Pandemic Diary, April 20th, 2020: Who’s Zoomin’ Who?

I wake up this morning, day 34 of my self-imposed isolation in my apartment during the coronavirus pandemic, feeling more than a little tired. I have been sleeping very badly these past two weeks, and struggling with insomnia and the resulting fatigue.

Today is a research day (we librarians get ten of them per academic year, to pursue “research, scholarly works, and creative activities” as our collective agreement states, because as members of the faculty union we have an opportunity and an obligation to pursue research). I plan to use the time to prepare for my Virtual Germany presentation on social VR, and edit the first draft of a journal article I hope to publish on the lessons learned from my earlier, suspended research project, a poorly-scoped, wildly overambitious plan to build a three-dimensional version of the Mathematical Atlas website, using Sansar as a platform.

Since Sansar’s near-death experience, which would have put that research project into jeopardy, I realize that I have to focus a critical eye on the financial stability, profitability, and long-term survival prospects of any future social VR platform I choose for any future research project. This is something that libraries have to do every day when choosing software such as integrated library systems (the software that handles things such as the acquisition, cataloguing, and circulation of books, etc.).

In Sunday afternoon, FROG*, my arts and entertainment group, which in the pre-pandemic days used to meet once a month in each other’s homes to plan outings to participate in Winnipeg’s vibrant arts, cultural, and entertainment scene, set up a Zoom meeting, just to have everybody get in touch with each other and see how everybody is doing:

We used the free version of Zoom, which automatically disconnects a group of three or more people after 40 minutes. We were having such a good conversation that our host generated and emailed out a second invitation, to meet for another 40 minutes! We also made sure to model our cloth masks to each other…

These women (I am the token gay male in the group) have been friends for over twenty years, and this Zoom meeting was salve to my wounded soul. I am an extrovert, someone who tends to get energy from other people, and opportunities for that have been sorely lacking over the past month. This was the first time I had ever used Zoom outside of virtual work meetings at my university, and we agreed that we would do this biweekly for the duration of the pandemic.

Sunday evening, I participated in a second Zoom meeting hosted by the Out There Winnipeg LGBT2SQ+** Sports and Recreation Group. One of the members had purchased sets of interactive online games from Jackbox Games, which uses Zoom on desktop, and requires a mobile device such as an iPhone as a game controller. We played a couple of lively rounds of Patently Stupid, which can best be described as a cross between Pictionary and Shark Tank:

We followed Patently Stupid with a round of Trivia Murder Party, which was very cleverly designed and programmed by Jackbox, with many “deadly” challenges for those who failed to answer the trivia questions correctly. This was my first time joining the Out There group in Zoom for their Games Night, and it was great fun, and it cheered me up immensely.

So, Aretha Franklin’s Who’s Zoomin’ Who? feels like a very appropriate theme song for yesterday.


*Yes, FROG is an acronym. No, I am not going to tell you what it stands for. The name’s origin is shrouded in the mists of time, and the members of my group prefer to keep it that way 😉

**LGBT2SQ+, of course, is an inclusive, umbrella acronym which stands for Lesbian, Gay, Bisexual, Transgender, Two-Spirited (i.e. indigenous and gay), and Queer or Questioning. The plus sign at the end is for anybody that doesn’t feel they fall into any of the previous categories 🙂

My Answers to the Ask-Me-Anything (AMA) Questions!

It’s 2:00 a.m. and I have an absolutely wicked case of insomnia, so I decided to write up most of this blopost in the wee small hours of the morning, and answer the questions I received in my Ask Me Anything (AMA) blogpost.

You might find it interesting to see my recent daily blog statistics from WordPress. As you can see, there has been a slow but significant increase in my blog views and visitors within the past two weeks:

In the old days, last year, if I got over 500 views per day, I was quite happy. Now I am regularly getting over 500 views by noon, and well over 1,000 views per day! In the past week, I have even hit 1,200 views per day several times. The overwhelming majority of that traffic is my Second Life content, particularly my coverage of Second Life steals, deals, and freebies.

Despite this level of activity, you are still a rather quiet bunch: I only received three questions!


Andrew Heath asks me:

What features do you think Facebook needs to add to Facebook Horizons, to make it stand out to its rivals?

Well, Facebook has lots of money to throw around at things like advertising and programming talent. Facebook has also been buying up popular VR companies like Beat Saber, and will no doubt find ways to provide exclusive access to Facebook Horizon users, shutting out competing platforms who don’t have such deep pockets.

Facebook will ruthlessly use every tool and tactic at its disposal to ensure that Facebook Horizon stands out and gets attention. Expect massive news media coverage when the social VR platform does open its doors to the general public. Until then, they will be keeping a very tight lid on the alpha testing process, with very little information released.

Another point I want to make is that Facebook is not aiming at the traditional virtual world user community (the classic example being, of course, almost 17-year-old Second Life). Facebook is aiming Horizon at their social media users, the Facebook, Messenger, Instagram, and WhatsApp crowd, an estimated audience of over six billion individual accounts, which gives the company massive leverage.

Social Media Statistics as of February 2020 (source)

Whether they succeed at enticing these people to take the plunge into virtual reality remains to be seen, but sales of Oculus Quest in particular have been strong, despite supply chain problems due to the coronavirus pandemic. In fact, the coronavirus pandemic may give an advantage to Facebook, as millions of people around the world self-isolate at home and seek ways to interact and socialize in ways that feel more immersive than Discord, Zoom and Webex. The timing might be perfect.

However, your Facebook Horizon avatar will be clearly associated with your real-life profile, and you can bet that Facebook will advertise to you in a similar targeted fashion to what you now see in your Facebook social network feed. While this link to your real-life profile may well cut down on griefing, trolling, and harassment, it is also likely to be unappealing to many current metaverse platform users for exactly that same reason. I wrote more about it in an editorial here.


Chamberlain asks:

Has anybody had any commercial success with any of these ventures, other than Second Life?

Well, the only company that I know that’s generating a profit (and that’s because because I was extremely nosey, and I asked them) is ENGAGE, which seems to be doing quite well for itself in the educational social VR market. And, of course, Cryptovoxels is making enough money to enable its lead developer, Ben Nolan, to work on it full-time. The rest is a question mark. And that’s perfectly fine with me; metaverse-building companies are certainly under no obligation to tell me/us if they’re making money yet or not.

The key here seems to be: start small, grow organically and incrementally, and let things evolve and customers come to you. I do know that some social VR platforms and virtual worlds have seen an uptick in business because of the wholesale shift of things like conferences from the real world to the virtual world (in fact, one company I know is working lots of overtime dealing with all the extra business!).

From my vantage point, it seems pretty clear that the strategy of throwing years of software development work and millions of dollars of venture capital at platforms has not worked out well so far (e.g. High Fidelity, Sansar), mainly because the consumer market for virtual reality failed to ignite as predicted. However, the coronavirus pandemic is now a potential game-changer for a lot of metaverse-building companies. The longer the public health crisis lasts, and the more quarantines, lockdowns, and social distancing are imposed on restless populations, the more people will look at these platforms as a place to work, meet, rest, and play.

On the flip side, the mounting economic crisis will also cause some poorly-thought-out metaverse projects to fold due to lack of investment. I can see this happening for many of the start-ups in the blockchain-based virtual worlds, for example. Not the three front runners (Cryptovoxels, Decentraland, and Somnium Space), but the also-rans, many blockchain projects which seem to consist of nothing much more than: a white paper full of crypto-bafflegab; a .io website domain spouting senseless use cases; mystifying, vague promotional videos; and a tired Telegram group flogging a struggling ICO. Expect to see a lot of shutdowns in this market segment. Those who were lucky enough to get in at the right time might (might) make a tidy profit; the rest are doomed.

As for Sansar, I honestly fail to see how pursuing the exact same strategy that failed when they were owned by Linden Lab—a focus on live events to the exclusion of just about anything and everything else—will make the slightest bit of difference now that they are owned by Wookey, barring some miracle. I could very well be wrong; perhaps another year or two of runway, and Sansar will indeed take off in flight (my apologies for that rather mangled metaphor). But many of the world designers and builders who helped shape the early days of Sansar, and built many of their most popular worlds, now feel alienated by this pivot and have simply given up, migrating to benefit other platforms such as Sinespace. Many former Sansar users are now kicking the tires on Helios, a brand new social VR platform based on the Unreal game engine. Sansar’s loss is their gain.

Ironically, one or more of the three forks of the open-source High Fidelity code may yet take off in popularity, although there’s obviously still lots of work to do. However, there is an energy and enthusiasm I see taking place in these forks that is encouraging, and frankly infectious. I do wish these projects well, and I will follow them closely.


And finally, John has a longer comment and a question for me:

Not sure I have a question. But would very much like to say that the occasional glimpses into your ‘real self/world’ moments as opposed to the ‘virtual world’ moments/posts, are incredibly powerful and reassuring, reminding me that all of us are human, and these glimpses are what keep me coming back to your blog. They comfort me and reassure me. You are real. You are trying your best. And you help me (us) when you show us what is beyond the successful veneer of the top notch librarian/researcher. Just wanted to say thanks. Your blog is part of my morning ritual, along with the newspapers, and it is even more of a requirement now, in these difficult times. Oh yes, I might have a question. Can you keep this blog of yours going till the ol’ Internet fades?

Thank you for your kind words, John! I’m glad I can be a small part of your day.

I would like to thank, from the bottom of my heart, all my readers. Some of you have chosen to express your appreciation via my Patreon page, and that money now covers my blog hosting costs on WordPress, for which I am extremely grateful. Whether or not you are a Patreon supporter, your support means the world to me.

And yes, I do plan to keep this blog going as long as I can, and I’ve even thought a bit about having it archived in some way after I pass on, to create a sort of time capsule of an interesting era in social VR and virtual worlds. I am currently in the process of creating a will and a healthcare power of attorney, still waiting to hear back from the lawyer that my financial planner recommended. (I also plan on leaving many of my Second Life avatars to other people via my will. My lawyer is going to have a field day drawing up my will!)

In the interim, especially in these precarious days of pandemic, I will be writing up a detailed document to share with my friends and family, with all my accounts and passwords, making my wishes clear in the event of my untimely death. I will not leave you hanging!

But I don’t plan on going anywhere! I am just starting to hit my stride here.

Some Quick Notes on the First Sansar Product Meetup Since the Platform Was Bought By Wookey

I missed this Product Meetup due to various virtual work meetings today, so I am just now watching the livestream on Twitch in order to get caught up.

Daisy Gator also livestreamed today’s meeting (thanks, Daisy!):

One of the big pieces of news is that Sansar is actually planning to work on support for mobile devices (both Android and iOS): “I think that the intent is to be a steaming service, so you’ll be streaming Sansar to your phone rather than rendering directly on your phone.” (In response to a question, Sansar is not working on support for the Oculus Quest VR headset.)

Another piece of news is that Sansar’s popular community manager, Galileo, found another job during the hiatus (with the company making the game War Dragons), and this week is his last. Lacie will be the new Sansar community manager.

Galileo left us the following thank you video:

As I expected, body sliders on the avatars is not a priority. The focus will continue to be on events: “Our plan is to get these huge events going with tons, thousands of people, hopefully, in here.”

Sansar will remain PG13; there are no plans to allow adult content.

As far as the team knows, the existing collaboration with Marvelous Designer will continue.

With respect to Sansar’s availability via Steam (which I think has been a disaster), they are currently looking at the situation. So there are no details yet on whether or not Sansar will stay on Steam.

I understand that Inara Pey was at this Product Meetup, and I look forward to seeing her usual detailed notes. When she posts them on her blog, I will link to them here.

UPDATE 4:56 p.m.: Well, that was fast! Here is Inara’s report on today’s meeting.

Sansar Will Hold Its First Product Meetup Since the Purchase of the Social VR Platform by Wookey Today, April 9th, 2020

Sansar will be having their first Product Meetup, since Linden Lab sold the social VR platform to Wookey, today.

I will, unfortunately, not be able to attend this meeting as I have virtual work meetings (via Webex from home) to attend, but the community manager Galileo and the rest of the Sansar/Wookey (Sookey? Sankey? Woosar? Wansar?) team will be there:

Sansar is back! We’ll be discussing Wookey, new things, updated roadmap/focus, plus another important announcement!

Here are all the details from the Sansar Events Calendar.