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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Networking, Games, and Virtual Environments : Second Life</title><link>http://blogs.msdn.com/johnmil/archive/tags/Second+Life/default.aspx</link><description>Tags: Second Life</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>Second Life paper answers many questions</title><link>http://blogs.msdn.com/johnmil/archive/2008/12/17/second-life-paper-answers-many-questions.aspx</link><pubDate>Wed, 17 Dec 2008 13:07:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9230590</guid><dc:creator>John L. Miller</dc:creator><slash:comments>1</slash:comments><comments>http://blogs.msdn.com/johnmil/comments/9230590.aspx</comments><wfw:commentRss>http://blogs.msdn.com/johnmil/commentrss.aspx?PostID=9230590</wfw:commentRss><wfw:comment>http://blogs.msdn.com/johnmil/rsscomments.aspx?PostID=9230590</wfw:comment><description>&lt;p&gt;A recent paper by Matteo Varvello et. al. answers a lot of the questions I've found myself asking about Second Life and its community. The paper &lt;i&gt;&lt;a href="http://www.eurecom.fr/%7Evarvello/pdf/964829156.pdf" title="Is There Life in Second Life?" target="_blank" mce_href="http://www.eurecom.fr/~varvello/pdf/964829156.pdf"&gt;Is There Life In Second Life?&lt;/a&gt;&lt;/i&gt; and if you're interested in Second Life's popularity, community, and performance, it is a must-read! &lt;/p&gt;
&lt;p&gt;A quick inspection of recent web articles about Second Life shows a common sentiment that perhaps popularity its is waning - or was never as great as total user account statistics suggested. When user comments are enabled on these articles, you also see that whatever their numbers, Second Life aficionados are extremely vocal when defending the popularity and functionality of their world. &lt;/p&gt;
&lt;p&gt;It'll be interested to see how the&amp;nbsp;Second Life community&amp;nbsp;reacts to this paper.&lt;/p&gt;
&lt;p&gt;It presents a lot of salient statistics about how many users are online at a time, and what those users are up to - at a macroscopic level. &lt;/p&gt;
&lt;p&gt;So check it out! &lt;a href="http://www.eurecom.fr/%7Evarvello/pdf/964829156.pdf" title="Is There Life in Second Life?" target="_blank" mce_href="http://www.eurecom.fr/~varvello/pdf/964829156.pdf"&gt;&lt;i&gt;Is There Life In Second Life?&lt;/i&gt;&lt;/a&gt;&amp;nbsp;is extremely accessible, so don't worry about needing a PhD to make heads or tails of it :)&lt;/p&gt;
&lt;p mce_keep="true"&gt;&amp;nbsp;&lt;/p&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=9230590" width="1" height="1"&gt;</description><category domain="http://blogs.msdn.com/johnmil/archive/tags/Virtual+Environments/default.aspx">Virtual Environments</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Cyberspace/default.aspx">Cyberspace</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Second+Life/default.aspx">Second Life</category></item><item><title>Distributed Virtual Environment Scalability</title><link>http://blogs.msdn.com/johnmil/archive/2008/01/10/distributed-virtual-environment-scalability.aspx</link><pubDate>Thu, 10 Jan 2008 11:26:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:7052467</guid><dc:creator>John L. Miller</dc:creator><slash:comments>1</slash:comments><comments>http://blogs.msdn.com/johnmil/comments/7052467.aspx</comments><wfw:commentRss>http://blogs.msdn.com/johnmil/commentrss.aspx?PostID=7052467</wfw:commentRss><wfw:comment>http://blogs.msdn.com/johnmil/rsscomments.aspx?PostID=7052467</wfw:comment><description>&lt;P&gt;In the previous post I parrotted scalability figures for World of Warcraft. While investigating DVE's, I tripped across interesting figures for WoW and several other environments.&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Halo-3&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;From &lt;A class="" href="http://www.microsoft.com/presspass/press/2007/oct07/10-04Halo3FirstWeekPR.mspx?rss_fdn=Press%20Releases" mce_href="http://www.microsoft.com/presspass/press/2007/oct07/10-04Halo3FirstWeekPR.mspx?rss_fdn=Press%20Releases"&gt;this press release&lt;/A&gt;, we can see that in the first week of Halo-3's release,&lt;/P&gt;
&lt;UL&gt;
&lt;LI&gt;2.7 million people played Halo-3 online&lt;/LI&gt;
&lt;LI&gt;They logged 40 million hours of online play that week&lt;/LI&gt;&lt;/UL&gt;
&lt;P&gt;That's absolutely astonishing for a single game! 40 million hours is 19,230 US person YEARS of work, in a week! &lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;World of Warcraft&lt;/STRONG&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;From &lt;A class="" href="http://www.nielsen.com/media/toptens_games.html" mce_href="http://www.nielsen.com/media/toptens_games.html"&gt;Neilsen video game figures&lt;/A&gt;&amp;nbsp;for September 2007, we see that&lt;/P&gt;
&lt;UL&gt;
&lt;LI&gt;WoW was the most popular PC game by a factor of 3&lt;/LI&gt;
&lt;LI&gt;The average player played 1051 minutes per week - 17.5 hours!&lt;/LI&gt;&lt;/UL&gt;
&lt;P&gt;If the math holds up, that's 10 million subscribers * 17.5 hours/wk = 175 MILLION hours of WoW play per week, or 84,135 US person years of work equivalent for each week of play. &lt;/P&gt;
&lt;P&gt;As a side note, "&lt;A class="" href="http://publik.tuwien.ac.at/files/pub-et_12119.pdf" mce_href="http://publik.tuwien.ac.at/files/pub-et_12119.pdf"&gt;Traffic Analysis and Modeling for World of Warcraft&lt;/A&gt;" describes WoW traffic overall, and says the median download bandwidth for a player is 6.9 kbps, and the median uplink is 2.1 kbps. If we accept the peak number of simultaneous active users as 900,000, that's a total of 6.2 Gbps peak average upload from WoW datacenters for gameplay. Imagine all the processing that goes into calculating what's being communicated... Zowie!&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Second Life&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;It's difficult to find reliable statistics for Second Life, and I haven't gone far into the research literature. From my own observations and inferences, and a quick search on the internet&lt;/P&gt;
&lt;UL&gt;
&lt;LI&gt;Online user population tends to be between 25,000 and 50,000 at the times I connect.&lt;/LI&gt;
&lt;LI&gt;A given region (a land parcel whose simulation is handled by a single server, and whose inhabitants can interact) looks able to support no more than one or two hundred users. I've seen limits of 63 attendees at invitation-only performance events, for 'technical reasons', which makes me wonder if perhaps the limit isn't 64 users per region? &lt;/LI&gt;
&lt;LI&gt;Checking just now, it says 1,271,025 users have logged in in the last 60 days. Several months ago I saw a figure of&amp;nbsp;25,000 to 50,000 new accounts per day. If those numbers hold true on an average day today, and each new user logs in once, that would be 1.8M to 3M unique user logins. This leaves me uncertain of the active returning population in Second Life. Does anyone have better figures?&lt;/LI&gt;&lt;/UL&gt;
&lt;P&gt;Anyways, enough random numbers for now. If you have anything to add, please leave a comment or send me mail, this sort of stuff is fascinating for me.&lt;/P&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=7052467" width="1" height="1"&gt;</description><category domain="http://blogs.msdn.com/johnmil/archive/tags/Gaming/default.aspx">Gaming</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Virtual+Environments/default.aspx">Virtual Environments</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Cyberspace/default.aspx">Cyberspace</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/World+of+Warcraft/default.aspx">World of Warcraft</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Second+Life/default.aspx">Second Life</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Halo-3/default.aspx">Halo-3</category></item><item><title>Second Life - Reality sets in? </title><link>http://blogs.msdn.com/johnmil/archive/2007/07/15/second-life-reality-sets-in.aspx</link><pubDate>Sun, 15 Jul 2007 10:46:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:3874837</guid><dc:creator>John L. Miller</dc:creator><slash:comments>1</slash:comments><comments>http://blogs.msdn.com/johnmil/comments/3874837.aspx</comments><wfw:commentRss>http://blogs.msdn.com/johnmil/commentrss.aspx?PostID=3874837</wfw:commentRss><wfw:comment>http://blogs.msdn.com/johnmil/rsscomments.aspx?PostID=3874837</wfw:comment><description>&lt;P&gt;Earlier I commented about the disparity in numbers quoted for Second Life's population. It's not that any of the numbers are wrong - for what's being expressed, they're no doubt correct. Rather, it's a question of what's being measured. For my money, steady-state population, and those willing to pay for the experience are both fine metrics.&lt;/P&gt;
&lt;P&gt;&lt;A class="" href="http://www.latimes.com/business/la-fi-secondlife14jul14,1,3135510.story?track=crosspromo&amp;amp;coll=la-headlines-business&amp;amp;ctrack=1&amp;amp;cset=true" target=_blank mce_href="http://www.latimes.com/business/la-fi-secondlife14jul14,1,3135510.story?track=crosspromo&amp;amp;coll=la-headlines-business&amp;amp;ctrack=1&amp;amp;cset=true"&gt;&amp;nbsp;A recent LA Times article&lt;/A&gt; talks about a trend of some large businesses either reducing or eliminating their presence in Second Life. The article is short, insightful, and worth reading IMO. Some key quotes from that article:&lt;/P&gt;
&lt;UL&gt;
&lt;LI&gt;"Even at peak times, only about 30,000 to 40,000 users are logged on, said Brian Haven, an analyst with Forrester Research."&lt;/LI&gt;
&lt;LI&gt;"[Philosophy professor Peter Ludlow] said most firms were more interested in the publicity they received from their ties with Second Life than in the digital world itself."&lt;/LI&gt;
&lt;LI&gt;"Between May and June, the population of active avatars declined 2.5%, and the volume of U.S. money exchanged within the world fell from a high of $7.3 million in March to $6.8 million in June."&lt;/LI&gt;&lt;/UL&gt;
&lt;P&gt;My two specific longest-term motivations for being a computer scientist are making games and to enable some sort of global cyber space, not that I've done much for either of these in the last decade. &lt;/P&gt;
&lt;P&gt;Where's the future of virtual communities and communications, and for that matter, is there one? I still think lack of a payoff for time invested in Second Life is its biggest conceptual challenge. World of Warcraft (WoW) has an incentive and reward structure built in, with social interaction as a side-benefit. WoW continues to do well, with &lt;A class="" href="http://www.macworld.com/news/2007/03/07/warcraft/index.php" mce_href="http://www.macworld.com/news/2007/03/07/warcraft/index.php"&gt;more than 8.5 million subscribers&lt;/A&gt;, each paying more than $10 a month for the privilege.&lt;/P&gt;
&lt;P&gt;World of Warcraft taps a large existing community - computer gamers - and offers an experience attractive to that community with significant value-adds.&amp;nbsp;Perhaps the biggest challenge in Second Life is that the only existing community it really taps into are those who frequent online social mechanisms such as ICQ, MUD/MOO, and others, and&amp;nbsp;press and the curious inspired by the press, who are no doubt a highly transient population.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I definitely want to see Second Life (or similar environments) succeed. It seems like they need to offer something else, though, in order to be anything more than a niche application. &lt;/P&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=3874837" width="1" height="1"&gt;</description><category domain="http://blogs.msdn.com/johnmil/archive/tags/Gaming/default.aspx">Gaming</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Virtual+Environments/default.aspx">Virtual Environments</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Cyberspace/default.aspx">Cyberspace</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Second+Life/default.aspx">Second Life</category></item><item><title>Second Life Slashdot stream</title><link>http://blogs.msdn.com/johnmil/archive/2007/04/20/second-life-slashdot-stream.aspx</link><pubDate>Fri, 20 Apr 2007 12:00:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:2204690</guid><dc:creator>John L. Miller</dc:creator><slash:comments>1</slash:comments><comments>http://blogs.msdn.com/johnmil/comments/2204690.aspx</comments><wfw:commentRss>http://blogs.msdn.com/johnmil/commentrss.aspx?PostID=2204690</wfw:commentRss><wfw:comment>http://blogs.msdn.com/johnmil/rsscomments.aspx?PostID=2204690</wfw:comment><description>&lt;P&gt;I stumbled across a recent &lt;A class="" href="http://developers.slashdot.org/developers/07/04/19/1611252.shtml" mce_href="http://developers.slashdot.org/developers/07/04/19/1611252.shtml"&gt;Slashdot posting about Second Life&lt;/A&gt;. There are&amp;nbsp;some interesting comments amidst the dross, worth a read if you're interested in virtual worlds or Second Life in particular. &lt;/P&gt;
&lt;P&gt;The gist is, Second Life has &lt;A class="" href="http://lindenlab.com/press/releases/01_08_07" mce_href="http://lindenlab.com/press/releases/01_08_07"&gt;made its client side open-source&lt;/A&gt;, and the article claims it'll be doing the same for the server side. Very interesting for someone who wants to research distributed systems and distributed system&amp;nbsp;security. Getting the servers correctly federated and working well together is an interesting enough problem. &lt;/P&gt;
&lt;P&gt;If the client code and the server code are both really open sourced, it may be worth a peek to see what would be required to make a P2P implementation. No doubt there are a plethora of legal and logistical requirements for servers to support monetization and integrity of the world, but heck, that just makes the problem that much more interesting!&lt;/P&gt;
&lt;P&gt;While looking up pointers, I stumbled across a&lt;A class="" href="http://www.businessweek.com/technology/special_reports/20070416virtuallife.htm?campaign_id=rss_daily" mce_href="http://www.businessweek.com/technology/special_reports/20070416virtuallife.htm?campaign_id=rss_daily"&gt; tech special report&lt;/A&gt; from business week online which is centered around 'Virtual Life,' with lots of Second Life articles. Looks like time for more reading...&lt;/P&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=2204690" width="1" height="1"&gt;</description><category domain="http://blogs.msdn.com/johnmil/archive/tags/P2P/default.aspx">P2P</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Security/default.aspx">Security</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Virtual+Environments/default.aspx">Virtual Environments</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Cyberspace/default.aspx">Cyberspace</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Second+Life/default.aspx">Second Life</category></item><item><title>Fiddling with Second Life </title><link>http://blogs.msdn.com/johnmil/archive/2006/12/27/fiddling-with-second-life.aspx</link><pubDate>Wed, 27 Dec 2006 15:36:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:1368967</guid><dc:creator>John L. Miller</dc:creator><slash:comments>4</slash:comments><comments>http://blogs.msdn.com/johnmil/comments/1368967.aspx</comments><wfw:commentRss>http://blogs.msdn.com/johnmil/commentrss.aspx?PostID=1368967</wfw:commentRss><wfw:comment>http://blogs.msdn.com/johnmil/rsscomments.aspx?PostID=1368967</wfw:comment><description>&lt;P&gt;I downloaded &lt;A class="" href="http://secondlife.com/" mce_href="http://secondlife.com/"&gt;Second Life&lt;/A&gt; yesterday and played with it some.&amp;nbsp;I was impressed with how good it looked given the relatively small size of the installer. It must be doing some significant texture transfer in the background to flesh out the world, depending upon where you go to.&lt;/P&gt;
&lt;P&gt;The application was easy to install and start running. Controls were fairly intuitive for someone familiar with FPS games, and even if you're not there was&amp;nbsp;a great deal of easily accessible help. There were a few sample games near the starting point, including a 3D version of space invaders. &lt;/P&gt;
&lt;P&gt;After familiarizing myself with the controls and environment, I teleported to the closest major server, apparently in Korea. I wandered around for a few minutes but didn't find much to do. I opened up the search screen and was able to move to a Washington-based server, which had a much fuller environment. I even found a few stores peddling virtual wares. I browsed the goods, and then asked myself the critical question: what now? &lt;/P&gt;
&lt;P&gt;What now indeed. Second Life is a well executed environment modeled around the properties of our physical world, yet with liberties in personal appearance and navigation that make it much more convenient. Having said this, it still doesn't necessarily have a lot to offer me. I play computer games, watch TV, and travel for entertainment. Most of these activities are goal-based. Unfortunately Second-life doesn't appear to have a way of satisfying goals like these.&amp;nbsp;It's like a MOO, an interactive mutable environment where you can add your own content and chat with friends. A virtual mall to hang out in, without the easily accessible fast food.&lt;/P&gt;
&lt;P&gt;Second Life has gotten a lot of press lately, which would make you think there's millions of people wandering around in this virtual world, making tens of thousands of dollars if they choose to sell their handiwork. When I signed in, the welcome screen indicated a unique population of a few million accounts, 800,000 of which had logged in over the previous month. Not bad. On the other hand, I checked out their subscriber numbers from &lt;A href="http://www.mmogchart.com/"&gt;http://www.mmogchart.com/&lt;/A&gt;&amp;nbsp;based on data from July '06. It shows that about 125,000 users were willing to pay a bit of money each month to continue using the system, an important metric IMO. For the same period, World of Warcraft was showing 6.5 MILLION subscribers. Second Life isn't a game, and that probably contributes to the significantly lower user base.&lt;/P&gt;
&lt;P&gt;Will Second Life sink or swim? For what it is, I think the developers and people participating have done a great job. BUT, it doesn't provide an experience I personally find compelling. I'm too goal-oriented, far better suited to an experience-based game-centered virtual world like World of Warcraft. Nowhere near the same freedom, but a fine platform for competition and entertainment, while still providing a way to get together with my buddies and chat. &lt;/P&gt;
&lt;P&gt;If you've used Second Life or other virtual environments, I'd be very interested to hear what you think. Am I missing the point? And if you haven't tried it, it might be worth a peek. It only takes a few minutes to download, and it doesn't cost a cent to explore.&lt;/P&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=1368967" width="1" height="1"&gt;</description><category domain="http://blogs.msdn.com/johnmil/archive/tags/Gaming/default.aspx">Gaming</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Virtual+Environments/default.aspx">Virtual Environments</category><category domain="http://blogs.msdn.com/johnmil/archive/tags/Second+Life/default.aspx">Second Life</category></item></channel></rss>