Second Life: Creating a Virtual Better World?

Linden Labs

Second Life: Creating a Virtual Better World?

Philip Rosedale says, “Our goal with Second Life is to make it better than real life in a lot of ways.” Is he succeeding?

The Internet is a mirror. It reveals a lot about us—our global society. Of course, we can see good, but we also see much evil. Look, for example, at the Web’s newest thing: Second Life.

Second Life is considered the first of the future generation of social-networking sites. Technically, this site is known as a massively multiplayer online role-playing game (mmorpg)—though in Second Life, there is no goal and the game never ends. Statistics show that, on average, at any one time 20,000 people are logged in. Simply described, Second Life is a virtual world where gamers travel through 3D environments using digital replicas of themselves called avatars. Anonymity is assured with the assumption of a Second Life alias. Those playing the game interact through their avatar—they chat via text message, go to restaurants, attend virtual concerts, and shop for virtual clothes in elaborate landscapes.

Second Life is the brainchild of Philip Rosedale, founder and ceo of San Francisco’s Linden Lab. Rosedale got his inspiration from Neal Stephenson’s sci-fi novel Snow Crash. The novel describes a future in which people spend much of their time in a “metaverse,” or metaphysical universe—Stephenson’s idea of the Internet of the future. Rosedale, with the help of members (called residents), wants to bring that future to reality today. Second Life’s website boasts: “Second Life is a 3D world imagined, created and owned by its residents.” Of course, this philosophy represents the ultimate for those who admire user-generated content on the Web.

Since its launch in 2003, Second Life’s popularity has grown rapidly. Second Life reports that 3.7 million residents are participating. It is projected that registration could reach 9 million by June—more people than live in New York City. The large number of residents may be attributed to curiosity, but for a core group of people Second life is more than a game.

Second Life is sparking a revival of commercial interest in the Web. The game has a virtual economy. All business is conducted in Lindens, the “in-world” currency. While joining is free, buying land and currency requires an account with monthly fees attached. Residents purchase Lindens at roughly 250 per U.S. dollar (exchange rates can fluctuate). Linden Lab makes its profits from currency exchange fees and sales of virtual land leases. Residents make money by selling goods or services they have created in-world. Using Second Life software tools, residents have created digital houses, clothes and jewelry. Some residents are earning part of their income in Second Life. Others are making fortunes. “Linden Lab says that an estimated $1.2 million in user-to-user transactions takes place every day in Second Life …” (PCMagazine, February 1). One individual claims to have earned $1 million in income. This is truly amazing considering that, for the most part, people are essentially buying and selling nothing. However, governments such as the United States and Australia see real-life income tax issues.

Large corporations such as Adidas, American Apparel, Sony bmg, Dell Computer, ibm and Toyota are making their presence known in Second Life. Even Starwood Hotels and Resorts Worldwide, which manages well-known hotel chains such as Sheraton, St. Regis and Westin, plans to open a virtual hotel there. Although most corporations are getting involved to advertise and test-market their real-world products, some are selling virtual goods like clothes and cars.

There is more. Reuters has opened up a virtual news bureau in Second Life. Mark Warner, former governor of Virginia, was the first politician to give an interview in Second Life. Support groups for stroke and cancer patients are established. College instructors are conducting classes in Second Life. Professional librarians are building a virtual library. Weddings and funerals have been conducted in-world. The possibilities seem endless.

Why is Second Life so attractive to people?

To put it simply, people want a better world. In 2006, Rosedale told cbs: “Our goal with Second Life is to make it better than real life in a lot of ways.”

We need to think deeply about this. Our world is in crisis. There is sadness and sickness, tragedy and war. Of course, we all want to escape it. But we must face reality. Although we don’t like to admit it, human beings are responsible for creating the real world we live in. Isn’t it fair to ask: Are we capable of creating a better virtual world?

Second Life reveals what most people think a better world would be—one with no rules and no repercussions. In Second Life, there is a thin presence of government. In a sense, Linden Lab governs the 3D world. There are a few simple ground rules banning vandalism, harassment and other antisocial behavior—punishable by suspension or loss of registration, which means expulsion. Other than that, anything goes. And anything does go.

Wired magazine featured a travel guide to Second Life. “Second Life is a world of endless reinvention where you can change your shape, your sex, even your species as easily as you might slip into a pair of shoes back home,” it said (October 2006). Though residents must be over 18, Linden permits nudity, sex and profanity on private land and “mature” rated areas. Since some game players change their sex or choose animal-like avatars, deviant sexual behavior is in vogue. Prostitution is an active business in Second Life.

Writing for Time, Joel Stein stated, “But Second Life is different enough … that it functions as a therapist’s couch on which you learn about yourself by safely exploring your darkest desires” (Dec. 16, 2006). Honestly, does that sound like a better world? Is it possible to safely explore our darkest desires without serious repercussions?

The Bible’s teaching on sin shows us emphatically that any dark desire explored, even in a virtual world, will be brought to birth in the real world (James 1:14-15).

Sadly, Rosedale’s goal for Second Life is doomed to failure. It is not a better world. Second Life is a recreation of our own sick, chaotic world. We do need a better world—but Second Life will never deliver what we desire most: true freedom, happiness, health, safety and success.

The truth is that in the not-too-distant future, a new world is coming. It will be a magnificent world founded on a government that administers a law of outflowing love. Jesus Christ is coming back—for real! He will establish the Kingdom of God on this Earth. Every man, woman and child will be given the freedom to grow and develop into an incredibly happy and successful human being. Write for our free publication The Wonderful World Tomorrow. It explains thoroughly how our world will be permanently changed into a utopia far exceeding anything a human being can now imagine.