The future of Second Life in 2012

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Team Composition

  • René Noorduin Grecco
  • Erwin Gies
  • Jorge Osorio Socha
  • Di Yu
  • Bogumila Sobolewska

Introduction

Second Life is a 3-D virtual world entirely built and owned by its residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by a total of 4,335,473 people from around the globe.

The Driving Forces



System Diagram

Scenarios

Research

General:

  • What is Second Life?
  • Short history of Second Life?
  • Who owns the Second Life?
  • What are the future plans for Second Life from the owners perspective?
  • What are the rules of the game?
  • Users:

  • How big is the SL population? What is the percentage of active users?
  • Who is using Second Life?
  • Which companies are using Second Life and for what purposes?
  • Who might be interested to use SL in the future?
  • What are the main activities of the users?
  • What are the expectations of users?
  • Economy:

  • Who are the stakeholders?
  • What is the economic value of Second Life?
  • Money flow, who gets the money and for what?
  • Which companies could be interested in investing into growth of Second Life?
  • Why would the companies be interested in using Second Life?
  • What could be a possible use of Second Life in the workplace?
  • What is the correlation between real and virtual money?
  • Is there any concurrent company on the market?
  • What are the similarities and differences between Second Life and “The World of Warcraft”?
  • Social:

  • Social opinion on the Second Life?
  • IT experts opinion on Second Life?
  • What is the possible contribution of SL to the community?
  • What is the influence of SL on the real life of the users?
  • To what extend can the real life be present in the Second Life?
  • Can use of Second Life be harmful for the users?
  • Are they already any known cases of health problems caused because of Second Life?
  • Can it be helpful?
  • How Second Life can be affected by globalization?
  • How globalization can be affected by Second Life?
  • Technical:

  • What is the technology behind Second Life?
  • Current situation, what is possible in SL till now?
  • What are the development possibilities in the future?
  • Which IT products are already used in Second Life?
  • Which IT products could be used in the future?
  • Legal:

  • Copy rights issues?
  • Who is watching the legality of the actions performed in Second Life?
  • How the personal data is protected?
  • Hidden personality; what are the advantages, what are the risks?
  • Related Articles

    Videos

    http://cgi.omroep.nl/cgi-bin/streams?/tv/vpro/detoekomst/bb.20060227.asf (Dutch)

    Books

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