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Metaverse’s Ancestor Returns: Second Life’s

Second Life, established by Philip Rosedale in 2003 and one of the earliest examples of virtual life, has recently gained renewed attention with the growing popularity of the Metaverse, re-entering the competitive arena among technology giants.

Back in 2003, long before the advent of Facebook, Minecraft, or Fortnite, there was Second Life. This game allowed participants to recreate themselves in a virtual environment.

They could dress as they wished, choose their desired professions, and shape their bodies without any restrictions of religion, race, or worldview – all experienced in a ‘second life’ online.

Second Life became known even to those outside the gaming or technology circles, often through ‘strange forensic cases’ that were hard to comprehend.

There were instances of real-world legal disputes over virtual land sales and divorces caused by virtual infidelity. At one point, the virtual world of Second Life was so bustling that Reuters News Agency opened a virtual office there and assigned a technology reporter to cover it.

Today, those trying to understand what the Metaverse is can get a glimpse by visiting Second Life, which still boasts a vibrant community of 900,000 active members.

For a deeper insight, there are details from a Wall Street Journal article about Second Life and its founder Philip Rosedale.

Philip Rosedale launched the online game Second Life in 2003, where players could create avatars, socialize, and conduct transactions that integrated with the real world. It was one of the first virtual worlds, akin to what major technology companies are trying to build today.

Rosedale returned to Second Life in a strategic advisory role in 2021, after departing in 2010, with the goal of repositioning it as a key player in the burgeoning Metaverse.

The user base of Second Life is nearing one million. While there is still no concrete definition of the Metaverse, tech giants are integrating it into their future visions and investment plans, recognizing its potential for new revenue streams.

For instance, Facebook rebranded to Meta in late 2021, committing billions of dollars to develop its own Metaverse with virtual and augmented reality headsets, software, and content.

Similarly, companies like Microsoft, chip manufacturers, and video game developers are also actively engaging in creating these online worlds where users can interact. The mere concept of the Metaverse has even contributed to an increase in Apple’s market value.


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