In hindsight, the problem was that Second Life isn’t immersive enough (users don’t really have the impression of “being there”) and it is too difficult to master. High Fidelity wants to change that by ...
where it served as a virtual-reality successor to the internet, where people live large portions of their lives in virtual environments. Second Life peaked in the late 2000s with millions of users ...
Linden Lab has spent $1.3 billion building the Second Life virtual world, which debuted back in 2003 in the first era of the metaverse. And Second Life is still around today. Philip Rosedale ...