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 the note at the end of this blogpost; my review of Tom Boellstorff’s book is here.)

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 people want to set up a Second Life account, and use the platform) failed to materialize. Something that people inside of SL would already use and appreciate? Yes, there have been many such success stories. Something that would entice people to join 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 New World Notes archive website, 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. This loss of boots-on-the-ground reporting is actually a serious blow to future virtual world historians, and unfortunately, one that is happening more often over time, as companies who provided infrastructure (like Typepad) shut down.


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!

UPDATED WITH AN OFFICIAL STATEMENT FROM LINDEN LAB: Linden Lab Is Investigating Serious (and Possibly Defamatory) Allegations Made Against Some Second Life Users and Companies, and Linden Lab Staff

I follow a number of Second Life YouTubers using Feedbin (a handy tool which I wrote about here; what I like about it is that I can organize my viewing, and not have to deal with YouTube’s notorious recommendation algorithm).

Last night, I watched a video from a Second Life user who announced that they were stepping away from SL, and why. In the description of the video was a link to an anonymous article which had been published on Medium on Feb. 24th, 2024, and updated Feb, 29th, which makes some very serious and disturbing allegations against several Second Life users and companies, and some people employed by Linden Lab, the company who makes and runs Second Life.

The Feb. 29th update includes a link to this New World Notes blogpost by Wagner James Au, who has been a longtime chronicler of Second Life:

Confirmed: Linden Lab Investigating Serious Allegations Recently Posted to Social Media, Say Sources

In recent days the Second Life user community has been roiled by serious but unconfirmed allegations posted on various social media channels regarding Linden Lab operations.

I can now confirm through at least two highly credible sources that the company is indeed investigating these claims — both the accusations themselves and whether they have defamatory intent.

That’s really all that can be reported at the moment.

Wagner links to a discussion on the matter over on the r/secondlife subreddit on Reddit here. In both Wagner’s blog post and the Reddit thread, unlike the Second Life YouTube video which first led me down this rabbit hole, there is no link to the original Medium article, and I will not be sharing it here, because although the allegations made in the article are highly troubling, they are not proven, they are potentially defamatory, and the author of the article appears to be hiding behind an anonymous name and picture. (Medium has flagged the article with the warning “The following content was reported as a potential violation of Medium’s rules and is under investigation,” and the article may indeed be pulled completely from the website.)

However, the ripple effects of that Medium article are already spreading. It would appear that some Second Life users (like the content creator who first alerted me to this situation via their YouTube video) have decided that the allegations are serious enough that they will be leaving the platform, even if only temporarily.

And this morning, I noticed that one of the Second Life stores I regularly shop at, has announced via their store group:

Hello, we changed the vendor system and old gift cards will not work with the new vendors. To get a new gift card for the new vendors, I need you SEND ME A NOTECARD (only notecards) with this:

YOUR USERNAME (no display name)
NAME OF THE GIFT CARD YOU HAVE AND ITS CREDIT

I will be replacing, but it’s a lot of gift cards to do, so please be patient. I will be doing it ONLY until MARCH 31st.

I will now be checking the group notices of various SL store groups I belong to, to see if any other stores are taking similar action. This has the potential to become a serious mess (as if it weren’t already). It was at this point that I realized that I was not going to be able to ignore the issue, and I would have to write about it today, since the controversy does have the potential to significantly impact Second Life users, communities, and businesses.

And, like Wagner, that’s really all that I can report on for now. It would appear that Linden Lab is already investigating the allegations, and we will simply have to wait and see what happens, and what they have to say about all this. I hope and pray that this will not become a witch hunt, and I do not want to have to update my historical list of Second Life controversies and scandals. And I am feeling just absolutely sick at heart today.

UPDATE March 5th, 2024: Well, I just checked this evening before bed (almost exactly 48 hours after I first read it), and the anonymous article has been taken down from Medium, now giving the following error message:

Error 410: This post is under investigation or was found to be in violation of the Medium rules.

Please note that I had briefly linked to (and quoted from) another well-known Second Life blogger who had posted two lengthy blogposts about this whole kerfuffle, but then I realized that they had actually linked to the article on Medium, so I quickly removed the link to (and quote from) their blog from this post! In their opinion (and they had a LOT to say), this was a smear campaign against the people and businesses named, but I also removed the link to their blog posts because they actually named the people and companies who were being discussed in the article, and I did not feel comfortable doing that. (You’ll also note that I very carefully did not identify, or link to, the person who created YouTube video I previously mentioned, that led me down this dark and twisted rabbit hole in the first place.)

In fact, I am now second-guessing myself, wondering if I made the right call to write about this at all. There’s also been a lot of back-and-forth on the subject on the Second Life subreddit post I linked to up top, where the moderators have done an excellent job to not allow any discussion of the dark, indelicate details of this particular incident, while still talking about the issues in a more general, non-specific way (much as I have tried to do, although I’m not 100% certain that I was successful).

This is not the first time when the lines between a hobbyist blogger and a journalist get awfully blurred. I have learned in the past that things I write here on my blog have consequences, and sometimes those consequences are painful, both for me and for the people, places, and companies I write about. At the same time, this is a blog about (as the tagline states) “news and views” in social VR, virtual worlds, and the metaverse, and it could be argued that this is news (albeit very depressing news, regarding a subject that is clearly illegal and punishable by law, if it is found to be true).

And that’s the whole point of this: IF this is true. At this point, all we have are allegations, which (because of people like the YouTube creator who I won’t name, Wagner James Au, myself, and the other blogger who I won’t name), have played a part in disseminating information about this situation (if not the specific details themselves). Where do you draw the line?

Where do you draw the line when reporting on potentially immoral and/or illegal behaviour? (photo by Martin Sanchez on Unsplash)

UPDATE March 20th, 2024: This afternoon, Linden Lab’s Executive Chairman, Bad Oberwager, released the following official statement, which I am reproducing in full below:

I want to take this opportunity to speak directly to the Second Life community. Thank you for being part of this wonderful world and giving us the time to carefully assess our situation after we became the subject of a blog post that has the potential to cause harm to our dedicated community members and the virtual world platform that so many people call “home.” 

The post contains a complex mix of accusations regarding Second Life, and it questions our strong dedication to maintaining a safe, respectful, and inclusive environment for all members of the Second Life community.

Our Response to the Allegations

At the heart of the blog post were unsettling accusations about sexualized, virtual avatar ageplay, including alleged violations of our community guidelines. I want to be clear: we have a zero-tolerance policy against sexualized ageplay. The safety and integrity of the Second Life platform are paramount to us, especially concerning the protection of minors. 

We will continue to enforce our existing governance policies and community standards and we are proud of our collaboration with law enforcement and organizations like the National Center for Missing and Exploited Children (NCMEC) to combat child exploitation. These efforts underscore our commitment to a safe online environment. 

With that said, I want to acknowledge that we can do better; this has been a harsh wake-up call for us that we need to take tangible actions to improve Second Life’s governance policies and protective features that benefit the entire community.

Our Actions Moving Forward

I promise you that we are taking this very seriously. Very. Full stop. 

I promise we hear you. We know you’re angry and you’re confused. We are working to do our best to resolve your concerns and restore your trust in us. These are complicated issues and we want to do things right. We will make mistakes along the way. I wish I could say we will not, but we will. 

As owner of Linden Lab, I have initiated a thorough investigation, both internally and with external partners, to review whether or not there have been any violations of our company and community policies by employees, contractors, or community members. While early preliminary internal investigations suggest that some of the accusations are unfounded, I want to make sure that we get additional investigative support externally to ensure that the process is fair and thorough.

One of our top priorities has been to ensure the safety of our residents, moles, employees, and families. There are real people behind the avatars, and it has been important to confirm that nobody was in actual physical danger. 

Additionally, I am taking proactive steps to review and revamp many of our policies, including a comprehensive review of our Community Standards, Content Guidelines, and Ageplay Policy. Any violation detected will be met with swift enforcement actions to protect our community. We’ll be sharing these revised policies in the coming weeks and, critically, we are turning to the community to help us shape the future of how governance operates within Second Life. 

Our Commitment to You

Second Life remains a vibrant platform for expression, creativity, and connection. I and the Second Life team are deeply committed to protecting our community and ensuring that Second Life continues to be a safe, inclusive, and welcoming space for everyone. Your trust is our priority, and we pledge to work tirelessly to maintain and enhance the integrity of our virtual world.

I appreciate the patience and support of our community as we navigate this challenge. Together, we will emerge stronger and more united in our mission to build the best possible virtual world experience.

Brad Oberwager
Linden Lab Executive Chairman

Please note: I haven’t had time to fully read and absorb everything in this official statement, but I did want to share it as an update to my original blogpost.

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.)

My Predictions for Social VR, Virtual Worlds and the Metaverse for 2022

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I was going to write up another entry in my ongoing Pandemic Diary series today, but then I read Wagner James Au’s predictions for 2022, and I suddenly realized I had neglected to write up my own blogpost, with my predictions for the next twelve months! So let me polish my crystal ball and see what comes up… 😉

Among Wagner’s predictions is this one, which I agree with 100%—make that 1,000%!

There will be a major scandal or controversy around one of the blockchain/NFT-oriented Metaverse platforms.

With NFTs beset by scams and NFT/blockchain-oriented metaverse platforms seeing low user numbers but extremely high investment and speculation, this is only a matter of time.  

It’s only January 12th, 2022, but I have already written about a number of questionable NFT projects which at best are crazy schemes, and at worst are outright scams! MetaWorld springs to mind as the perfect example of the latter (ALLEGEDLY, I hasten to add, although IN MY OPINION, I don’t believe there is any actual MetaWorld platform, aside from a prototype which was created years ago by someone who has since left the company to work for Somnium Space).

By the way, I have been reliably informed that, after an absence caused by the publication of this damning recent piece of investigative journalism by Engadget, Dedric Reid is once again active on Clubhouse, shilling MetaWorld in his own rooms and in other rooms about the metaverse on the still-popular social audio platform. He’s also relisted his (ALLEGEDLY, IN MY OPINION) worthless virtual land NFTs on OpenSea, after NiftyKit took the original listings on his website down when the original artist he stole the images from to illustrate his NFTs lodged a copyright complaint.

Despite all the negative press from the Engadget exposé and my series of blogposts about MetaWorld, Dedric continues undeterred. Someone joked to me via Discord DMs that Dedric Reid is the Elizabeth Holmes of the metaverse, and I laughed out loud because it’s such an apt, concise description! Harsh, savage, but accurate.

But on to other topics; I am tired of talking about Dedric Reid and MetaWorld (and frankly, whoever falls for his ALLEGED scam at this point is simply not doing their proper due diligence, IN MY OPINION). There’s a lot of actual progress being made by many legitimate metaverse companies building social VR/AR platforms and virtual worlds!

First, Facebook—sorry, Meta! I predict that Meta is going to have a very bumpy year ahead. The company was roundly criticized by the virtual reality community when they announced that. starting in October 2020, all Oculus VR hardware users had to set up accounts on the toxic Facebook social network. While Mark Zuckerberg, in his now-infamous Connect 2021 keynote, said that the company was looking at removing this requirement, I’ll believe it when I actually see it happen. Words are hollow, Mark; what matters are actions.

I predict that Facebook (sorry, Meta) is going to have a rough year

Meta is facing such a never-ending litany of complaints, scandals, and even legal actions that this is, once again, a very easy prediction to make for 2022.

Next prediction: there’s going to be a lot of activity this year in the fuzzy overlap area between games and virtual worlds, what I like to call the “metaverse-adjacent” space. Both games (e.g. Fortnite, Minecraft) and game platforms (e.g. Roblox, Core) will continue to add new features in an effort to become more like social VR/AR apps and virtual worlds. And, given their immense popularity, especially among children, tweens, and teens, many people will get their first taste of the metaverse via these games and game platforms, in much the same way as an entire generation got their start in the metaverse via Second Life.

Speaking of Second Life, in my predictions for 2021, I wrote the following:

And, indeed, 2021 was the first year in which VRChat began to consistently surpass Second Life in user concurrency figures (Rec Room did too, I believe). VRChat has been breaking new user concurrency records, leading up to and including New Year’s Eve 2021, as Johnny Rodriguez tweeted:

Last night, 88,700 people put on a VR headset and decided to join the VRChat New Years event to countdown [to] the new year. For reference, this is Husker’s Memorial Stadium [at the University of Nebraska], which fits around 86,000 people when completely full. VR is here to stay.

Turning back to Second Life, the coronavirus pandemic caused a temporary surge in usage (and the current Omicron wave might well prompt people to dust off their avatars and give it another try, too). I still estimate that SL has somewhere between 500,000 and 900,000 active users per month (that is, people who sign in at least once in the past thirty days). I really wish that Linden Lab would regularly release statistics like this, but if they are declining (slowly or quickly), I can also understand why the company would be reluctant to do so.

It doesn’t help matters that Second Life’s userbase skews significantly older than most other social VR platforms, virtual worlds, and metaverse-adjacent apps like Minecraft, Fortnite, and Roblox. SL users are (literally) dying off! However, Second Life still remains popular enough (and a reliable cash cow) to keep merrily coasting along for many years. And with the deep pockets and good connections of the Waterfield investment group (of which Second Life is now a part), the future looks bright.

I wish I could say the same about Sansar, which from my (admittedly limited) perspective, seems to be circling the drain. I wrote the following post in the official Second Life community forums late last year:

I was part of Sansar since I was invited into the closed beta in 2016/2017, and I was there for the whole crazy ride. Sansar is now on life support (the company that bought it from Linden Lab, called Wookey, furloughed all of its staff recently, and I believe that they could shut down at any moment without warning). Being there from beginning to end, I still marvel at how Linden Lab thought they could build a new virtual world/social VR platform and just put it out there, and expect it to sell itself in this competitive marketplace for metaverse platforms. “Build it and they will come” might have worked for SL in 2003 but it sure ain’t gonna work nowadays. You have to PROMOTE yourself to get noticed.

Also, Linden Lab could have done a lot of things to try and entice SL users to a) visit Sansar and b) make them want to stay, build worlds, create content, and form a new community. Instead, what happened is that Second Life folks (rightly or wrongly) saw Sansar as something which distracted LL from its work on SL, and as a result most SL folks hated Sansar and refused to have anything to do with it, hastening its downfall in my opinion. It also didn’t help that Linden Lab made a bet that many people would be owning high-end VR headsets tethered to high-end PCs with good graphics cards, and instead the Oculus Quest wireless headset took off.

I still shake my head and wonder “what if?”. Say a prayer for Sansar, it needs it. 

Right now, Sansar’s best hope for survival in 2022 is for another company who wants to enter the metaverse marketplace to buy the platform from Wookey, much the same as Microsoft stepped in at the eleventh hour to snap up AltspaceVR.

Another prediction: we are going to see an increase in the number of companies providing services to metaverse platforms. Wagner James Au mentions the Linden Lab subsidiary Tilia, which provides financial services, in his blogpost which I linked to up top; I predict that they will land a few more clients this year. Another example of a company doing well in this niche is Ready Player Me, the avatar system currently in use in VRChat and over 1,000 other apps and games on VR, mobile, desktop, and web. Expect this nascent business-to-business sector to explode this year!

Well, that’s it for me, for now. I might update this blogpost with other predictions for 2022 as they come to me.

And I ask you, my faithful readers: what predictions are you making for the next twelve months? Feel free to leave a comment, or use the feedback form on my blog if you’d prefer to contact me directly. You’re also welcome to join the RyanSchultz.com Discord server, a cross-worlds community where over 600 people, with experience in various metaverse platforms, welcome you! Just click the button on the left-side panel of my blog as shown (image right). If you are connecting via a smartphone or tablet instead of your computer desktop, just click the three-bars menu button in the upper-right hand corner, then scroll down until you see the Discord widget displayed.