UPDATED: Sansar Launches a New Homepage (and an Age 18+ Rating)

If you visit the Sansar homepage (and you’re not already signed in with your Sansar account), you will see a brand new, revamped homepage for the five-year-old social VR project:

One noticeable change is the “18+” logo prominently displayed, something which I do not remember seeing before. Wasn’t the age limit formerly 13+? I can’t recall, but I was pretty sure that teenagers were allowed onto Sansar, back in the days when naked base humanoid avatars were forbidden (you had to have baked-on underwear, or your avatar would be removed from the Sansar store).

So, it would appear that the new owners of Sansar are going to allow adult content. This would probably give them an advantage, in that few other social VR platforms currently allow adult content. Let me disgress by explaining how Second Life (Sansar’s predecessor in many ways) handles adult content.


BACKGROUNDER: In Second Life, they have a system where a sim (the basic parcel of virtual land) has one of three ratings:

  • General: “A region designated General is not allowed to advertise or make available content or activity that is sexually explicit, violent, or depicts nudity. Sexually-oriented objects such as “sex beds” or poseballs may not be located or sold in General regions.”
  • Moderate: “Second Life’s Moderate designation accommodates most of the non-adult activities common in Second Life. Dance clubs, bars, stores and malls, galleries, music venues, beaches, parks, and other spaces for socializing, creating, and learning all support a Moderate designation so long as they do not host publicly promoted adult activities or content and do not use adult search tags.”
  • Adult: “The Adult designation applies to Second Life regions that host, conduct, or display content that is sexually explicit, intensely violent, or depicts illicit drug use.”

While generally, Second Life is meant for people age 18 and up, in special cases, those age 13-17 can get in. Those 16 and 17 years old are restricted to sims rated General, while those age 13-15 “can access Second Life through an affiliated organization and will be restricted to the private estate of that organization.” Also, for those 13-15, older SL users won’t be able to access these private estates, except for pre-approved adults affiliated with the organization (e.g. teachers). This is intended to create a safe space for young teens, separate from adult areas.


So, it will be interesting to see whether Sansar will hold to a firm 18+ age rating, as I suspect, or if (like Second Life) they will set up some sort of system to gate-keep adult content, thereby allowing those users under the age of 18 some limited access.

Back in 2019, I wrote an entire editorial about adult content and social VR, which you can read here. Much of what I wrote then still applies today, particularly that adult content can be a double-edged sword! However, if managed properly, it can add life ( and longevity) to a metaverse platform. Whether you like it or not, sex sells!

What do you think? Please sound off in the comments, or join us in the RyanSchultz.com Discord, where over 700 people representing various social VR platforms (and flatscreen virtual worlds, too!) meet to discuss, debate, and argue about the ever-evolving metaverse and the companies building it. More information here.

UPDATE Oct. 5th, 2022: I have been informed by a Sansar staff member:

Just a small clarification, we are adult only but without NSFW content, so it’s still safe for [a] professional or academic setting.

So it would appear that I was wrong in assuming that Sansar will permit adult content. I stand corrected! The staff member, EvoAv, goes on to tell me:

A lot of other things fall under [the] 18+ category, and mixing adult users with teenagers/kids has potential issues of its own. Our users have been predominantly adults throughout Sansar’s history, so we do not see this as a limitation, but more of a safeguard that will allow us to introduce content geared towards adults, just not NSFW, or at least give us the option to change our minds later if we want to allow NSFW content with some moderation in the future.

screen capture from the new Sansar homepage

UPDATED! How the Crypto Crash Is Affecting Blockchain-Based Metaverse Platforms: Will a Crypto Winter Kill Off Some Projects?

I have been waiting a while to write this editorial, but I think the right time has come.

(Somebody posted this to the r/buttcoin Reddit, and I had to laugh!)

I have been avidly following every twist and turn of the current crypto crash, following various Reddit communities and scouring Google and Apple News for the reports of the latest crypto companies to fail, taking their investors’ money with them. The chain of dominos continues to fall, and nobody can predict where or when this “crypto winter” will end.

In talking about all this, there’s lot of jargon being thrown around which can sometimes be difficult to understand: smart contracts, DeFi, NFTs, DAOs, etc. The following 7-minute YouTube video explains all these and other terms, and I can recommend it highly (and it can serve as a refresher for the rest of you):


From the moment I first began writing about the blockchain-based virtual worlds and social VR platforms (starting with Decentraland, years before they actually opened their doors to the general public), I have been fascinated by the new crop of metaverse projects boasting some blockchain component. These projects seem to split into two kinds:

1. Projects with Non-Fungible Token (NFT)-based virtual real estate (e.g. Decentraland, Cryptovoxels, Somnium Space, The Sandbox). All such projects tend to have their own cryptocurrency (or use Ether, ETH), and offer a marketplace where you can buy and sell other blockchain-based goods, such as avatar wearables.

2. Projects without NFT land, but with an associated cryptocurrency (e.g. Sensorium Galaxy and NeosVR).

While examples of the second category are few in number, there has been an explosion of projects announced in the first category over the past couple of years. Many of these projects had hoped to duplicate the success of Decentraland, which had the great good fortune to do an Initial Coin Offering at the absolute perfect time, in 2017 raising US$24 million dollars before ever building a platform.

Decentraland’s successful subsequent virtual land auctions (with their frenzied bidding wars for NFT-based virtual pieces of land called, naturally enough, LAND) also attracted a lot of attention and favourable press. This no doubt encouraged other companies to set up similar schemes in an effort to duplicate that success. Among those that have actually delivered a viable product to date are Cryptovoxels, Somnium Space, and the still-in-alpha/beta-testing-but-soon-to-launch platform The Sandbox. Each of these projects inspired similar bidding frenzies for artificially-scarce NFT-based parcels of virtual real estate, in some cases setting records.


The following charts show just how much the value of the cryptocurrencies associated with just these six projects has tumbled over the past three months (all charts are via the CoinMarketCap website):

Decentraland MANA to USD chart (past three months)
Somnium Space CUBE to USD chrt (past 3 months)
ETH (used in Cryptovoxels/Voxels) to USD chart (past three months)
The Sandbox’s SAND to USD chart (past three months)
Sensorium Galaxy’s SENSO to USD chart (past three months)

And here’s one that really hurts: the surge and plunge in value of Neos Credits (NCR) over the past year. At the moment, project development has come to a near-standstill as the CEO fights against the CTO and the rest of the dev team about the role crypto will play in the NeosVR platform (and the matter will likely land up in court for the lawyers to battle over).

It’s still not clear if NeosVR can recover from this fiasco, which breaks my heart because it has such great technology! I do consider this to be the textbook example of how crypto speculation and greed can cause problems with an otherwise stellar platform; without being hooked to NCR, a cryptocurrency which has as yet has no practical use on the platform, NeosVR would still be doing very well! Instead, it is bleeding investors.


In addition, you can see the clear downward trend in both sales volume and average sale price for the following NFT-based properties over time (all taken from the NFT Stats website). Some seem to be doing a bit better than others, but all are down:

Decentraland LAND sales volume and average sale price (past three months)
Somnium Space Land NFTs sales volumes and average sales price (past three months)
Voxels—foremerly called Cryptovoxels—sales volumes and average dale prices (past three months)
The Sandbox’s LAND sales volumes and average sale prices (past three months)

The overall situation is grim, particularly for those who bought cryptocurrencies and NFTs at the height of the market, perhaps expecting to flip them for a quick profit. But, for the countless blockchain-based metaverse projects who hopped on the bandwagon after Decentraland and the other market early movers, the situation is even worse. In many cases, the newer companies expected to raise funds by minting and selling NFTs to investors, often well before anything concrete was built! Examples of such projects include two I have written about earlier this year, Wilder World and VictoriaVR, but there are literally dozens and dozens more such projects, more than I could ever hope to cover in my blog. The prognosis for these newer projects is not looking especially promising, as potential investors head for the hills.

And, sadly, the bullish crypto market also brought out all the scammers who wanted to take advantage of the hothouse atmosphere of crypto investment, accepting money up front for what was essentially vapourware, and then pulling the rug out from under those who had not done their proper due diligence. Greed and FOMO (fear of missing out) drove a lot of ignorant cryptobros to pour money into a lot of projects which, to date, have had little to show for them but a slick website and an active Discord (or Telegram) server where everybody was pumping everybody else up to buy and HODL (hold on for dear life to) their associated crypto and NFT assets.

Some non-financially-savvy people, believing that they were truly on to a sure thing, gambled money they could not afford to lose—their life savings, their retirement funds, even their childrens’ college funds—and have lost everything, or next to everything, in the current bear market, holding near-worthless assets they cannot find anyone to sell to. I keep reading heartbreaking stories in the various subReddits of investors who have lost everything. Many have spoken of suicide, and many Reddit communities have posted resources to support those who are struggling with their mental health as a result of their poor financial decisions.

In the current environment, I believe that any blockchain-based metaverse (or a metaverse platform with an associated cryptocurrency), is going to be in for a very rough ride over the next few months, as governments around the world raise interest rates, and the easy, low-interest credit dries up, and a global recession looms. People are going to retreat to safer investments, fleeing the demonstrably high volatility of crypto and blockchain assets like NFTs. We can expect to see a mass stampede to the exits in some projects, and frankly, not all the blockchain-based metaverse platforms out there will survive.

UPDATE July 14th, 2022: In yet another sign of growing trouble in the NFT space, which has seen sales nosedive in recent months, the major NFT marketplace OpenSea has announced today that it is laying off 20% of its staff.

News Watch: What I Didn’t Blog About in April and May!

I’m constantly on the look out for stories for the RyanSchultz.com blog, bookmarking anything and everything that I or my readers might find of interest—news and announcements about social VR, virtual worlds, and the metaverse (including the blockchain-based platforms).

At the moment, I’m so backlogged with my bookmarks, that today I’ve just decided to share many of them with you, in an effort to get caught up! Each would likely be the seed for a proper blogpost all on its own, but here each one will just get a sentence or two, a brief annotation only. Hope you don’t mind!

Ready? Let’s dig in!


Geekwire: ‘Second Life’ creator shares lessons learned from one of the world’s first metaverses (an interview with Linden Lab’s founding CEO, Philip Rosedale).

Businesswire: Razorfish Study Finds 52% of Gen Z Gamers Feel More Like Themselves in the Metaverse than in Real Life (Razorfish and VICE Media Group released findings from a new research study, titled The Metaverse: A View from Inside).

Road to VR: Virtual Social Platform ‘Rec Room’ Hits 3 Million Monthly Active VR Users (Rec Room continues to rack up some impressive statistics).

The Conversation: Can you truly own anything in the metaverse? A law professor explains how blockchains and NFTs don’t protect virtual property (a thought-provoking editorial by Indiana University law professor João Marinotti)

Medium: World War “M” and the curse of the Metaverse, by Avi Bar-Zeev (an editorial where Avi poses the question: If “The Metaverse” represents our digital future, who decides what “it” is?)

metamandrill: Interview with Founder Adam Frisby of Sine Wave Entertainment (an interview with the man behind both Sinespace and Breakroom)

NFTs are Legally Problematic (a 46-minute YouTube video featuring lawyer Steve Mould and NFT pundit Coffeezilla)

24/7 Crypto: Metaverse hotel for avatars to open in Decentraland next week: “The first ever metaverse hotel (*cough*cough*Second Life*cough*cough*) is being opened next week in Decentraland by Singapore’s Millennium Hotels and Resorts.”

TIME: 6 Lessons on the Future of the Metaverse From the Creator of Second Life (a good overview article, with the writer talking to both Philip Rosedale and Tom Boellstorff about the lessons learned from Second Life).

moOMNI: Around the Metaverse by DrFran Babcock (short but essential reading; Fran shares her thoughts about the community within the metaverse).

Road to VR: A Dating App for Meeting Avatars in VR Aims to Build Very Real Relationships (a review of the Flirtual matchmaking app)

XR Today: Sensorium, Humanity 2.0 Launch Vatican City Art Metaverse (Ultra high-end social VR platform Sensoirum Galaxy partners with the Humanity 2.0 Foundation to build a virtual gallery for Vatican City). “The company’s Sensorium Galaxy platform is currently in beta testing, with a launch date set for later in the year to expand its availability across devices, including VR headsets, PCs, and mobile devices.”

Road to VR: Meta to Merge ‘Venues’ Event Space into ‘Horizon Worlds’ Social VR Platform (starting June 6th, 2022, Horizon Worlds users will have direct access to live sports, concerts, comedy, and user-created meet-ups in Horizon Venues).

WIRED: This VR App Has Legs: Spatial adds support for full-body virtual avatars, giving realism in VR a step up (the Spatial social VR app now had a full-body option).

The Atlantic: Lessons From 19 Years in the Metaverse (an interview with longtime Second Life blogger Wagner james Au).

Medium: Web3.0 Must Be Destroyed (long, but well worth the read).

Harvard Business Review: Cautionary Tales from Cryptoland (interview with Molly White, creator of the website Web3 Is Going Just Great).

Current Affairs: Why This Computer Scientist Says All Cryptocurrency Should “Die in a Fire” (interview with UC-Berkeley computer science professor Nicholas Weaver)


Now that I’ve shared some of my most interesting finds with you, I hope that this list will tide you over until I can whip up some fresh new content for you! Expect more blogposts soon. (If people find these news roundups useful, I might continue to write them, as well as my regular blogposts.)

I Was Interviewed by a Business Reporter for The Globe and Mail for an Article About the Metaverse

On March 10th, 2022, I was contacted by Joe Castaldo, a business reporter for The Globe and Mail (which bills itself as “Canada’s National Newspaper”). He was writing up a story about businesses entering the metaverse, and the current metaverse hype cycle, and he asked me if I would be willing to be interviewed.

After checking in with my union representatives at the university, who gave me the all-clear to go ahead, I was interviewed for an hour via telephone. The Globe and Mail had given Joe a Meta Quest 2 wireless VR headset, so a couple of weeks later, I gave him a guided tour of two popular social VR platforms, VRChat and AltspaceVR.

Well, Joe’s article was published in The Globe and Mail today, titled Is the metaverse the future of the internet? A Globe journalist steps inside to find out (if you should hit a paywall, here is an archived version).

I’m not going to reproduce the entire newspaper article here; I was mentioned in the final few paragraphs:

For Ryan Schultz, the widespread interest in the metaverse is a little weird. “My obscure, niche hobby has suddenly gone mainstream,” he told me. A reference librarian with the University of Manitoba, he spends a few hours every week strapped into a headset or exploring desktop-based worlds, and has been blogging about it for years.

Mr. Schultz finds the speculative nature of the digital land rush in some worlds off-putting. “People are investing in this basically as a flex and as a boast to their friends that they can afford these artificially limited items,” he said. Businesses with virtual office space, meanwhile, are likely spending money on a “really fancy three-dimensional brochure.”

He’s seen much of it before. Corporations flocked to Second Life when it took off in the 2000s. Coca-Cola installed soft drink machines, Toyota set up a car dealership, American Apparel built a clothing store, and IBM established an island for employee recruitment and training.

It wasn’t long before the corporate enthusiasm died. “Nobody came to visit these locations, because the people who were already in Second Life didn’t care,” Mr. Schultz said.

He understands the appeal of virtual worlds, though. When he first discovered Second Life, he spent hours there each day. Away from the computer, he has jokingly called himself an “overweight, divorced, gay librarian with diabetes.” At 58, he feels his body growing older, and he’s struggled with depression so bad he’s taken leaves from work. “I kinda suck at this whole reality business,” he wrote on his blog.

In Second Life, Mr. Schultz loved building avatars – angels, supermodels and a Na’vi from, well, Avatar. There was solace in becoming someone else. During the pandemic, he’s met his social needs through virtual reality, and a mental-health app became a lifeline. “I can put on my headset, join a group, and use cognitive behavioural therapy techniques to work through issues and problems, and it’s extremely powerful,” he said. “You feel like you’re really present.”

For those of us who are not already immersed, such moments are likely a long way off. I searched high and low for meaning and connection in the metaverse, but mostly found empty branding experiences, a speculative frenzy around digital assets, and people who were just as curious as I was to find out what this was all about, and were still searching for answers.

But given the relentless enthusiasm of those trying to turn the metaverse into some kind of reality, there will be plenty of chances to try again, for better or worse.

I think that Joe did a good job of describing the metaverse in a way that newspaper readers could easily understand, and there are a couple of videos included in the digital version of the article which made me laugh at certain points, as Joe and his producer Patrick Dell navigated Decentraland and Horizon Worlds!

I also appreciated that the online article linked out to my ever-popular list of social VR platforms and virtual worlds. I’m not really expecting a spike in traffic to my blog (I didn’t get one when I was interviewed by a writer for New Yorker magazine in 2019), but it was an interesting experience, nonetheless.

(By the way, I do receive more and more requests to be interviewed lately, because of my blog. I turn most of them down, but I said yes to this one, because The Globe and Mail is a major Canadian newspaper, and one which I read often.)

The Globe and Mail newspaper interviewed me for an article on the metaverse

P.S. The mental health app mentioned in the quote above is called Help Club; here’s the blogpost which I wrote about this self-help social VR app for mental health.