![]() As I learned more about Second Life, and spent more time exploring it, it started to seem less like an obsolete relic and more like a distorted mirror reflecting the world many of us live in. View Moreīut if Second Life promised a future in which people would spend hours each day inhabiting their online identity, haven’t we found ourselves inside it? Only it’s come to pass on Facebook, Instagram, and Twitter instead. As a 2011 piece in Slate proclaimed, joining a chorus of disenchantment: “Looking back, the future didn’t last long.”Ĭheck out more from this issue and find your next story to read. Just a few years after declaring Second Life the future of the internet, the tech world moved on. An estimated 20 to 30 percent are first-time users who never return. Many observers expected monthly user numbers to keep rising after they hit 1 million in 2007, but instead they peaked-and have, in the years since, stalled at about 800,000. Is that still around? Second Life is no longer the thing you joke about it’s the thing you haven’t bothered to joke about for years. When I told friends that I was working on a story about it, their faces almost always followed the same trajectory of reactions: a blank expression, a brief flash of recognition, and then a mildly bemused look. In truth, in the years since its peak in the mid‑2000s, Second Life has become something more like a magnet for mockery. At their cathedral on Epiphany Island, the Anglicans of Second Life summon rolling thunder on Good Friday, or a sudden sunrise at the moment in the Easter service when the pastor pronounces, “He is risen.” As one Second Life handbook puts it: “From your point of view, SL works as if you were a god.” ![]() At church, they cannot take physical communion-the corporeality of that ritual is impossible-but they can bring the stories of their faith to life. They celebrate their “rez day,” the online equivalent of a birthday: the anniversary of the day they joined. These avatars build and buy homes, form friendships, hook up, get married, and make money. Its vast landscape consists entirely of user-generated content, which means that everything you see has been built by someone else-an avatar controlled by a live human user. ![]() This was meant to suggest something more holistic, more immersive, and more encompassing. Many are tempted to call Second Life a game, but two years after its launch, Linden Lab circulated a memo to employees insisting that no one refer to it as that. In 2013, in honor of Second Life’s tenth birthday, Linden Lab-the company that created it-released an infographic charting its progress: 36 million accounts had been created, and their users had spent 217,266 cumulative years online, inhabiting an ever-expanding territory that comprised almost 700 square miles. The longer answer is that it’s a landscape full of goth cities and preciously tattered beach shanties, vampire castles and tropical islands and rainforest temples and dinosaur stomping grounds, disco-ball-glittering nightclubs and trippy giant chess games. W hat is Second Life? The short answer is that it’s a virtual world that launched in 2003 and was hailed by some as the future of the internet. She wakes up at 5:30 to inhabit a life in which she has the luxury of never getting out of bed at all. I’m slow moving, trying to get out of bed this morning. (Melissa Golden)īut each morning, before all that-before getting the kids ready for school and putting in eight hours at the call center, before getting dinner on the table or keeping peace during the meal, before giving baths and collapsing into bed-Bridgette spends an hour and a half on the online platform Second Life, where she lives in a sleek paradise of her own devising. to spend an hour and a half on Second Life. Bridgette McNeal, an Atlanta mother with severely autistic twins, wakes up at 5:30 a.m.
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