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The Creative Power of Second Life 50

Alice, over at Kotaku, has a post up looking at what Second Life means to the Web 2.0 crowd. Cory Ondrejka gave a presentation at the O'Reilly Emerging Technology Conference about what 2L is about, and dropped some interesting statistics on the audience. From the article: "Here's Cory's killer factoid, just announced here: Over 70% of Second Life residents have created an artifact - from scratch - in this past week. That's one crazy level of output. To give you a bit of perspective, that's approximately 23,000 human hours of play-work per day. Cory points out that this would cost Linden Labs over $400m a year to produce centrally, clearly not a viable business prospect. "
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The Creative Power of Second Life

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  • by emj ( 15659 ) on Thursday March 09, 2006 @07:26PM (#14886961) Journal
    From the article:
    last year I met a guy who sells genitals in Second Life. Yup - stick-on genitals, because the default avatar has none.

    He he! with all these in game terminals and AIM api being free, soon you will get "get larger" IMs and mails in game as well as in real life.

Exceptions prove the rule, and wreck the budget. -- Miller