of Service and their 6,611-word Privacy Policy, before blithely agreeing to part with your name and email address:

How do I know this? Well, Meta smartly won’t let you paste those two web pages into a word counter website (something I am sure many commenters have tried before me!):

But they can’t stop me from cutting and pasting the entire text into Microsoft Word, and getting a word count from there:

Meta’s Terms of Service document (approsimately 5,500 words)
Meta’s Privacy Policy (weighing in at over 6,500 words) might just be heavier than its new VR glasses 😂

Most people, rather than dig through approximately 12,000 words of legalese, would simply shrug and let Meta monitor them. I’m not going to bother (and I’m quite aware that, even though I haven’t touched Facebook in many years, they still have some sort of profile on me anyways). But I’m damned if I’m going to deliberately add to that treasure trove of data points, sliced and diced and sold to the highest bidder.

Meta (formerly known as Facebook) is already in deep, deep trouble with various countries over deliberately making its products addictive to both children and adults. And that colours how I look at whatever hardware Meta is trumpeting. But hey, let’s take a quick look at it anyways. I am only going to cite one source in this blogpost; I will probably come back ’round and write more later.

David Heaney of UploadVR reports:

Meta VR Glasses were just officially announced. Priced at $1300*, they have 2.4K micro-OLED displays, weigh 100 grams, and are powered by a tethered puck with Qualcomm’s Snapdragon Reality Elite chipset.

The puck runs the same operating system as Quest 3, and supports all the same content, rendered at notably higher resolution thanks to a combination of the more powerful chipset (essentially an XR2 Gen 3 by a different name) and eye-tracked foveated rendering. It features 12GB of RAM and 128GB of storage, and there’s a microSD slot in the puck to expand it.

Foveated rendering is essentially this: the headset tracks where your eyes are looking and puts more pixels there, while pulling them away from where you’re not looking. It’s a bit of sleight of hand.

Also, that 100-gram weight is probably just the glasses themselves, which are doing what Apple did with the Apple Vision Pro, and diverting a lot of the weight of this device via a cable snaking down to what they are calling a puck in your pants pocket (a puck? really?!?? how many rectangular pucks have you seen???).

David continues:

The stark difference between Meta VR Glasses and any Quest, however, is the split architecture, and the dramatic reduction in weight and bulk this enables.

Meta VR Glasses have no onboard computing, not even a tracking coprocessor, and thus entirely rely on the puck, which provides both power and data over a thin and flexible fiber optic cable.

The visor has an open-periphery design, so you naturally see the real world to your sides and below you. It’s built with a magnesium alloy that minimizes weight while also enabling a fanless, passively cooled design that weighs “around” 100 grams.

The field of view of these glasses is also noticeably constrained (70° × 66°) compared to the Meta Quest 3 it replaces (110° × 96°). To compare, Claude AI tells me that “Apple has never published an official field of view for the Vision Pro, so all the numbers come from third-party measurements and optical modeling,” giving estimates of horizontal FOV as somewhere between 100-110°. While Apple hasn’t published any information themselves on the vertical FOV, two different sources cited by Claude give the varying figures of 77-90°, which shows you just how much these tech companies guard the details of their products! Which, of course, makes the VR YouTubers dig even harder!!

When prompted, Claude AI gives two rather different figures for the Apple Vision Pro’s vertical field of view.

But I digress. David finishes his report by stating:

Meta VR Glasses will also feature the first implementation of Hologram, the company’s productization of its Codec Avatars research. Similar to Apple Vision Pro’s Personas, it will let you join flatscreen WhatsApp video calls as a photorealistic face-tracked avatar, and appear as a full-scale realistic avatar in calls with other Meta VR Glasses (and eventually Quest 3) owners.

However, at launch in spring, your spatial Hologram will be a “2.5D” stereoscopic video stream, at true scale but only seen as a front-angle view. Even if you change your perspective, the Hologram will stay as a head-on perspective, like billboarded assets in a video game. Meta says it plans to evolve Hologram over time post-launch to become a truly 6DoF 3D system, at which point it will become the default platform-level avatar experience for its VR platform, effectively superseding the cartoon Meta Avatars.

Frankly, three degrees of freedom and a “2.5D” spatial Meta Hologram do not sound anything like the continually-improving (and frankly, sometimes unnerving quality) of Personas on the Apple Vision Pro. While chatting with people via the InSpaze app in my AVP, have often completely forgotten that I am not really looking at them, but instead at their scanned and animated Personas! Apple really has done a masterful job of capturing the high end of the VR market, just as Meta has captured the low end with its Meta Quest 1, 2, then 3 headsets (we don’t talk about the Meta Quest Pro 😉).

I will reserve final judgement on these new VR glasses until I have viewed a few of the aforementioned virtual reality YouTubers’ opinions on the device (and until they actually ship the damn thing). As far as I am concerned, Meta has shit the bed so badly in their lamentable history of past (and current!) user privacy issues surrounding their products, that I honestly don’t have the slightest inclination to even try these out. I’ll be hanging out in my Apple Vision Pro or my venerable Valve Index instead.

Sorry, Meta.

Image source: UploadVR (no doubt via Meta).

*U.S. dollars (which currently works out to $1,833 Canadian as of this evening):

And you can bet that this price will not include all the necessary little extras.

UPDATE Oct. 8th, 2026: One of the smartest decisions I have ever made, with respect to this blog, was to set an associated Discord server. I have approximately 700 users on that server at present, fellow metaverse fans who represent various virtual worlds and social VR platforms. I quite often get my ideas for blogposts from discussions happening on my Discord, and sometimes, I also get a few good laughs.

So there’s been some further discussion of Meta’s new headset, and one of my Discord members, Vassay, had this to say:

Ryan: Well, now we know what the new VR headset is, I posted my initial thoughts/rant to the blog.

Vassay: Extremely underwhelmed by the “VR” headset from them. Looks more like Quest Pro v2, or a “we have Apple Vision at home” project.

You have to understand the “We have…at home” internet meme to get the joke here. And honestly, Vassay’s comment made me howl with laughter. It eloquently encapsulates my initial reaction to the Meta VR Glasses. I, too, am underwhelmed, especially after my Apple Vision Pro experiences.

But you also need to keep in mind that a) Meta has serious cash to throw at projects; and b) the technology will keep improving. So let’s see what happens.

The Narcissist

Narcissus, oil painting by Baroque artist Caravaggio, depicting Narcissus gazing upon the water after falling in love with his own reflection. (source: Wikipedia)

The only good thing about encountering a narcissist is that, once you’ve tangled with one, you can spot the next narcissist’s playbook a mile away. Why? Because they are pretty much all the same. The narcissist’s playbook consists of several distinct steps:

  1. Lovebombing the chosen victim, including isolating them from friends and family;
  2. Devaluing/denigrating/criticizing the victim, often instigating drama and discord, and when called out on it, using a technique called DARVO: Deny, Accuse, Reverse Victim and Offender;
  3. Discarding the victim (but usually not until the narcissist has extracted everything they can from the victim, and another, better victim comes along).

Sometimes, a person who is raised by a narcissist (or someone with narcissistic tendencies) becomes a compulsive people pleaser, falling victim to a narcissist later in life (in a relationship, or at work, or elsewhere in their lives). Often, it is only via therapy that the victim realizes the pattern—and can identify some of their own narcissistic thinking patterns (one of mine was, “if I am perfect, I can get everything I want.”) Compulsive people pleasers often have no real sense of who they are until some sort of crisis hits, forcing them to confront the fact that they have twisted themselves out of shape to keep someone else happy. And it’s a pattern that tends to repeat until you identify it, learn the lesson(s), and correct it.

You might think that a narcissist loves you, but you would be wrong. A narcissist loves nobody but themselves. Actually, that’s not true. They don’t even love themselves, but they would rather die than admit that. They are hollow, shallow, envy-and-hate-riddled people, who sow chaos and discord and wreak havoc in families, businesses, communities, and even entire countries (often while proclaiming themselves as perfect and blameless). It’s never the narcissist’s fault; it’s always YOU (remember, DARVO).

Narcissists cannot be cured, because they refuse to see themselves as the problem. The only way to deal with a narcissist is to cut them out of your life, and grey rock them (i.e. minimize or eliminate engagement; don’t give them any bait). This tends to drive the narcissist crazy, because they no longer feel that they can control you, so they might redouble their efforts. Resist anyway. Rebuild support elsewhere, accept that the narcissist cannot change, and prioritize your own good self-care.

Unfortunately, that might also mean cutting out whoever the current victim is, as well, as long as they are still under the narcissist’s spell, breathing the same air as the narcissist, agreeing with everything they say, and living within the resulting reality distortion field. You might not be able to help them, but you can save yourself. Cut them off. Maybe they will eventually see sense (unfortunately, usually not until after they have been discarded and can see the situation with clarity).

You might ask how I know all this. And I will tell you this: I know it because I lived it, and once you learn how a narcissist operates, and learn from it, you can spot the next one a light-year away, because the playbook is always the same.

That didn’t happen.
And if it did, it wasn’t that bad.
And if it was, that’s not a big deal.
And if it is, that’s not my fault.
And if it was, I didn’t mean it.
And if I did, you deserved it.
—The Narcissist’s Prayer

I wrote this blog post because this evening I saw a film at Winnipeg’s 2SLGBTQIA+ film festival, Reel Pride, called Solo (2023, directed by Sophie Dupuis; Canadian, French with English subtitles).

It’s a film about drag queens, but it’s really a story about how a young man slowly realizes (without putting it into words) that that there are two narcissists in his life: his boyfriend, and his mother. It’s a good film, and I can recommend it, even though I found myself so triggered by it that I skipped the second film, drove home, and wrote this blog post. Watching it dragged up some deeply unpleasant memories.

There’s lots of books out there about narcissists and narcissism. Go educate yourself (preferably before you encounter one). Start by learning about the Dark Triad (honestly, they should be teaching this shit in school). Oh, and our current social media hellscape is probably encouraging even more narcissism and other Dark Triad behaviour.

P.S. Another place to start your research would be Cluster B Personality Disorders, of which Narcissistic Personality Disorder (NPD) is one.

“What You Do Is Magic”: Carlos Austin Steps Out from Behind the Camera to Talk About His Work as a Filmmaker Capturing Live Events in Social VR

Like many other people, I have known Carlos Austin for as long as I have active in social virtual reality.

We first met in January 2018, as avatars in the social VR platform Sansar, at the virtual recreation of Intel’s booth at the real-life Consumer Electronics Show in Las Vegas. He was a cameraman for my short-lived but memorable stint as a host on the Metaverse Newscast, where I interviewed creators in both Sansar and High Fidelity (and honestly, we need to find some way to archive this slice of metaverse history!). Even though we have yet to meet in the real world, we have spent numerous hours together in various virtual worlds over the past decade, and we have become good friends. Carlos is often the source—or the instigator!— for many of the blogposts on the RyanSchultz.com blog.


As part of a monthly series of presentations hosted by Thomas Zorbach of IMMERSIVE-X, called X-Nights, Carlos was invited to come out from behind the camera and talk about his work as a filmmaker, capturing live events on a multitude of social VR platforms, both past and present.

Unfortunately, I was unable to attend this event (held yesterday, Sept. 10th, 2026 in VRChat) in person, but Carlos sent me the livestream recording, from which I took the following screenshots to share with you all. (Please click on any image in this gallery to see it in a larger size. You can find the video at the bottom of this blogpost, or here on YouTube.)


Here’s a partial transcript from just a part of this livestream, where Jason Moore of the MetaMovie project (which I have written about before on this blog), talks about Carlos and his pioneering work:

So, Carlos and I met in 2017, I think, in High Fidelity. As you probably have all met Carlos, he somehow found his way onto our set. We were rehearsing [pre-Alien Rescue, MetaMovie’s first production] and he just started taking pictures. And then at the end of the rehearsal, he sent me over this amazing album of all the pictures from the rehearsal, and it was all professional. So we immediately hit it off. We we both study and love live multicam television. Carlos has been a friend and a and a helper and a colleague for for so long.

When we got around to the stage of finally finishing up Alien Rescue and starting to launch it to the public, I had always had a fantasy about doing live multicam in VR. And it’s something that Carlos and I would talk about. [Metaverse platform] Resonite is this very special engine where you can really build just about anything you can imagine. So, I shopped around and I found some developers who were willing to try to build a bespoke VR multicam system. And it it was not easy.

Actually, it took us almost a year to kind of get this thing tuned up. Carlos was there the whole way, telling us exactly what he would need or what he would want and how he would want to use this thing. It was developed by the lead programmer for Secrets of Gar, the project we’re working on now. And we we ended up with this technology that was kind of an infinite multicam switcher. You could add as many cameras as you wanted. You could pin cameras to performers, getting a frontal medium shot or even an over-the-shoulder shot. You could assign the cameras to camera operators who could fly around invisibly in the world. And Carlos could attach it to his avatar and um kind of direct by just pointing at all of the screens on the fly.

There is a lot of technology going on in here. And you know, Carlos and I probably spent hundreds and hundreds of hours just thinking through, you know, the kind of work that we do like the Ferryman . It’s kind of live. It’s it’s acting. It’s moving. It’s action-packed. There’s a lot of stuff going on. Trying to get that all covered and and livestreamed out in a cinematic way to Twitch, which is what our workflow was.

Conceptually, it took many, many months just to figure out what the right approach was. And then technically, I think we told each other, Carlos, you know, the first twenty times we did it, we kept saying, “Okay, this was awful. This didn’t work. This is fine, but we’re learning every single time.” And it wasn’t until about thirty shows in until I think we finally both thought like, “Oh, shoot. This is really starting to come together.”

I tell Carlos all the time that what he does, on a technical level, nobody else on this planet is doing. He understands both visual storytelling, live broadcasting, and the immersive world in a way that I don’t know anybody else who does.

Deirdre Lyons and the Ferryman Collective won a 2026 Emmy Award for the live VR theatrical production Uncanny Alley: A New Day in the Outstanding Emerging Media Program category (you can purchase tickets for the show here). She was effusive in her praise of Carlos, stating:

Can I just say that this lovely, lovely, fabulous gentleman I’ve known since I’ve gotten into VRChat and um started doing all of this stuff and has helped us out so many times that I can’t even begin to thank you, who even jumped on and helped us do a recording to help us get the [Emmy] nomination and all of that. So, this guy is has my heart and always hosts a great event at South by Southwest when we’re there and makes the backyard feel like an XR Social Club in real life. So, just thank you, Carlos. You are a gentleman and a scholar.

Or, to put it simply, as Thomas Zorbach, the organizer of the event, said: “What you do is magic.”

Here’s the YouTube video of Carlos’ presentation, from which I gained a much deeper understanding and appreciation of how he works, and I hope you do as well (and yes, he recorded his own speech using the multicam technique he talks about!):

What does it take to film a live event inside a virtual world?

VR filmmaker Carlos Austin has spent years developing techniques for capturing talks, concerts, conferences, and multi-day events such as IMMERSIVE X across social VR platforms. Working with multiple virtual cameras and camera operators, he directs and switches between shots in real time – creating a finished broadcast in TV quality that turns immersive events into compelling experiences for audiences watching on a 2D screen, while the event itself is still happening.

In this X-NIGHT, Carlos takes us behind the virtual lens and into the emerging craft of live VR filmmaking. He’ll share how multi-camera productions work inside social VR, how virtual cinematography differs from filming in the physical world, and what he has learned from documenting events across platforms including VRChat, ENGAGE, Resonite, Rec Room, Horizon Worlds, Sansar, and Wave.

Oh, and don’t forget that the 2026 IMMERSIVE X Festival is also coming up, from November 10th to 12th, 2026. You can check out the calendar here. I wrote about last year’s festival/conference here, here, and here.


P.S. The audience also sang Happy Birthday to Carlos, as Sept. 10th was also his birthday. Happy belated birthday, Carlos!

Happy birthday, Carlos! (Photo by Angèle Kamp on Unsplash)