Virtual Worlds - Some Thoughts and Statistics

    Once upon a time, in the 60s, the idea of ​​a mobile phone seemed ridiculous. Imagine a person from that era to whom a young boy runs up and says that after 40 years everyone will have some kind of funny device that you can carry with you and talk to any person anywhere in the world. I think people did not believe. And really, who wants to have a device with which you can be found anywhere in the world and bother you with various questions. In addition, the analogy with the telephone at that time made it impossible to imagine that these devices could be so small that they could be carried with them. 95% of the population would send this boy to seek normal work.

    Let's remember the beginning of the 90s. Could anyone then think that there might be a company that could make money on the Internet? And indeed make money in the fact that it really does not exist !? The idea that you could sell something on the Internet seemed terribly ridiculous. Who wants to give money to someone you don’t even see? However, eBay and Amazon appeared. But what about the idea that a huge corporation, such as Google, can exist on advertising revenue on the Internet. Did you think about it in the 90s?

    However, in the courtyard of 2010, the Internet, in the form in which we know it, has been around for quite some time, and, probably, something new awaits us on the threshold. And this is not web 3.0! Let's look around and start to notice things like Second Life, Project Wonderland from Sun, Lively from Google and others. Just as people did not believe in the power of the Internet, people do not believe in the power of virtual worlds. There is no analogy to the sea, people do not believe and cannot understand how this can be used. They also resist the arrival of virtual worlds, as well as the arrival of mobile phones. The growth of users in the virtual worlds is proceeding at a tremendous pace: 7.000 in 2005, 15.472.696 in 2008. Does this remind us of the advent of the Internet?

    Those who do not believe - more statistics as a gift:
    Second Life has its own economy, in which, at the moment, there are 5.486.900.000 L $. The exchange rate at the moment is approximately 266.8 L $ for 1 $. This is the $ 20,565,592 that people spend in Second Life, paying for services and goods that do not even exist in the real world. Don't you want some of this pie?

    PS I am not saying that Second Life is ahead of us. On the contrary, I believe that these are just the first, awkward steps.

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