Second Life

I told my brother that Second Life is going to replace the current web in 10 to 15 years. There are many potential problems on the way, but it is certainly possible. It is pretty clear that a single company like Linden Labs, cannot pull something like that off by itself. The exponential growth of the web -- remember it’s just been 15 years! -- requires a more open model. However, there are some benefits to control; having a more closed model allows Linden to support a market for virtual intellectual property within Second Life. I can sell you something, while placing restrictions on your use of it, and relying on Linden's infrastructure to enforce the contract. If I give you the virtual property as a download from my website, I lose control. Just as in the real world, basic property rights encourage creative production. Of course, you can debate whether copyright has gotten out of control, but I'm not talking about copyright here. I'm talking about control over virtual objects that works like control over physical objects in the real world: they basically overrule the principle that digital works can be copied freely. That is, they make the virtual act like the physical -- which makes sense in a 100% virtual model of the world. So check it out...

2 comments:

  1. That's an interesting analysis. It reminds me that I must invest more n learning to develop interesting objects in the Second Life world.

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  2. I wrote a bot that copied everything in Second Life and replaced the original objects with exact replicas. I then sold all of the original objects and used the proceeds to buy a vast array of consumer products. I've been a happy man ever since.

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