Digital worlds and second chances
Summary

If you could start your life from scratch and have a chance at success, would you consider living in a digital world? Virtual reality and alternative persistent worlds blur the line between role-play gaming, simulation, and real-world social systems. They embed virtual economies that allow players to compete fairly, they allow people to reinvent their identity, the way they look and dress, and even their partners and love interests. No wonder millions of people are attracted to them. However, virtual worlds are complex environments. They hide dangers and can lead people down a slippery slope. 

Hope without critical thinking is naïveté

Since the dawn of time, hope has been the motor to accomplish big things and achieve unthinkable results. However, people with low resources and big hopes are also a primary target of individuals with questionable motives. Those who believe that anything is possible, those who are the most motivated in succeeding, are more likely to believe that good things will come if they take chances. 

And what better chance than the Internet to believe in incredible possibilities to come true? Digital worlds are the perfect example of a promised land where everyone can start over and have a second chance at life. 

The road to digital worlds
What is Second Life?

Second Life is considered the “proto-Metaverse.” It’s a 3D virtual world, not a game — no quests or goals, just open creation. Users (called Residents) build homes, run businesses, attend concerts, and teach classes. Second Life’s currency is the Linden Dollar (L$), which is cash convertible (L$250 ≈ 1 USD).

With its real-world money-making capabilities, Second Life allows Residents to buy and sell virtual real estate and rent “land.” A typical Second Life case study is the story of a US woman who earned a six-figure income renting out virtual real estate during the 2000s.

Second Life also had businesses trading in clothing and fashion design for avatars, custom animations, and objects or scripts. It even allowed for hosting events, adult work (which was notoriously part of its economy), educational institutions such as universities and spaces for corporate conferences. 

On a psychological level, Second Life is a key case study in Turkle’s “second self” theory. One of the biggest attractions for users was its behavioural freedom tied to the avatar’s anonymity, which promoted a disinhibition effect. These features also promoted Second Life in role-play therapy, which is used in psychology and rehab programs. 

The Decline of Second Life

Despite its success, Second Life declined from a media darling in the early 2000s to a niche virtual community today. Its decline is due to technical limitations, strategic missteps, and changing digital culture. 

Other factors further contributed to the fall of Second Life: from the failure to evolve to its overcommercialization to promote its spaces to big brands. Ultimately, the space lacked purpose and cohesion: users logged in alone and logged out alone. While it offered incredible freedom, it required users to generate their own value, which most aren’t equipped to do. This is how the space gained the nickname of “Second Boredom.”

Finally, the widespread presence of cybersex and adult content, virtual property fraud and disputes, in-world gambling and reports of underage roleplay led to the abandonment of sponsors and investors. Today, Second Life survives as a niche space for creators to earn money, and a space for therapists, artists, and musicians in virtual events. Academics and anthropologists also continue to use Second Life as a way to study virtual societies. 

Meta's Horizon World: A second take at Virtual Worlds

Meta’s Horizon World and the Metaverse are Facebook’s attempts at a more successful and purposeful unified social virtual reality space. The Metaverse is marketed for remote collaboration, socialization, gaming and virtual commerce. Its concept builds on Zuckerberg’s idea that a verified identity equals trust

The two key factors that could make the Metaverse successful are: 

  • Meta already owns your friends, photos, likes, chats — that’s social capital Second Life never had.

  • People are more likely to join a virtual space where their real-world network already exists.

The Metaverse is still at an early stage of development, and it’s tied to Meta’s wallet ecosystem. Despite the technical and conceptual improvements, the Metaverse is already experiencing problems with moderation, harassment, and a lack of stickiness. 

Why the Metaverse might still fail

Meta’s Metaverse has some critical weaknesses: 

  • Facebook’s tight control over the user and their identities is the antithesis of an open metaverse. 
  • Users already distrust Meta’s privacy handling and behaviour tracking
  • As of now, Horizon Worlds lacks the community and creativity of Second Life. 
  • Not everyone owns or wants a VR headset. 
  • Avatars and graphics are bland. Users say they feel sterile and “corporate”. 

The Metaverse critics say that Meta is building a mall, not a society.

To succeed, the Metaverse must balance creativity with usability, and freedom with safety — something neither Second Life nor Meta has fully solved.

The ideal Virtual World

Is an ideal Virtual World even possible? How do you create a space that accommodates everyone’s wishes? 

We have asked AI to draft a blueprint for the ideal Virtual World, and this is the answer: 

Finally, the optimal virtual world should be designed with a solid psychological blueprint for the happiness of its users and ensure long-term engagement: it should nurture mastery, belonging, status, creativity, and novelty. The optimal virtual world should satisfy players’ psychological needs without resorting to predatory addiction loops.

A virtual world for real needs

This blueprint might depict a world where humans can find the happiness and opportunities they cannot find in real life. This could be a world that makes us forget about our real troubles. But wouldn’t this perfect world be worth achieving in real life? 

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