The Making of Second Life: Notes from the New World Kindle Edition
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The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy.
The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content.
What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life.
Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.
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Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved. --This text refers to an alternate kindle_edition edition.
About the Author
Wagner James Au has written about high-tech culture for more than ten years, and has been, at various times, a freelance reporter, a metaverse consultant, a game developer, a screenwriter, and most pertinent, a white-suited avatar named "Hamlet Au," the first embedded journalist in a virtual world, beginning in 2003—a role he still plays on his blog, New World Notes (nwn.blogs.com). His work in Second Life has been cited or profiled in The New York Times, the BBC, CNN International, NPR, Wired, the Boston Globe, and the Washington Post, among many other publications and television programs. He also covers the game industry and online worlds for GigaOM.com. Originally from Kailua, Hawaii, he now lives in San Francisco, California. When he needs to escape the virtual world, he enjoys reality-oriented diversions such as travel, politics, dining, sunlight, and dogs.
--This text refers to an alternate kindle_edition edition.Review
“Technology journalist Au does a fine job explaining how founder Philip Rosedale and his start-up Linden Lab created this peculiar institution, and his status as a longtime Linden contractor gives him perspective.” (Newsweek)
“Au’s book is full of rich details about some of Second Life’s most important people.” (New York Post)
“[Au] presents a comprehensive account that shows why Second Life may be the next great frontier and why it is so appealing to individuals and enterprises worldwide.” (Library Journal)
[A] comprehensive history of Second Life’s early days…As new virtual worlds come online and try to lure some of Second Life’s users and hype, the story of how Second Life came to be may provide a road map for others.” (Reuters)
[H]ere, for the first time, Au has managed to narrate the real origins of this well-known virtual world… And there is no one better situated to tell those stories than Au...who has been on hand for more of the seminal moments in this virtual world than anyone. (Daniel Terdiman, CNet News.com)
“[Au] is a thoughtful and erudite writer…. [and his] enjoyable, well-written, and thoughtful…book gives us most complete picture we’ve had of how this complex and valuable virtual world came to be, what has happened since then, and why the world should care. (Daniel Terdiman, CNet News.com) --This text refers to an alternate kindle_edition edition.
Excerpt. © Reprinted by permission. All rights reserved.
The Making of Second Life
Notes from the New WorldBy Wagner AuHarperCollins Publishers, Inc.
Copyright © 2008Wagner AuAll right reserved.
ISBN: 9780061353208
Chapter One
Touching Knowledge
From Virtual Reality to Real Company
If Second Life becomes an integral part of the Internet's next evolutionary stage, it's still quite possible that few will remember Linden Lab, the company that nurtured it in the early years. (Ask people who came of age in the twenty-first century if they remember Netscape, creator of the first commercial Web browser; expect blank stares.)
Building the metaverse wasn't even the company's main goal when it began operations in 1999, in a warehouse on Linden Street, a narrow alley in San Francisco's Hayes Valley. Like many parts of the city during the Internet's first boom times, the street teetered between gentrification and drug-addled squalor. On one end of Linden were upscale restaurants serving the arrogant young mandarins of dot-com excess; on the other was an unattended parking lot with a clientele who often slept in their cars. Linden Lab's immediate neighbors were wholly appropriate for the world that would eventually emerge from their servers: a dubiously grungy auto body garage and a fetish boutique.
Into this unlikeliest of spaces came Philip Rosedale, clutching the keys to his shabby new office. He'd just left his position as chief technology officer of Real Networks—then the Net's audio streaming software of choice—and plowed a million dollars of his own money to build . . . well, at the start, that part wasn't exactly clear.
Born in 1968, Philip Rosedale is tall and lanky, with a triathlete's build and the cheeky, boyish good looks usually associated with Hollywood teen idols. (To rib him on that front, some of his waggish employees once cut out a photo of Rosedale from a magazine profile, glued it into a collage of teeny-bopper stars from the eighties, then tacked the mess to the bulletin board at the company's front entrance. For months afterward, visitors to Linden Lab would get their first glimpse of the CEO as a disembodied head floating amid a montage of Mark Hamill, Michael J. Fox, and Emilio Estevez.) Rosedale has light-colored eyes, and during his rhetorical crescendos (which are frequent), they go wide with a kind of wonder that gives anything he's saying an aura of the inevitable or the evangelical, or both. He is prone to flights of gratuitous cosmology, though it's clear he sees these as directly related to the day-to-day of running his company. Then again, it sometimes seems like conversational judo to dodge oncoming practical questions by flipping them into the stratosphere. (A Second Life subscriber once asked him where Linden Lab was going as a corporation, and Rosedale answered by first talking about the birth and expansion of the entire universe.) Whether it's everyday chat or a bout of ontology, however, Rosedale's honorific of choice is generally "dude."
He spent his earliest years in Maryland, the oldest son of a U.S. Navy carrier pilot who later retired to become an architect and an English major who left her teaching position to raise Philip and his three siblings.
"For a little while, because there was no good public school," Rosedale recalls, "I went to a born-again Baptist school, no kidding, in trailers, in single-wides, in Hollywood, Maryland. And it was so interesting because they just . . . preached fire and brimstone, and it was crazy, and it scared the crap out of me."
For a time, it turned him into a pint-sized proselytizer. "So I would go around and ask people, ?Have you been born again?' So I think that actually helped me critically examine the world around me in a really profound way . . . I [later] realized, this is driven by people, this is not driven by some fundamental truth . . . But it left me with a kind of appreciation of deep thoughts and meaningful things. I just think I kind of had to take that and make my own some sense of it at some point."
Traditional religion discarded, something still kept him yearning to visualize the absolute.
"I can remember standing in the backyard near the woodpile," Rosedale recalls. "Looking into the woods, I can remember thinking, ?Why am I here, and how am I different from everybody else? What am I here to do? What is my purpose here?' But I don't think I thought it in a real religious sense . . . I always had this strong [sense of], ?I want to change the world somehow.'" Thinking back on it now, Rosedale wonders if this was the ultimate origin of Second Life, when he began feeling about for a goal that would match that insight.
His experiences with computing would turn that sense of wonder in a practical direction. As an early teen, he read about a single-cell simulation conceived by theoretician Stephen Wolfram, intended to demonstrate how complexity could emerge from nature if a cell reproduced through very simple rules. Rosedale got Wolfram's simulation working to his satisfaction in 1982 on an Apple computer owned by his aunt and uncle in Santa Barbara. Starting with a single pixel, the Wolfram program quickly transformed the monitor into a starburst of activity.
"You can see the pattern evolving," Rosedale recounts, "so when you get something growing, it's like a little Christmas tree going down the screen. So I looked at that, and I [thought], ?Oh my god, you can simulate . . . anything.'" That intuition was enforced a couple of years later, when he and a friend tinkered with a Windows program that displayed Mandelbrot sets, mathematical constructs that seem, at a distance, to be a single crystal form but as you keep magnifying, reveal layers of thriving intricacy. Once again, he saw the richness and variety of life, simulated through an elegant flourish of code.
Unlike most computer programmers, whose creativity is entirely consumed by the digital, Rosedale maintained a loop into the real world; he had a yen to tinker and reshape it. As a kid he wanted his bedroom door to slide up and down, like in Star Trek, so he got out some tools and made it so. Which is why his parents came home one day to discover that he'd not only taken his door off its hinges but had gone up into the attic, cut a deep groove through the ceiling, and attached it to a pulley system, instead.
Continues...
Excerpted from The Making of Second Lifeby Wagner Au Copyright © 2008 by Wagner Au. Excerpted by permission.
All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
Excerpts are provided by Dial-A-Book Inc. solely for the personal use of visitors to this web site. --This text refers to an alternate kindle_edition edition.
Product details
- ASIN : B0014H328U
- Publisher : HarperCollins e-books (October 13, 2009)
- Publication date : October 13, 2009
- Language : English
- File size : 457 KB
- Text-to-Speech : Enabled
- Screen Reader : Supported
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Print length : 304 pages
- Lending : Not Enabled
- Best Sellers Rank: #709,400 in Kindle Store (See Top 100 in Kindle Store)
- #241 in Money & Monetary Policy (Kindle Store)
- #293 in Internet Culture
- #742 in Money & Monetary Policy (Books)
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Fortunately, for the uninitiated, and the mildly interested (like me), there is a book that tells you all you need to know. I was surprised at myself for liking it, but it gives an interesting insight into the process of building a successful dotcom. Deep and meaningful it isn't, but it does more than just portray events in Second Life, and landmarks on the way to making it the world's biggest (?) online community. It begins with the story of the startup, the connections and friendships, the doubts, the constraints, and the skeptics, before giving a topic-by-topic coverage of the metaverse itself. Even in the early chapters, there is a certain lack of pure narrative, so even though Au has seen inside the offices of Linden Lab, he tells relatively little of the story of the business, which might have made the book more interesting. Nevertheless, we do gain some insight into the mind of Philip Rosedale, the visionary entrepreneur behind Second Life, although I'm sure there are better business biographies on the market.
When Au covers the stories within Second Life, there are the usual ones about those who have made real money from the metaverse, and the rather extraordinary, including one about an in-world private investigator who gets paid to catch cheating husbands within the virtual world. I kid you not, real world wives (well, a few at any rate) are paying a virtual private investigator to check on real husbands having virtual affairs with something that just happens to look like Lara Croft. On the scale of infidelity, I gather this rates somewhat higher than porn, but I trust a lot less than a real-life affair. With the female concern about emotional infidelity, it's not hard to sympathise. Even so, when Au describes what Second Life sex is really about (a bit of cartoon shenanigans, some right clicking and some keyboard action, presumably one-handed) it's hard to imagine what all the fuss is about. Anyone doing this to get away from his real world life must be a pretty sad case anyway.
I think what makes the book mostly worthwhile is the author's ability to bring a bizarre community back into the realm of the human. Here we meet a disabled person who has made it as a music entrepreneur, a victim of crime who fears to tread outside who has reinvented herself in the fashion business, and a blonde, tanned, white girl (well, avatar) who wears black skin for a change - and falls victim to the scourge of racism. If your sense of humanity is dented by that last one, there is also a discussion of a display to teach people about schizophrenia, and even a brief mention of a UN poverty awareness campaign, all using the technology of Second Life to create interactive displays.
There is also the inevitable. Au charts the rise and pathetic decline of real world corporations that invested heavily in a Second Life presence, not having the faintest clue what the online world was really about. They all thought they could put up huge displays, not realising that Second Life was about content creation and interactivity, rather than virtual world copies of fancy ideas from reality. Flying is possible in Second Life, but hardly anyone does it. If it were the real world, and you could fly, would you waste a moment?
On the down side, the book is only averagely-well written, complete with gobbledigook phrases like "Mirrored Flourishing", which I'm not going to describe. Those who want a better narrative with a more convincing, energetic writing style might prefer Peter Ludlow's "The Second Life Herald", but this one has a lot more humanity to it. I spent a total of 4 hours "playing" Second Life, and a comparable amount of time reading this book (I'm a slow reader). The book was better.
Given this challenge, Wagner James Au crafts an excellent book about the history and nature of Second Life. Leveraging his status as a former employee and virtual embedded journalist, Au shares with the reader his well-researched subjective viewpoint into a world of fluid forms and fluid personalities. Touching on such topics as the economy, socialization, politics, the nature of self, and the interaction between the real world and the artificial one, the book weaves a narrative that is one part company history, one part personal experience, and one part industry commentary.
While the book overall is an interesting read, I found myself having to swallow some significant typos and informational errors. This is a pet peeve of mine, and I feel the book really could have used a second editorial pass and some fact-checking (for instance, the 3D embedded content viewer inDuality ([...]) is made by Pelican Crossing, not Penguin Crossing). Print is not the web, and sadly, once one publishes an edition of a book with this many errors, it's published forever.
But if you have a tolerance for typos and a willingness to do your own fact-checking (which will be necessary anyway, given the changeable nature of the subject matter), this book is a good read and can serve as a starting point for further forays into the field of 3D interactive worlds, and Second Life specifically.





