Philip Rosedale: Second Life, where anything is possible

32,104 views ・ 2008-12-04

TED


Please double-click on the English subtitles below to play the video.

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You know, we're going to do things a little differently.
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I'm not going to show you a presentation. I'm going to talk to you.
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And at the same time, we're going to look at just images
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from a photo stream that is pretty close to live of things that --
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snapshots from Second Life. So hopefully this will be fascinating.
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You can -- I can compete for your attention with the strange pictures
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that you see on screen that come from there.
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I thought I'd talk a little bit about some just big ideas about this,
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and then get John back out here so we can talk interactively
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a little bit more and think and ask questions.
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You know, I guess the first question is,
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why build a virtual world at all?
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And I think the answer to that is always going to be
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at least driven to a certain extent by the people
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initially crazy enough to start the project, you know.
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So I can give you a little bit of first background just on me
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and what moved me as a -- really going back as far as a teenager
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and then an adult, to actually try and build this kind of thing.
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I was a very creative kid who read a lot, and got into electronics first,
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and then later, programming computers, when I was really young.
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I was just always trying to make things.
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I was just obsessed with taking things apart and building things,
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and just anything I could do with my hands or with wood
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or electronics or metal or anything else.
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And so, for example -- and it's a great Second Life thing -- I had a bedroom.
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And every kid, you know, as a teenager, has got his bedroom he retreats to --
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but I wanted my door, I thought it would be cool if my door went up
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rather than opened, like on Star Trek.
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I thought it would be neat to do that. And so I got up in the ceiling
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and I cut through the ceiling joists, much to my parents' delight,
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and put the door, you know, being pulled up through the ceiling.
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I built -- I put a garage-door opener up in the attic
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that would pull this door up.
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You can imagine the amount of time that it took me to do this to the house
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and the displeasure of my parents.
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The thing that was always striking to me was that we as people
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could have so many really amazing ideas about things we'd like to do,
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but are so often unable, in the real world, to actually do those things --
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to actually cobble together the materials
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and go through the actual execution phase of building something
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that you imagine from a design perspective.
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And so for me, I know that when the Internet came around
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and I was doing computer programming and just, you know,
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just generally trying to run my own little company
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and figure out what to do with the Internet and with computers,
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I was just immediately struck by how the ultimate thing
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that you would really want to do with the Internet and with computers
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would be to use the Internet and connected computers
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to simulate a world to sort of recreate the laws of physics
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and the rules of how things went together --
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the sort of -- the idea of atoms and how to make things,
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and do that inside a computer so that we could all get in there and make stuff.
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And so for me that was the thing that was so enticing.
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I just wanted this place where you could build things.
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And so I think you see that in the genesis
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of what has happened with Second Life, and I think it's important.
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I also think that more generally, the use of the Internet and technology
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as a kind of a space between us for creativity and design is a general trend.
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It is a -- sort of a great human progress.
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Technology is just generally being used to allow us to create
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in as shared and social a way as possible.
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And I think that Second Life and virtual worlds more generally
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represent the best we can do to achieve that right now.
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You know, another way to look at that,
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and related to the content and, you know, thinking about space,
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is to connect sort of virtual worlds to space.
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I thought that might be a fun thing to talk about for a second.
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If you think about going into space, it's a fascinating thing.
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So many movies, so many kids, we all sort of
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dream about exploring space. Now, why is that?
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Stop for a moment and ask, why that conceit?
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Why do we as people want to do that?
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I think there's a couple of things. It's what we see in the movies --
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you know, it's this dream that we all share.
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One is that if you went into space you'd be able to begin again.
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In some sense, you would become someone else in that journey,
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because there wouldn't be -- you'd leave society and life as you know it, behind.
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And so inevitably, you would transform yourself --
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irreversibly, in all likelihood -- as you began this exploration.
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And then the second thing is that there's this tangible sense
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that if you travel far enough, you can find out there --
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oh, yeah -- you have no idea what you're going to find
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once you get there, into space.
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It's going to be different than here.
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And in fact, it's going to be so different than what we see here on earth
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that anything is going to be possible.
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So that's kind of the idea -- we as humans crave the idea of
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creating a new identity and going into a place where anything is possible.
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And I think that if you really sit and think about it,
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virtual worlds, and where we're going
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with more and more computing technology,
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represent essentially the likely, really tactically possible
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version of space exploration.
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We are moved by the idea of virtual worlds because, like space,
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they allow us to reinvent ourselves and they contain anything
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and everything, and probably anything could happen there.
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You know, to give you a size idea about scale, you know,
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comparing space to Second Life, most people don't realize, kind of --
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and then this is just like the Internet in the early '90s.
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In fact, Second Life virtual worlds are a lot like the Internet in the early '90s today:
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everybody's very excited,
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there's a lot of hype and excitement about one idea or the next
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from moment to moment, and then there's despair
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and everybody thinks the whole thing's not going to work.
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Everything that's happening with Second Life
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and more broadly with virtual worlds, all happened in the early '90s.
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We always play a game at the office where you can take any article
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and find the same article where you just replace the words "Second Life"
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with "Web," and "virtual reality" with "Internet."
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You can find exactly the same articles
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written about everything that people are observing.
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To give you an idea of scale, Second Life is about 20,000 CPUs at this point.
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It's about 20,000 computers connected together
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in three facilities in the United States right now,
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that are simulating this virtual space. And the virtual space itself --
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there's about 250,000 people a day that are wandering around in there,
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so the kind of, active population is something like a smallish city.
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The space itself is about 10 times the size of San Francisco,
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and it's about as densely built out.
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So it gives you an idea of scale. Now, it's expanding very rapidly --
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about five percent a month or so right now, in terms of new servers being added.
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And so of course, radically unlike the real world,
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and like the Internet, the whole thing is expanding
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very, very quickly, and historically exponentially.
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So that sort of space exploration thing is matched up here
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by the amount of content that's in there,
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and I think that amount is critical.
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It was critical with the virtual world
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that it be this space of truly infinite possibility.
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We're very sensitive to that as humans.
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You know, you know when you see it. You know when you can do anything in a space
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and you know when you can't.
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Second Life today is this 20,000 machines,
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and it's about 100 million or so user-created objects where, you know,
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an object would be something like this, possibly interactive.
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Tens of millions of them are thinking all the time;
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they have code attached to them.
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So it's a really large world already, in terms of the amount of stuff that's there
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and that's very important.
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If anybody plays, like, World of Warcraft,
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World of Warcraft comes on, like, four DVDs.
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Second Life, by comparison, has about 100 terabytes
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of user-created data, making it about 25,000 times larger.
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So again, like the Internet compared to AOL,
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and the sort of chat rooms and content on AOL at the time,
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what's happening here is something very different,
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because the sheer scale of what people can do
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when they're enabled to do anything they want is pretty amazing.
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The last big thought is that it is almost certainly true
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that whatever this is going to evolve into
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is going to be bigger in total usage than the Web itself.
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And let me justify that with two statements.
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Generically, what we use the Web for is to organize, exchange,
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create and consume information.
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It's kind of like Irene talking about Google being data-driven.
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I'd say I kind of think about the world as being information.
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Everything that we interact with, all the experiences that we have,
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is kind of us flowing through a sea of information
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and interacting with it in different ways.
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The Web puts information in the form of text and images.
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The topology, the geography of the Web is text-to-text links for the most part.
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That's one way of organizing information,
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but there are two things about the way you access information in a virtual world
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that I think are the important ways that they're very different
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and much better than what we've been able to do to date with the Web.
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The first is that, as I said, the --
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well, the first difference for virtual worlds is that
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information is presented to you in the virtual world
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using the most powerful iconic symbols
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that you can possibly use with human beings.
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So for example, C-H-A-I-R is the English word for that,
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but a picture of this is a universal symbol.
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Everybody knows what it means. There's no need to translate it.
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It's also more memorable if I show you that picture,
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and I show you C-H-A-I-R on a piece of paper.
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You can do tests that show that you'll remember
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that I was talking about a chair a couple of days later a lot better.
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So when you organize information using the symbols of our memory,
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using the most common symbols that we've been immersed in all our lives,
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you maximally both excite, stimulate,
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are able to remember, transfer and manipulate data.
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And so virtual worlds are the best way
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for us to essentially organize and experience information.
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And I think that's something that people have talked about for 20 years --
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you know, that 3D, that lifelike environments
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are really important in some magical way to us.
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But the second thing -- and I think this one is less obvious --
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is that the experience of creating, consuming, exploring that information
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is in the virtual world implicitly and inherently social.
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You are always there with other people.
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And we as humans are social creatures and must, or are aided by,
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or enjoy more, the consumption of information in the presence of others.
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It's essential to us. You can't escape it.
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When you're on Amazon.com and you're looking for digital cameras or whatever,
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you're on there right now, when you're on the site, with like 5,000 other people,
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but you can't talk to them.
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You can't just turn to the people that are browsing digital cameras
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on the same page as you, and ask them,
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"Hey, have you seen one of these before? Because I'm thinking about buying it."
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That experience of like, shopping together, just as a simple example,
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is an example of how as social creatures
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we want to experience information in that way.
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So that second point, that we inherently experience information together
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or want to experience it together,
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is critical to essentially, kind of,
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this trend of where we're going to use technology to connect us.
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And so I think, again, that it's likely that in the next decade or so
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these virtual worlds are going to be the most common way as human beings
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that we kind of use the electronics of the Internet, if you will,
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to be together, to consume information.
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You know, mapping in India -- that's such a great example.
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Maybe the solution there involves talking to other people in real time.
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Asking for advice, rather than any possible way
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that you could just statically organize a map.
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So I think that's another big point.
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I think that wherever this is all going,
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whether it's Second Life or its descendants, or something broader
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that happens all around the world at a lot of different points --
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this is what we're going to see the Internet used for,
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and total traffic and total unique users is going to invert,
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so that the Web and its bibliographic set of text and graphical information
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is going to become a tool or a part of that consumption pattern,
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but the pattern itself is going to happen mostly in this type of an environment.
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Big idea, but I think highly defensible.
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So let me stop there and bring John back,
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and maybe we can just have a longer conversation.
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Thank you. John. That's great.
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(Applause)
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John Hockenberry: Why is the creation, the impulse to create Second Life,
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not a utopian impulse?
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Like for example, in the 19th century,
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any number of works of literature that imagined alternative worlds
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were explicitly utopian.
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Philip Rosedale: I think that's great. That's such a deep question. Yeah.
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Is a virtual world likely to be a utopia, would be one way I'd say it.
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The answer is no, and I think the reason why is because
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the Web itself as a good example is profoundly bottoms-up.
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That idea of infinite possibility, that magic of anything can happen,
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only happens in an environment
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where you really know that there's a fundamental freedom
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at the level of the individual actor, at the level of the Lego blocks,
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if you will, that make up the virtual world.
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You have to have that level of freedom, and so I'm often asked that,
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you know, is there a, kind of, utopian or,
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is there a utopian tendency to Second Life and things like it,
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that you would create a world that has a grand scheme to it?
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Those top-down schemes are alienating to just about everybody,
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even if you mean well when you build them.
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And what's more, human society, when it's controlled,
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when you set out a grand scheme of rules,
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a new way of people interacting, or a new way of laying out a city, or whatever,
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that stuff historically has never scaled much beyond,
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you know -- I always laughingly say -- the Mall of America, you know,
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which is like, the largest piece of centrally designed architecture
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that, you know, has been built.
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JH: The Kremlin was pretty big.
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PR: The Kremlin, yeah. That's true. The whole complex.
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JH: Give me a story of a tool you created at the beginning
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in Second Life that you were pretty sure people would want to use
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in the creation of their avatars or in communicating
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that people actually in practice said, no, I'm not interested in that at all,
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and name something that you didn't come up with
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that almost immediately people began to demand.
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PR: I'm sure I can think of multiple examples of both of those.
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One of my favorites. I had this feature that I built into Second Life --
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I was really passionate about it.
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It was an ability to kind of walk up close to somebody
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and have a more private conversation,
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but it wasn't instant messaging because you had to sort of befriend somebody.
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It was just this idea that you could kind of have a private chat.
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I just remember it was one of those examples of data-driven design.
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I thought it was such a good idea from my perspective,
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and it was just absolutely never used, and we ultimately --
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I think we've now turned it off, if I remember.
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We finally gave up, took it out of the code.
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But more generally, you know, one other example I think about this,
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which is great relative to the utopian idea.
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Second Life originally had 16 simulators. It now has 20,000.
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So when it only had 16,
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it was only about as big as this college campus.
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And we had -- we zoned it, you know: we put a nightclub,
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we put a disco where you could dance,
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and then we had a place where you could fight with guns if you wanted to,
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and we had another place that was like a boardwalk, kind of a Coney Island.
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And we laid out the zoning, but of course,
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people could build all around it however they wanted to.
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And what was so amazing right from the start was that the idea
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that we had put out in the zoning concept, basically,
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was instantly and thoroughly ignored,
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and like, two months into the whole thing,
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-- which is really a small amount of time, even in Second Life time --
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I remember the users, the people who were then using Second Life,
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the residents came to me and said, we want to buy the disco --
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because I had built it -- we want to buy that land and raze it
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and put houses on it. And I sold it to them --
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I mean, we transferred ownership and they had a big party
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and blew up the entire building.
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And I remember that that was just so telling, you know,
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that you didn't know exactly what was going to happen.
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When you think about stuff that people have built that's popular --
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JH: CBGB's has to close eventually, you know. That's the rule.
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PR: Exactly. And it -- but it closed on day one, basically, in Internet time.
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You know, an example of something -- pregnancy.
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You can have a baby in Second Life.
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This is done entirely using, kind of, the tools that are built into Second Life,
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so the innate concept of becoming pregnant and having a baby, of course --
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Second Life is, at the platform level, at the level of the company -- at Linden Lab --
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Second Life has no game properties to it whatsoever.
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There is no attempt to structure the experience,
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to make it utopian in that sense that we put into it.
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So of course, we never would have put a mechanism for having babies or, you know,
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taking two avatars and merging them, or something.
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But people built the ability to have babies and care for babies
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as a purchasable experience that you can have in Second Life and so --
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I mean, that's a pretty fascinating example of, you know,
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what goes on in the overall economy.
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And of course, the existence of an economy is another idea.
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I didn't talk about it, but it's a critical feature.
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When people are given the opportunity to create in the world,
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there's really two things they want.
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One is fair ownership of the things they create.
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And then the second one is -- if they feel like it,
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and they're not going to do it in every case, but in many they are --
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they want to actually be able to sell that creation
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as a way of providing for their own livelihood.
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True on the Web -- also true in Second Life.
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And so the existence of an economy is critical.
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JH: Questions for Philip Rosedale? Right here.
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(Audience: Well, first an observation, which is that you look like a character.)
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JH: The observation is, Philip has been accused of looking like a character,
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an avatar, in Second Life.
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Respond, and then we'll get the rest of your question.
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PR: But I don't look like my avatar.
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(Laughter)
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How many people here know what my avatar looks like?
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That's probably not very many.
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JH: Are you ripping off somebody else's avatar with that, sort of --
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PR: No, no. I didn't. One of the other guys at work had a fantastic avatar --
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a female avatar -- that I used to be once in a while.
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But my avatar is a guy wearing chaps.
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Spiky hair -- spikier than this. Kind of orange hair.
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Handlebar mustache. Kind of a Village People sort of a character.
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So, very cool.
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JH: And your question?
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(Audience: [Unclear].)
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JH: The question is, there appears to be a lack of cultural fine-tuning in Second Life.
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It doesn't seem to have its own culture,
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and the sort of differences that exist in the real world
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aren't translated into the Second Life map.
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PR: Well, first of all, we're very early,
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so this has only been going on for a few years.
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And so part of what we see is the same evolution of human behavior
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that you see in emerging societies.
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So a fair criticism -- is what it is -- of Second Life today is that
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it's more like the Wild West than it is like Rome, from a cultural standpoint.
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That said, the evolution of, and the nuanced interaction that creates culture,
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is happening at 10 times the speed of the real world,
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and in an environment where, if you walk into a bar in Second Life,
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65 percent of the people there are not in the United States,
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and in fact are speaking their, you know, various and different languages.
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In fact, one of the ways to make money in Second Life
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is to make really cool translators that you drag onto your body
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and they basically, kind of, pop up on your screen
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and allow you to use Google or Babel Fish
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or one of the other online text translators to on-the-fly
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translate spoken -- I'm sorry -- typed text between individuals.
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And so, the multicultural nature and the sort of cultural melting pot
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that's happening inside Second Life is quite --
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I think, quite remarkable relative to what in real human terms
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in the real world we've ever been able to achieve.
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So, I think that culture will fine-tune, it will emerge,
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but we still have some years to wait while that happens,
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as you would naturally expect.
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JH: Other questions? Right here.
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(Audience: What's your demographic?)
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JH: What's your demographic?
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PR: So, the question is, what's the demographic.
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So, the average age of a person in Second Life is 32,
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however, the use of Second Life increases dramatically
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as your physical age increases. So as you go from age 30 to age 60 --
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and there are many people in their sixties using Second Life --
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this is also not a sharp curve -- it's very, very distributed --
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usage goes up in terms of, like, hours per week by 40 percent
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as you go from age 30 to age 60 in real life, so there's not --
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many people make the mistake of believing that Second Life
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is some kind of an online game. Actually it's generally unappealing --
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I'm just speaking broadly and critically --
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it's not very appealing to people that play online video games,
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because the graphics are not yet equivalent to --
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I mean, these are very nice pictures,
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but in general the graphics are not quite equivalent
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to the fine-tuned graphics that you see in a Grand Theft Auto 4.
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So average age: 32. I mentioned
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65 percent of the users are not in the United States.
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The distribution amongst countries is extremely broad.
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There's users from, you know, virtually every country in the world now in Second Life.
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The dominant ones are -- if you take the UK and Europe,
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together they make up about 55 percent of the usage base in Second Life.
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In terms of psychographic --
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oh, men and women: men and women are almost equally matched in Second Life,
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so about 45 percent of the people online right now on Second Life are women.
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Women use Second Life, though,
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about 30 to 40 percent more, on an hours basis, than men do,
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meaning that more men sign up than women,
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and more women stay and use it than men.
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So that's another demographic fact.
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In terms of psychographic, you know, the people in Second Life
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are remarkably dissimilar relative to what you might think,
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when you go in and talk to them and meet them, and I would, you know,
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challenge you to just do this and find out.
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But it's not a bunch of programmers.
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It's not easy to describe as a demographic.
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If I had to just sort of paint a broad picture, I'd say, remember the people
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who were really getting into eBay in the first few years of eBay?
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Maybe a little bit like that: in other words, people who are early adopters.
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They tend to be creative. They tend to be entrepreneurial.
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A lot of them -- about 55,000 people so far -- are cash-flow positive:
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they're making money from what -- I mean, real-world money --
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from what they're doing in Second Life, so it's a very build --
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still a creative, building things, build-your-own-business
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type of an orientation. So, that's it.
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JH: You describe yourself, Philip, as someone who was really creative
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when you were young and, you know, liked to make things.
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I mean, it's not often that you hear somebody
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describe themselves as really creative.
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I suspect that's possibly a euphemism for C student
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who spent a lot of time in his room? Is it possible?
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(Laughter)
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PR: I was a -- there were times I was a C student. You know, it's funny.
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When I got to college -- I studied physics in college --
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and I got really -- it was funny,
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because I was definitely a more antisocial kid. I read all the time.
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I was shy. I don't seem like it now, but I was very shy.
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Moved around a bunch -- had that experience too.
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So I did, kind of, I think, live in my own world,
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and obviously that helps, you know, engage your real interest in something.
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JH: So you're on your fifth life at this point?
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PR: If you count, yeah, cities. So -- but I did --
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and I didn't do -- I think I didn't do as well in school as I could have. I think you're right.
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I wasn't, like, an obsessed -- you know, get A's kind of guy.
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I was going to say, I had a great social experience
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when I went to college that I hadn't had before,
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a more fraternal experience, where I met six or seven other guys
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who I studied physics with, and I was very competitive with them,
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so then I started to get A's. But you're right: I wasn't an A student.
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JH: Last question. Right here.
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(Audience: In the pamphlet, there's a statement -- )
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JH: You want to paraphrase that?
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PR: Yeah, so let me restate that.
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So, you're saying that in the pamphlet there's a statement
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that we may come to prefer our digital selves to our real ones --
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our more malleable or manageable digital identities to our real identities --
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and that in fact, much of human life and human experience
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may move into the digital realm.
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And then that's kind of a horrifying thought, of course.
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That's a frightening change, frightening disruption.
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I guess, and you're asking, what do I think about that? How do I --
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JH: What's your response to the people who would say, that's horrifying?
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(Audience: If someone would say to you, I find that disturbing,
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what would be your response?)
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PR: Well, I'd say a couple of things.
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One is, it's disturbing like the Internet or electricity was.
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That is to say, it's a big change, but it isn't avoidable.
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So, no amount of backpedaling or intentional behavior
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or political behavior is going to keep these technology changes
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from connecting us together,
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because the basic motive that people have --
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to be creative and entrepreneurial -- is going to drive energy
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into these virtual worlds in the same way that it has with the Web.
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So this change, I believe, is a huge disruptive change.
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Obviously, I'm the optimist and a big believer in what's going on here,
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but I think that as -- even a sober, you know, the most sober,
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disconnected thinker about this, looking at it from the side,
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has to conclude, based on the data,
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that with those kinds of economic forces at play,
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there is definitely going to be a sea change,
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and that change is going to be intensely disruptive
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relative to our concept of our very lives and being,
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and our identities, as well.
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I don't think we can get away from those changes.
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I think generally, we were talking about this --
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I think that generally being present in a virtual world and being challenged by it,
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being -- surviving there, having a good life there, so to speak,
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is a challenge because of the multiculturality of it,
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because of the languages, because of the entrepreneurial richness of it,
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the sort of flea market nature, if you will, of the virtual world today.
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It puts challenges on us to rise to. We must be better than ourselves, in many ways.
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We must learn things and, you know, be more tolerant,
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and be smarter and learn faster and be more creative, perhaps,
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than we are typically in our real lives.
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And I think that if that is true of virtual worlds,
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then these changes, though scary -- and, I say, inevitable --
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are ultimately for the better,
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and therefore something that we should ride out.
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But I would say that -- and many other authors and speakers about this,
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other than me, have said, you know, fasten your seat belts
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because the change is coming. There are going to be big changes.
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JH: Philip Rosedale, thank you very much.
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(Applause)
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About this website

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