UPDATED! Editorial: The Importance of Discoverability in the Metaverse

The Second Life Destination Guide has had an overhaul!

People whose introduction to the concept of the metaverse started with VRChat, Horizon Worlds, and other social VR platforms may question why I choose to write so often and so fondly about Second Life, a virtual world which was launched in 2003, well before the advent of consumer-grade virtual reality headsets. My answer is always the same: Second Life is the perfect model of a mature, fully-evolved virtual world, with a vibrant ecosystem and a still-thriving community, which many newer metaverse companies would be wise to study, learn lessons from, and (in some cases) emulate.

Recently, Linden Lab (the company which makes Second Life) announced a long-overdue overhaul to the Second Life Destination Guide:

The latest version of the Destination Guide offers a modern design refresh (the first since 2010!), while also adding some useful new features that enable easier discovery of Second Life events and experiences. Web visitors may welcome the addition of a much-requested Search bar so that you can better seek and find the places that interest you, while category and search result pages now also have a “Sort by” option in the upper-right corner that allows users to filter the directory by “Newest” entries and alphabetically (A-Z or Z-A). Mobile users will notice that the Destination Guide is now much easier to browse and explore while on the go – which may come in handy to accompany our forthcoming Mobile Viewer.

The new Second Life Destination Guide features keyword searching and results sorting

Of course, there’s not just an external directory on the Second Life website; there’s also in-world search tools as well. (They need a bit of improvement too, but that’s the subject for another blogpost!)

Which brings me to the topic of today’s editorial: the vital importance of discoverability in the metaverse. I believe that this is something which many metaverse-building companies tend to neglect, or treat as an afterthought, to the detriment of their platforms’ communities—and to their corporate bottom line.

Let’s take VRChat as an example. In February 2021, I blogged:

Since I have upgraded my Oculus Rift to a Valve Index, I have been spending more and more time in VRChat lately. VRChat in 2021 reminds me of nothing so much as Second Life circa 2007, when I first joined: the wonderful sense of exploration and adventure, never quite knowing where you were going to land up and who you would encounter!

However, there is still one problem that I encounter in VRChat, and that is the topic for today’s blogpost: the need to set up a better in-world directory of worlds to explore. I have written about this topic before, but the need has now become acute. Finding cool worlds in VRChat has become something of a crapshoot, a time-consuming, trial-and-error process.

And since then, the problem has only gotten worse! It is an exercise in frustration to try and find worlds by topic, or by searching for keywords which might (or more often, might not!) appear in the world’s name. VRChat badly needs an official, external directory website of created worlds which is better curated and has more than just the broadest of categories.

VRChat’s Discover Worlds features basically mimics the in-headset directory, with its unhelpful, overly broad categorization

There is a keyword search feature, but it lumps in user profiles, meaning you have to scroll down to the worlds whose titles and/or tags match what you typed in:

There is a desperate need for some sort of directory of VRChat worlds which offers the ability for people to describe their worlds in much more detail, and allows them to browse with more nuance (for example, sleep worlds). The closest thing to the utility of the Second Life Destination Guide is the volunteer-run Worlds on VRChat website, which seems to be mainly focused on Japanese-language worlds.

Why is this important? It’s vital, because social VR is, by its very nature, all about the community. A metaverse platform fails or succeeds by its ability to attract an audience, and making it easier for like-minded people to find each other, form communities, and build things together. It is a factor in whether a user visits your metaverse once, wanders around lost, gives up and logs out—or finds a friendly space catering to her interests, and comes back again and again!

For example, I just love visiting 1029Chris’ delightful bird sanctuary in VRChat. Now, let’s assume that I am a user is a newbie, who has heard through the grapevine that there’s this cool place in VRChat where you can feel bread to geese, but doesn’t know how to find it. She doesn’t know the name of the place. Even worse, she doesn’t know the username of the person who created it.

She puts on her headset and goes to the in-headset Worlds directory, or perhaps instead she goes to the VRChat Discover Worlds page on the VRChat website, and starts hunting. She enters “geese”, and finds three worlds, none of which are what she is looking for (while Chris has helpfully added the word “ducks” as a tag to her bird sanctuary, “geese” or “goose” are neither in the world’s title, nor its tags).

The poor newbie doesn’t know Chris’ username (1029chris), so she can’t search by the name of the world’s creator, to find it via Chris’ profile. After a frustrating couple of minutes, she gives up. She loses out on an experience that would have engaged her, and perhaps brought her back time and again, and perhaps would have led to further good word-of-mouth among other people, including other people new to social VR and virtual reality—leading to potentially more business for VRChat!

And that’s a simple example. How about this one: you want to find this cool place that you heard about in VRChat, where all you know is that you can change the backgrounds to all kinds of cool animated patterns—but you don’t know that it was created by 1001, or that the name of the world is Treehouse in the Shade, or any of the keywords used to describe it? It’s like finding a needle in a haystack!

You could argue that it’s too expensive for a company like VRChat to devote resources to build and maintain such a detailed and helpful directory of worlds for its user base. I would argue that it is a cost of doing business, a cost of investing in your community. At the very least, VRChat should be working with its community to enhance the discoverability of the insanely creative spaces its users are creating!

OK, end of rant. I am now getting down off my soapbox!

Executive summary: discoverability is a key factor in the success of any metaverse. Build it into your product. Make it easy for people to find cool worlds that match their interests, find each other, and build communities.

UPDATE 12:42 p.m.: I just had an experience that underscores the importance of discoverability! My Second Life avatar was exploring the cafés listed under the Cafés and Hangouts subsection of the new Destination Guide:

She teleported into Little Whiskeria, and while she was looking around the café/bar, the owner Lizzy showed up, and we got to talking. Lizzy invited me to an event that is taking place at 11:00 a.m. SLT/Pacific Time, so I am now making plans to catch a live performance (singing/guitar/piano) at Little Whiskeria!

That’s exactly why discoverability is so important: it took me from my interest (coffee houses) and immediately met that need in a very satisfying way, which will probably lead me to tell my friends about this place and come back for return visits!

UPDATE 1:13 p.m.: Here’s a snapshot of the live show at Little Whiskeria, a really good German/English band is on stage and the summer folk music café ambiance is wonderful, just what I needed on a wintry Winnipeg day!

Live show at the Little Whiskeria café/bar

UPDATE April 8th, 2023: My friend Rainwolf told me about another website directory of VRChat worlds, called VRC List, which has a variety of search and sort options:

Thanks, Rainwolf!

Virtual Reality Headset Demos for Newbies: Some Do’s and Don’ts

When you’re starting out, keep it simple (Image by Pexels from Pixabay)

There is a fine art (some would call it, a black art) to giving a VR demonstration to someone who has never been in virtual reality before. And, as someone who does it fairly often, I wanted to share some of what I have learned (often, the hard way!) in giving a number of people at my workplace (the University of Manitoba Libraries) their first taste of VR.

In fact, just last week, I had a recently retired coworker (who had never experienced virtual reality before) come in, at my invitation, to try it out for himself. My current set-up at work is an HTC Vive Pro 2 Office Kit, with the traditional Vive “wand” hand controllers, the same set-up which I am proposing for the virtual reality lab project that I am currently working on. (The standard Vive controllers feel more like tools, as opposed to hand extensions, and I can only imagine how much more of a newbie learning curve setting up the Knuckles controllers would be, given how much fidgeting and adjusting I have to do to get my set at home to work “just right”).

Here are some of my tips, tricks, and recommendations for giving inexperienced users a virtual reality demo.

  1. Safety first: clear your demo space! Remove anything and everything that the user can run into or trip over. I very strongly recommend that first-time VR users stick to seated apps, rather than standing ones, and stationary ones instead of ones where you have to move around, “run”, aim weapons, etc. If you question the wisdom of this advice, there is a whole subreddit community called r/VRtoER which consists of nothing but mishaps from people in VR headsets!
  2. Make sure all your equipment is ready to go and up-to-date. For example, if you use a headset with Steam, run SteamVR ahead of time and let it update. Make sure that any software you plan to demo is fully updated to the latest version. Fully charge your headset and/or hand controllers to ensure that they are ready. Nothing is worse than having to end a session early because a device has run out of power!
  3. Explain what VR sickness is and emphasize that they should stop, and NOT push through it, when/if they start to feel sick. Also impress upon the new user that it takes time and patience to build up your tolerance in a VR headset; expecting an inexperienced user to be able to handle anything over 15 minutes at one stretch is too much. It’s also very important to give the new user time between separate virtual reality experiences, even if it is only a few minutes.
  4. Adjust the headset to the user (head straps, interpupillary distance/IPD dial, etc.), explain to the user how to put the headset on and take it off, and practice that first. You want to do everythig you can to make sure that the new user’s experience is optimal. I have found that it is better to have the user learn how to make adjustments to the headset themselves, although I may fiddle with the head straps and IPD dial a bit, after they have put it on, if they are having problems with the comfort or view.
  5. Start off with an app where the new user just sits and looks around. When I used to give demos at work using my Oculus Rift, I always started new users with a couple of introductory VR programs, where they did not have to use the hand controllers. One of them which I can recommend highly is the excellent Introduction to Virtual Reality by Felix & Paul Studios*, which consists of a series of three-dimensional videos of various scenes, e.g. Cirque de Soleil jugglers; a boat in a floating market; a scene inside a round Mongolian yurt where a family is sharing a meal. The reason I start off with something like this is because I want the user to get comfortable with the immersive aspect of the technology (how the scene changes in the headset when you turn your head, look up and down, etc.), before adding on the hand controllers.
  6. Do NOT put the new and inexperienced user in any app which might make him nauseous! It’s tempting to throw the newbie into the deep end, just to get a reaction from him; I get it. However, do you want to be responsible for making him ill in his first virtual reality experience, and perhaps souring him on VR forever? Save Aircar and the roller coaster simulations for later, once they have gotten their VR legs. 😜

For the demo to my retired coworker last week, on my new Vive Pro 2 headset, I tried to find something similar to Felix & Paul’s Introduction to Virtual Reality, only to realize that all the Felix & Paul titles were Meta/Oculus exclusives. Damn! After a frustrating hunt through Steam to find something similar, and striking out, I decided to use a favourite tropical beach world in VRChat, called Deep Blue. I wanted something relaxing for a first experience; getting into a VR headset can be stressful! (Note that I had already logged into VRChat, and set up the world before my coworker arrived; all I had to do is get him set up and put on his headset.)

First, I just had him sit on the dock and look around, to get used to the way it felt to have the headset on, and how the view changed when he looked around. Then, after 5-10 minutes or so, I gave him the hand controllers, and explained how the buttons on them worked, and had him move around in the environment: explore the beach hut, walk along the beach, even go underwater to see the sea turtle!

Then, after I was satisfied that he was handling that experience well, without any VR sickness, I loaded up Il Divino: Michelangelo’s Sistine Ceiling in VR. This app nicely illustrates one of the main selling points of virtual reality, in my mind: the ability to visit and explore places that you would not normally be able to go see, unless you bought a plane ticket! Also, the app has very simple, teleporter-type movement control, which is easy to explain to a new user (and the difference in movement controls between the first and second apps is a good teaching moment to explain that every app is set up differently, and has different controls).

Next, I introduced my coworker to Google Earth VR, the virtual reality version of the already-familiar Google Earth. What I like about Google Earth VR is that you can always see at a glance how the buttons on the hand controllers work, and there are easy-to-navigate menus with some of the most popular locations, such as the statue of Christ the Redeemer high over the city of Rio de Janeiro. I just let him explore to his heart’s content, wherever he wanted to go! He really was amazed how he could zoom out and see the entire Earth from outer space, too.

My VR demo with my retired coworker went so well, that we actually did move on to Aircar, piloting a flying car in a rainy, Blade Runner-esque urban sci-fi environment (although I very strongly impressed upon him that he should stop as soon as he began to feel sick, which he did). He loved it! Some people take to VR like a duck to water. (However, see point 6 above; for 95-99% of first-time users, this is a BAD idea. And, on the other end of the spectrum, I have also had to stop VR demos after ten minutes because of VR sickness. Monitor your newbie carefully and stop as soon as they feel nauseous! This is not something you can just “push through,” trust me.)


I hope that you found this list of do’s and don’ts to be helpful! And if you have any particular programs, platforms, or apps which you like to use to give newbies demos, please drop a comment and let us know what they are and why you like them. Thanks!


A special thank you to John, for being my guinea pig, and the first person to whom I have demoed my new HTC Vive Pro 2 headset at work!

*You can experience this title in 360° video on YouTube:

Come to the VRCon Film Festival in VRChat Today, December 17th, 2022!

This evening in VRChat, the VRCon 2022 Film Festival will be celebrating 30 VRChat films made by filmmakers from across the world! The event takes place today, Saturday, Dec 17th, 2022, from 6:00-8:00 p.m. Eastern Time, with an after-party.

You can check out the details on all of the films on the VRCon website. Here’s the trailer for the VRCon Film Festival:

If you wish to attend this evening’s film festival, please fill out this Google form. The organizers have made it easy to attend, even if you are a newbie! If you’re new to VRChat, you can follow this helping getting-started guide from the VRCon website (there’s also this detailed Google document, titled VRCon 2022 Film Festival Instructions). They’ve also posted a three-minute How To Guide video to YouTube:

See you there!

Editorial: A Kerfuffle Over Decentraland Usage Statistics

There are three kinds of lies: lies, damned lies, and statistics.

—quote popularized by Mark Twain, origin unknown

On October 7th, 2022, the CoinDesk crypto news website published an article by Cameron Thompson, titled It’s Lonely in the Metaverse: Decentraland’s 38 Daily Active Users in a $1.3B Ecosystem:

screen capture of the CoinDesk article

This article led to some animated discussions over on the cryptosnark subreddit on Reddit (memorably named r/Buttcoin). I would encourage you to take a look at the full discussion thread yourself, which features an interesting side discussion of Second Life, but I will pick out a few choice quotes to share here (please keep in mind that this is a community of cryptoskeptics, not necessarily fans of NFT metaverse platforms!):

[More like] Desertedland.

I’m a land owner on DCL, was super bullish on it when I bought in last year (and before Facebook renamed to Meta and there was the metaverse craze). However, I just can’t see how it can scale. The game is laggy as f*** every single time you load it, got even worse during the craze period. How the heck can a virtual ‘world’ scale when majority of the users can’t even ‘walk around’ the ‘world’ properly?

Now it’s just a ghost town.

It’s pushed as a pet project by certain vested interests who have sunk lots into this, so they need their money’s worth (cough GRAYSCALE cough). Grayscale went full stupid on this, they even created a Trust offering for MANA similar to Grayscale BTC trust where people could hold MANA in traditional IRA accounts

My son’s Minecraft server has more active players.

Tried to use it once. Bounced after it presented me with a $250 gas fee for trying to use a virtual vending machine. That was about an entire ETH at the time. Sold what little MANA [Decentraland’s cryptocurrency] I had, a couple hundred bucks at the time… which would’ve been worth about 20 thousand at its height. I’d even started designing assets for it. Was gonna buy some land and make a go of it, but Ethereum being a terrible inefficient network killed my momentum. Can’t help but be a little bitter about it.

Tried using Decentraland on both a 2020 Microsoft Surface and an older laptop that could run World of Warcraft, [and I] couldn’t even walk around because the system demands were so high. If they are selling their ecosystem to gamers then they are going to require A LOT more development to make it actually fun (i.e. more to do than just poker and microtransactions). If they are selling to the everyday consumer then they are going to need to cut down the hardware requirements to entry for anyone without a $1000+ computer. It has potential, but still a long way to go before it sees the everyday popularity that other digital platforms enjoy.

Just to clarify, the article says an “active” user has to make an actual transaction or another smart contract interaction. So there are probably a lot more users who just log in [and] play the game without being counted.

With respect to that last comment, the CoinDesk article indeed does state:

An active user, according to DappRadar, is defined as a unique wallet address’ interaction with the platform’s smart contract. For example, logging onto The Sandbox or Decentraland to make a purchase with SAND or MANA, each platform’s respective native utility token, is counted as an “active use.”

This means that DappRadar’s compilation of daily active users doesn’t account for people who log in and mosey around a metaverse platform or drop in briefly for an event, such as a virtual fashion week. It also likely means that these spaces are not where people are making transactions, such as buying non-fungible tokens (NFT)…

The largest number of daily users ever on Decentraland was 675, according to DappRadar.

So, for example, if I visit Decentraland, wander around the virtual world, but not interact with a smart contract (e.g. buy something like arrows for a hunting game), I am not counted as a user that day. This is a good example of how statistics taken from blockchain transactions do not give the full picture of what’s going on in an NFT metaverse! So this is rather sloppy reporting, which hurts Decentraland.

Decentraland was very quick to push back on what they consider to be an inaccurate way to count usage of its platform:

Here’s part of their Twitter thread:

Lately, there has been a lot of misinformation on the number of active users of Decentraland. Some websites are tracking only specific smart contract transactions but reporting them as daily active users DAU, which is inaccurate.

Let’s have a look at some of September’s data:

56,697 MAU [monthly active users. i.e. the total number of unique visitors in one month]
1,074 Users interacting with smart contracts
1,732 minted Emotes
6,315 sold Wearables
300 Creators received royalties
161 created Community Events
148 DAO Proposals

For better data: DAO grantee DCL Metrics tracks Decentraland’s Daily Visitors looking at the catalyst server visits and provides a similar data point as DAU. https://dcl-metrics.com

The DCL Metrics website allows you to pull up charts showing statistics over the past 90 days: Unique visitors per day (the blue chart on the left) and parcels visited per day (the purple chart on the right). Over the past three months, DAU (daily active users, i.e. the total number of unique visitors to Decentraland in one day) ranges from 5,871 to 11,965 users, with a slight but noticeable downward trend. On the other hand, there is a slight upward trend in the number of parcels visited each day (perhaps as new venues are constructed?).

Also, according to another, older thread from the Decentraland subreddit, there are webpages you can check to see the number of currently connected users on the various DCL servers (here, and here). However, please remember that these are snapshots, minute-by-minute figures, as opposed to the total count of daily active users. (At the time I checked them today, on a Canadian Thanksgiving Monday afternoon, there were approximately 530 users in all of Decentraland.)

So, watching this whole kerfuffle unfold online, here are some of my thoughts.

First: accurate metaverse usage statistics are sometimes hard to come by. They can be even harder to come by, if the metaverse company building a particular platform decides not to release them (for example, if they are so low that it would prove embarrassing to the company, which is likely working hard to encourage new users to its platform, and don’t want to share any news that makes them look bad).

Case in point, Linden Lab used to provide detailed user statistics for Second Life, then stopped, aside from the rare announcement of their MAU (monthly active user) figures. The company largely left the gathering and reporting of statistics to crafty folks who were able to scrape data from various sources. If you’re looking for some up-to-date SL statistics (as of Sept. 30th, 2022), Daniel Voyager reports:

  • daily Second Life user concurrency figures (i.e. the number of avatars online at any one time) range from 27,000 to 51,000. with a peak of 55,737 on Feb. 5th, 2022
  • the official Second Life website regularly gets over 10 million visits a month
  • 27, 453 grid regions (more commonly known as “sims” in SL; please note that, unlike Decentraland, there is no artificial scarcity in virtual land in Second Life, since Linden Lab regularly creates and leases out new land to meet demand)

While we cannot directly compare DCL’s unique daily visitor count with SL’s user concurrency figures, we can compare the latter to the number of currently connected users on the various DCL servers (here, and here). While certainly better than the 38 figure touted in the CoinDesk article, the 530 user concurrency figure for Decentraland pales in comparison to the 27.000-to-51,000 user concurrency figures for Second Life.

Also, compare these figures with the user concurrency figures put out by Steam for VRChat, with an all-time peak user concurrency of 42,564 (and on Jan. 4th, 2022, Wagner James Au reported that VRchat hit an all-time high of 89,300 concurrent users during New Year’s Eve 2021 celebrations, citing statistics scraped by a VRChat user named Adeon). So, as you can see, even with more accurate stats, Decentraland is still not anywhere nearly as popular as Second Life or VRChat (while it certainly is more popular than, say, Sansar).

Now, let’s focus in on one of the statistics Decentraland shared in its rebuttal series of tweets. 6,315 avatar wearables sold in one month seems to me to be a relatively small number, especially when you compare it to the sales juggernaut that is Second Life (both in-world store sales and SL Marketplace online sales, the latter of which would be the most direct comparison to Decentraland’s Marketplace).

I don’t have exact stats on SL sales (again, they can be hard come by), but a January 13th, 2022 Linden Lab press release stated that “Second Life has had one of its strongest years ever, with a growing user base and booming economy including an annual GDP of $650 million USD with 345 million transactions of virtual goods, real estate, and services.” Second Life’s non-crypto economy appears to be doing well!

Metcalfe’s law states that the value of a telecommunications network is proportional to the square of the number of connected users of the system (n2), and I suspect that this rule would also seem to apply to social VR and flatscreen virtual worlds: the more users you meet on a metaverse platform, the more popular it becomes.

Hopefully, this becomes a virtuous circle, where more users lead to more events, more engagement, and people telling their friends, family, and colleagues about “this cool place I’ve found,” and getting them to join. But it can also lead to a vicious circle, where people eventually stop visiting a platform because every time they log in, there’s next to nobody there, almost zero events happening, and little or nothing engaging to do.

Given the resounding crash of the NFT marketplace overall, and the resulting growing antipathy towards crypto and NFTs after a series of well-publicized failures and scams, even those legitimate NFT metaverses which have actually launched a working platform (Decentraland among them) are facing unprecedented pressures. Both crypto prices and sales volumes for all these projects have crashed, leaving those who bought at the top of the market wondering when they will be able to recoup their investments.

Another thought: the 1.3 billion dollar ecosystem mentioned in the title of the CoinDesk article is a bit misleading, too; this valuation is, as far as I am aware, based on what people actually paid for their virtual lands, avatar accessories, etc. Of course, in the current crypto winter, these assets are probably worth a lot less today. However, since the investors won’t realize a loss until they sell, they can cling to the inflated value of their NFTs (or, as the cryptobros like to say, “hodl”, short for “hold on for dear life”).

Molly White, the creator of the sarcastically-named website Web3 is going just great, has written an excellent article on cryptocurrency “market caps” and notional value, which I recommend you read to get a better picture of what’s going on in this space. It’s all too easy to blindly accept what promoters are telling you is the “value” of cryptocurrency and NFTs. Molly outlines some of the shenanigans used to artificially inflate these “values”, such as wash trading. (And check out her website!)

O.K., let’s just wrap this editorial up with an executive summary: Decentraland is not as bad off as the CoinDesk article might suggest in this misleading article, but compared to other metaverse platforms like VRChat and Second Life, it’s lagging behind in usage, despite its billion-dollar valuation.

UPDATE Oct. 12th, 2022: From Futurism: $1.2 Billion Metaverse Horrified by Report It Only Had 38 Active Users. Here’s a choice quote from that article:

Of course, even 8,000 users on a given day is dismal for something that’s supposed to be the future of online communities. And if blockchain is the underlying economic mechanism of the endeavor, it’s outright embarrassing if only a few dozen transactions are happening per day.

In short, it’s a perfect example of the kind of massive disparity between market value and actual users that has been plaguing the Web3 world for years, and could also be indicative of a serious slowdown in appetite for virtual real estate and other blockchain-related assets, including cryptocurrencies and NFTs

Decentraland’s Twitter account also attempted to do some damage control, writing that the platform saw “1,074 users interacting with smart contracts” in all of September.

All told, though, none of these numbers really amount to much, given the amount of money being poured into metaverse platforms like Decentraland.

And that doesn’t bode well for the future of the metaverse.