The hype is over. Whereas only a year ago, Second Life was everywhere in the mainstream media, the mad rush seems over. Then, every major organization seemed to try to establish a presence “in world”, and the virtual sky seemed the limit. Now, the number of active users seems to have stabilized, and many initially over-enthusiasts are disappointed, because their unrealistic expectations have not been met.
However, the dot com bust around the turn of the century did not kill the development of worthwhile applications of the Internet, on the contrary. Similarly, the current stage in the evolution of Second Life from mere vision to serious business, educational, and many other applications is a natural one. Consolidation and reflection on where to go from here is healthy and necessary. Issues to be worked on include tool systems and (workflow) process models.
For a nice glimpse into already existing “useful” applications of Second Life, check out Wagner James Au’s list in his “Second Life: Hype vs. Anti-Hype vs. Anti-Anti Hype” post:
He’d see applications in, for example, retail shopping (as here), online gaming and entertainment (as here and here), data visualization (as here), national security (as here), international relations (as here), non-profit fundraising (as here), architecture (as here), scientific simulation (as here), education (as here and here), and therapy (as here); just ten industries worth billions of dollars, which could potentially impact hundreds of millions of Internet users, quickly culled from my bookmark cache– and that’s not even mentioning the as-yet-unproven applications which have already gained traction, like in-world celebrity appearances (as here), political activism (as here and here), and marketing/brand promotion (as here.)
One particularly interesting use I have experienced myself is as a venue for cyberconferencing.