How Viable Is Virtual Commerce?

I kept jumping into the car and attempting the loop. Each time, the result was the same: I had to hop out and retrieve the auto as it hung upside down in midair. The lesson of the day? Getting up enough velocity on the upslope is key—you need that momentum to propel the vehicle through the 180-degree vertical bend.

Welcome to my Second Life. Thanks to the Havok physics software engine within this online 3-D virtual world, I learned—and lived—to try it again another day.

Most people think of virtual worlds, such as Linden Lab's Second Life, as games. However, these online spaces have grown well beyond the realm of fun and escapism to where they're now resting on the edge of "Web 3-D." In fact, their possible implications with respect to brand recognition and sales are grabbing the attention of real-world businesses—like Nissan—every day.

Just as the World Wide Web of the 1990s quickly spawned whole new industries and transformed business applications, commerce, and information flow, the virtual world of Second Life offers a microcosm of vast potential for business, commerce, marketing, and learning in this decade.

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Open since 2003, Second Life is one of about 30 virtual social worlds in which multiple "players" interact with one another through digital personas called avatars. Unlike traditional games, which are played within a constructed space to achieve a win, virtual social worlds are open-ended simulations in which the attraction is largely socializing, collaborating, and creating. These immersive elements are a critical distinction within the $350 billion massively multiplayer online game (MMOG) genre. They're the reason behind Second Life's current growth of more than 20% residents per month.

Not coincidentally, these social elements are also the keys to tapping into the unprecedented technological and sociological shifts that are impacting the interplay between real-world business and consumers. Immersive virtual-world applications, born in the consumer world, are beginning to creep into collaborative corporate environments, as Web 2.0 technologies already have.

John Gage, Sun Microsystems' chief researcher, describes the phenomenon this way: "Second Life is a community built entirely on participation. While this is still an experiment for us, we're jumping into Second Life with both feet because we see the online world's unlimited potential for collaboration on everything from social issues to Java-technology development."

Sun and Nissan are just two of the several dozen companies exploring commercial possibilities and trying to engage virtual consumers. Starwood Hotels was an early arrival, prototyping a new real-world hotel on the site; and technology companies like IBM and Sun are quietly eyeing Second Life and other virtual worlds as the building block for next-generation operating systems. Retailers such as American Apparel are mixing and matching virtual and real-world sales, too. (For more on Starwood's plans, see related article, Starwood Pleases Avatars First)

While Second Life's building tools and online accessibility hold its power, it's the burgeoning population growth and in-world spending—meaning virtual currency—of more than $550,000 per day that has business, media, and marketers seeing this as new gold-rush territory.

The "residents" of Second Life, for example, have shared and privately "owned" space within the simulation. Using an internal scripting language and 3-D authoring tools, they build homes, nightclubs, and gathering places, as well as businesses to house and sell objects or skills that other avatar residents want. They hold classes, movie nights, and concerts. Residents pay one another via the Linden dollar, which has a real-world value—set by market pricing and tracked and traded on the LindeX—to the aggregate money supply of $1.2 billion.

While harried real-world business executives may still consider Second Life a subculture, the flow of information outside their doors has been completely transformed by simple authoring tools and social networks. Web-based tools such as blogs, wikis, and photo- and video-sharing sites have turned consumers into information producers. Online social networks organically form around these media, as well as within dedicated 2-D virtual gathering places like Bebo, Cyworld, and MySpace. User-created content and experiences, along with the ability to personalize online environments, make social networks vibrant and attractive. It's only a matter of time before global corporations adapt to these trends.

Immersive virtual worlds like Second Life are moving that potential from the flat, 2-D social networks of today's Web onto a platform where content is experiential, 360-degree, and almost completely generated by the inhabitants.

Each of the 30 or so virtual spaces is quite unique, but it's the combination of characteristics they share that's attracting developers, investors, and businesses. Overlay these characteristics onto customer service, product development, training, or marketing functions and the definition of what's "real" immediately expands to include the following: