Last week, the Industry Standard interviewed Linden Lab Business Affairs Vice President Ginsu Yoon at Linden Lab's San Francisco office. Yoon discussed the company's enterprise plans, including the Second Life Grid and a new turnkey service designed by Rivers Run Red that lets companies hold virtual meetings in Second Life (look for a special report about this service on the Standard later this month). The executive also touched upon Linden Lab's financial health, the challenges posed by the rise of laptop computers and other mobile devices, and the "heightened rhetoric" surrounding the company's enterprise plans.
The Industry Standard: What is different now about Second Life and the enterprise space now compared to the way it was two years ago?
Yoon: I think over the last two years more general market familiarity with the concept of virtual worlds. There are certainly within our own active user base and our revenue base an increasing proportion of enterprise and educational users.
Ironically, we don't actually have a perfect read on how many of our users are actually buying from enterprises or using it for educational purposes. Because a lot of the data that you need for that has to be relayed from the appropriate billing systems set up for enterprise use. As you probably know, most of our users use their individual credit cards. We don't have the kinds of purchasing systems that enterprises are used to. So we have to take a look as the data as best as we can and tie it back to surveys, and tie it back to spot sampling. From that kind of analysis, over the last year or so, it seems that our enterprise-focused user base, maybe enterprise and education together, are in approximately the 20 percent range. Which is probably obviously a fairly significant portion of the overall usage of Second Life or the overall revenue. And it's also faster growing than probably other categories.
Second Life as always been a place -- from our point of view as the company that operates it -- we go where the customers tell us to go. Obviously we don't have the direction in terms of content and structure of the management of the in-world experience. We're doing more and more of that these days. But that's because we've learned from the user base what they want in a consumer experience. And similarly, we've learned from the user base that they want more enterprise-friendly use. So, I think that that's been the change.
Also, We're a larger company now. I think we grew probably 100 employees over the last year. I think we started the year with somewhere in the high 100s, close to 200, and now we're close to 300. We just didn't have the bandwidth a year ago, certainly not two years ago to attack more market segments.
Industry Standard: Now I remember reading about a year ago that Linden Lab was profitable at that time. Has the new expansion come because you've been growing revenue or more because of investments to help support that?
Yoon: We have not raised any financing since the last time it was publicly reported. In terms of profitability, I don't want to go beyond what our fact sheet says. Our situation is very good.
Industry Standard: Even with the downturn in the economy?
Yoon: The downturn has only been for a month or two. It's too early to say, and I certainly don't want to overly characterize our user base. But I can say in the last month we have had our highest numbers ever in terms of hours of usage, in terms of active users, and I believe in terms of revenue. So we had a very strong month. Now there are all sorts of theories about why, particularly coming out of the gaming press, there are all sorts of








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Comments
Such a long article and no mention of gray textures or objects that appear only after you've flown past them. Six years or more of Second Life and still the claim that used to be on the secondlife.com site "the world appears before you turn to it", has not been fulfilled.
When internet speeds increase to a certain point, won't that eliminate the advantage offered by the use of Second Life prims, enabling the use of meshes instead? Meshes which can be made in programs outside of the Second Life viewer, thus eliminating the need for Second Life builders, i.e., prim builders?
@Chuck - Speeds won't eliminate the advantage because a) less streaming content is always better ... especially in areas where providers start throttling service, and b) prims could be much more complex than what is currently offered. Prims are more like CAD data (e.g. Pro/E); meshes are what you get from a non-CAD 3D modeler (e.g. 3DSMax). As someone who uses both professionally, I'd personally be pleased if they improved the prim tools (e.g. allow builders to draw profiles for extrusions). However, as someone who knows that the platform could benefit from greater support from the broader 3D community, I'm supportive of an importer.
That said, Linden Lab has already broached the subject of both upgrading the prim modeling tools and allowing the import of mesh files. The issue wasn't which to do, but which should take priority. I believe mesh import won.
Why would business people want to use Second Life as a collaborative tool, when there are so many easy to use conferencing and collaborative tools that are specifically designed for the task at hand?
The Second Life system itself is too unreliable for business meetings. Just ask any player (er.. resident) about server and database downtime or client (on your PC) crashes.
The avatar is an extra layer of complexity that business people don't need. The learning curve is steep, and not everyone masters 3D navigation quickly, if at all.
A meeting of avatars is like going to a business meeting where each person has to operate a puppet, and can only communicate with the others through that puppet's actions.
If this works, I'm going to open a puppet supply house targeted at the Fortune 500.
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