ABOUT THE SPEAKER
Philip Rosedale - Entrepreneur
Philip Rosedale (avatar "Philip Linden") is founder of Second Life, an online 3D virtual world inhabited by millions. He's chair of Linden Labs, the company behind the digital society.

Why you should listen

A tinkerer since childhood and an entrepreneur since he was a teenager, Philip Rosedale was always captivated with the idea of simulated reality and imaginary environments. He worked as CTO of RealNetworks until computing technology caught up with his fancies. Then he founded Linden Labs and built a virtual civilization called Second Life. That environment now boasts milions of citizens and a buzzing economy (currency: Linden dollars) that represents over $10 million in real value.

Second Life may be artificial but it's hardly trivial, Rosedale says. Its appeal to human creativity is obvious, but beyond the thriving in-world industries and bustling social spaces, real-life businesses (and even some religious organizations) are using Second Life as a platform for meetings, services and collaboration.

"You can imagine New York City being kind of like a museum," Rosedale says. "Still an incredibly cool place to go, but with no one working in those towers. You are going to [work] in a virtual world."

More profile about the speaker
Philip Rosedale | Speaker | TED.com
Serious Play 2008

Philip Rosedale: Life in Second Life

Filmed:
603,179 views

Why build a virtual world? Philip Rosedale talks about the virtual society he founded, Second Life, and its underpinnings in human creativity. It's a place so different that anything could happen.
- Entrepreneur
Philip Rosedale (avatar "Philip Linden") is founder of Second Life, an online 3D virtual world inhabited by millions. He's chair of Linden Labs, the company behind the digital society. Full bio

Double-click the English transcript below to play the video.

00:16
You know, we're going to do things a little differently.
0
0
3000
00:19
I'm not going to show you a presentation. I'm going to talk to you.
1
3000
3000
00:22
And at the same time, we're going to look at just images
2
6000
5000
00:27
from a photo stream that is pretty close to live of things that --
3
11000
5000
00:32
snapshots from Second Life. So hopefully this will be fascinating.
4
16000
4000
00:36
You can -- I can compete for your attention with the strange pictures
5
20000
4000
00:40
that you see on screen that come from there.
6
24000
2000
00:42
I thought I'd talk a little bit about some just big ideas about this,
7
26000
5000
00:47
and then get John back out here so we can talk interactively
8
31000
4000
00:51
a little bit more and think and ask questions.
9
35000
4000
00:55
You know, I guess the first question is,
10
39000
3000
00:58
why build a virtual world at all?
11
42000
5000
01:03
And I think the answer to that is always going to be
12
47000
4000
01:07
at least driven to a certain extent by the people
13
51000
2000
01:09
initially crazy enough to start the project, you know.
14
53000
5000
01:14
So I can give you a little bit of first background just on me
15
58000
3000
01:17
and what moved me as a -- really going back as far as a teenager
16
61000
5000
01:22
and then an adult, to actually try and build this kind of thing.
17
66000
3000
01:25
I was a very creative kid who read a lot, and got into electronics first,
18
69000
9000
01:34
and then later, programming computers, when I was really young.
19
78000
4000
01:38
I was just always trying to make things.
20
82000
4000
01:42
I was just obsessed with taking things apart and building things,
21
86000
4000
01:46
and just anything I could do with my hands or with wood
22
90000
4000
01:50
or electronics or metal or anything else.
23
94000
3000
01:53
And so, for example -- and it's a great Second Life thing -- I had a bedroom.
24
97000
4000
01:57
And every kid, you know, as a teenager, has got his bedroom he retreats to --
25
101000
3000
02:00
but I wanted my door, I thought it would be cool if my door went up
26
104000
5000
02:05
rather than opened, like on Star Trek.
27
109000
2000
02:07
I thought it would be neat to do that. And so I got up in the ceiling
28
111000
3000
02:10
and I cut through the ceiling joists, much to my parents' delight,
29
114000
5000
02:15
and put the door, you know, being pulled up through the ceiling.
30
119000
4000
02:19
I built -- I put a garage-door opener up in the attic
31
123000
4000
02:23
that would pull this door up.
32
127000
2000
02:25
You can imagine the amount of time that it took me to do this to the house
33
129000
5000
02:30
and the displeasure of my parents.
34
134000
2000
02:32
The thing that was always striking to me was that we as people
35
136000
3000
02:35
could have so many really amazing ideas about things we'd like to do,
36
139000
5000
02:40
but are so often unable, in the real world, to actually do those things --
37
144000
6000
02:46
to actually cobble together the materials
38
150000
3000
02:49
and go through the actual execution phase of building something
39
153000
3000
02:52
that you imagine from a design perspective.
40
156000
2000
02:54
And so for me, I know that when the Internet came around
41
158000
3000
02:57
and I was doing computer programming and just, you know,
42
161000
3000
03:00
just generally trying to run my own little company
43
164000
3000
03:03
and figure out what to do with the Internet and with computers,
44
167000
3000
03:06
I was just immediately struck by how the ultimate thing
45
170000
6000
03:12
that you would really want to do with the Internet and with computers
46
176000
3000
03:15
would be to use the Internet and connected computers
47
179000
3000
03:18
to simulate a world to sort of recreate the laws of physics
48
182000
7000
03:25
and the rules of how things went together --
49
189000
4000
03:29
the sort of -- the idea of atoms and how to make things,
50
193000
3000
03:32
and do that inside a computer so that we could all get in there and make stuff.
51
196000
6000
03:38
And so for me that was the thing that was so enticing.
52
202000
4000
03:42
I just wanted this place where you could build things.
53
206000
3000
03:45
And so I think you see that in the genesis
54
209000
3000
03:48
of what has happened with Second Life, and I think it's important.
55
212000
4000
03:52
I also think that more generally, the use of the Internet and technology
56
216000
6000
03:58
as a kind of a space between us for creativity and design is a general trend.
57
222000
6000
04:04
It is a -- sort of a great human progress.
58
228000
3000
04:07
Technology is just generally being used to allow us to create
59
231000
6000
04:13
in as shared and social a way as possible.
60
237000
3000
04:16
And I think that Second Life and virtual worlds more generally
61
240000
2000
04:18
represent the best we can do to achieve that right now.
62
242000
5000
04:23
You know, another way to look at that,
63
247000
2000
04:25
and related to the content and, you know, thinking about space,
64
249000
3000
04:28
is to connect sort of virtual worlds to space.
65
252000
3000
04:31
I thought that might be a fun thing to talk about for a second.
66
255000
3000
04:34
If you think about going into space, it's a fascinating thing.
67
258000
5000
04:39
So many movies, so many kids, we all sort of
68
263000
3000
04:42
dream about exploring space. Now, why is that?
69
266000
3000
04:45
Stop for a moment and ask, why that conceit?
70
269000
2000
04:47
Why do we as people want to do that?
71
271000
4000
04:51
I think there's a couple of things. It's what we see in the movies --
72
275000
2000
04:53
you know, it's this dream that we all share.
73
277000
3000
04:56
One is that if you went into space you'd be able to begin again.
74
280000
5000
05:01
In some sense, you would become someone else in that journey,
75
285000
3000
05:04
because there wouldn't be -- you'd leave society and life as you know it, behind.
76
288000
5000
05:09
And so inevitably, you would transform yourself --
77
293000
3000
05:12
irreversibly, in all likelihood -- as you began this exploration.
78
296000
4000
05:16
And then the second thing is that there's this tangible sense
79
300000
4000
05:20
that if you travel far enough, you can find out there --
80
304000
6000
05:26
oh, yeah -- you have no idea what you're going to find
81
310000
3000
05:29
once you get there, into space.
82
313000
2000
05:31
It's going to be different than here.
83
315000
2000
05:33
And in fact, it's going to be so different than what we see here on earth
84
317000
5000
05:38
that anything is going to be possible.
85
322000
3000
05:41
So that's kind of the idea -- we as humans crave the idea of
86
325000
3000
05:44
creating a new identity and going into a place where anything is possible.
87
328000
5000
05:49
And I think that if you really sit and think about it,
88
333000
3000
05:52
virtual worlds, and where we're going
89
336000
4000
05:56
with more and more computing technology,
90
340000
4000
06:00
represent essentially the likely, really tactically possible
91
344000
6000
06:06
version of space exploration.
92
350000
2000
06:08
We are moved by the idea of virtual worlds because, like space,
93
352000
5000
06:13
they allow us to reinvent ourselves and they contain anything
94
357000
4000
06:17
and everything, and probably anything could happen there.
95
361000
2000
06:19
You know, to give you a size idea about scale, you know,
96
363000
3000
06:22
comparing space to Second Life, most people don't realize, kind of --
97
366000
4000
06:26
and then this is just like the Internet in the early '90s.
98
370000
3000
06:29
In fact, Second Life virtual worlds are a lot like the Internet in the early '90s today:
99
373000
3000
06:32
everybody's very excited,
100
376000
2000
06:34
there's a lot of hype and excitement about one idea or the next
101
378000
3000
06:37
from moment to moment, and then there's despair
102
381000
3000
06:40
and everybody thinks the whole thing's not going to work.
103
384000
2000
06:42
Everything that's happening with Second Life
104
386000
2000
06:44
and more broadly with virtual worlds, all happened in the early '90s.
105
388000
3000
06:47
We always play a game at the office where you can take any article
106
391000
3000
06:50
and find the same article where you just replace the words "Second Life"
107
394000
4000
06:54
with "Web," and "virtual reality" with "Internet."
108
398000
5000
06:59
You can find exactly the same articles
109
403000
2000
07:01
written about everything that people are observing.
110
405000
4000
07:05
To give you an idea of scale, Second Life is about 20,000 CPUs at this point.
111
409000
7000
07:12
It's about 20,000 computers connected together
112
416000
2000
07:14
in three facilities in the United States right now,
113
418000
4000
07:18
that are simulating this virtual space. And the virtual space itself --
114
422000
4000
07:22
there's about 250,000 people a day that are wandering around in there,
115
426000
4000
07:26
so the kind of, active population is something like a smallish city.
116
430000
4000
07:30
The space itself is about 10 times the size of San Francisco,
117
434000
4000
07:34
and it's about as densely built out.
118
438000
3000
07:37
So it gives you an idea of scale. Now, it's expanding very rapidly --
119
441000
3000
07:40
about five percent a month or so right now, in terms of new servers being added.
120
444000
4000
07:44
And so of course, radically unlike the real world,
121
448000
3000
07:47
and like the Internet, the whole thing is expanding
122
451000
2000
07:49
very, very quickly, and historically exponentially.
123
453000
3000
07:52
So that sort of space exploration thing is matched up here
124
456000
3000
07:55
by the amount of content that's in there,
125
459000
2000
07:57
and I think that amount is critical.
126
461000
2000
07:59
It was critical with the virtual world
127
463000
2000
08:01
that it be this space of truly infinite possibility.
128
465000
3000
08:04
We're very sensitive to that as humans.
129
468000
2000
08:06
You know, you know when you see it. You know when you can do anything in a space
130
470000
3000
08:09
and you know when you can't.
131
473000
2000
08:11
Second Life today is this 20,000 machines,
132
475000
2000
08:13
and it's about 100 million or so user-created objects where, you know,
133
477000
4000
08:17
an object would be something like this, possibly interactive.
134
481000
3000
08:20
Tens of millions of them are thinking all the time;
135
484000
2000
08:22
they have code attached to them.
136
486000
2000
08:24
So it's a really large world already, in terms of the amount of stuff that's there
137
488000
3000
08:27
and that's very important.
138
491000
2000
08:29
If anybody plays, like, World of Warcraft,
139
493000
2000
08:31
World of Warcraft comes on, like, four DVDs.
140
495000
3000
08:34
Second Life, by comparison, has about 100 terabytes
141
498000
4000
08:38
of user-created data, making it about 25,000 times larger.
142
502000
5000
08:43
So again, like the Internet compared to AOL,
143
507000
4000
08:47
and the sort of chat rooms and content on AOL at the time,
144
511000
2000
08:49
what's happening here is something very different,
145
513000
2000
08:51
because the sheer scale of what people can do
146
515000
3000
08:54
when they're enabled to do anything they want is pretty amazing.
147
518000
4000
08:58
The last big thought is that it is almost certainly true
148
522000
4000
09:02
that whatever this is going to evolve into
149
526000
3000
09:05
is going to be bigger in total usage than the Web itself.
150
529000
4000
09:09
And let me justify that with two statements.
151
533000
3000
09:12
Generically, what we use the Web for is to organize, exchange,
152
536000
4000
09:16
create and consume information.
153
540000
2000
09:18
It's kind of like Irene talking about Google being data-driven.
154
542000
4000
09:22
I'd say I kind of think about the world as being information.
155
546000
3000
09:25
Everything that we interact with, all the experiences that we have,
156
549000
3000
09:28
is kind of us flowing through a sea of information
157
552000
2000
09:30
and interacting with it in different ways.
158
554000
3000
09:33
The Web puts information in the form of text and images.
159
557000
6000
09:39
The topology, the geography of the Web is text-to-text links for the most part.
160
563000
5000
09:44
That's one way of organizing information,
161
568000
3000
09:47
but there are two things about the way you access information in a virtual world
162
571000
5000
09:52
that I think are the important ways that they're very different
163
576000
3000
09:55
and much better than what we've been able to do to date with the Web.
164
579000
4000
09:59
The first is that, as I said, the --
165
583000
4000
10:03
well, the first difference for virtual worlds is that
166
587000
3000
10:06
information is presented to you in the virtual world
167
590000
3000
10:09
using the most powerful iconic symbols
168
593000
4000
10:13
that you can possibly use with human beings.
169
597000
2000
10:15
So for example, C-H-A-I-R is the English word for that,
170
599000
5000
10:20
but a picture of this is a universal symbol.
171
604000
5000
10:25
Everybody knows what it means. There's no need to translate it.
172
609000
3000
10:28
It's also more memorable if I show you that picture,
173
612000
3000
10:31
and I show you C-H-A-I-R on a piece of paper.
174
615000
2000
10:33
You can do tests that show that you'll remember
175
617000
3000
10:36
that I was talking about a chair a couple of days later a lot better.
176
620000
3000
10:39
So when you organize information using the symbols of our memory,
177
623000
4000
10:43
using the most common symbols that we've been immersed in all our lives,
178
627000
4000
10:47
you maximally both excite, stimulate,
179
631000
4000
10:51
are able to remember, transfer and manipulate data.
180
635000
2000
10:53
And so virtual worlds are the best way
181
637000
4000
10:57
for us to essentially organize and experience information.
182
641000
4000
11:01
And I think that's something that people have talked about for 20 years --
183
645000
3000
11:04
you know, that 3D, that lifelike environments
184
648000
4000
11:08
are really important in some magical way to us.
185
652000
2000
11:10
But the second thing -- and I think this one is less obvious --
186
654000
4000
11:14
is that the experience of creating, consuming, exploring that information
187
658000
8000
11:22
is in the virtual world implicitly and inherently social.
188
666000
5000
11:27
You are always there with other people.
189
671000
3000
11:30
And we as humans are social creatures and must, or are aided by,
190
674000
6000
11:36
or enjoy more, the consumption of information in the presence of others.
191
680000
5000
11:41
It's essential to us. You can't escape it.
192
685000
3000
11:44
When you're on Amazon.com and you're looking for digital cameras or whatever,
193
688000
5000
11:49
you're on there right now, when you're on the site, with like 5,000 other people,
194
693000
6000
11:55
but you can't talk to them.
195
699000
2000
11:57
You can't just turn to the people that are browsing digital cameras
196
701000
4000
12:01
on the same page as you, and ask them,
197
705000
3000
12:04
"Hey, have you seen one of these before? Because I'm thinking about buying it."
198
708000
3000
12:07
That experience of like, shopping together, just as a simple example,
199
711000
4000
12:11
is an example of how as social creatures
200
715000
2000
12:13
we want to experience information in that way.
201
717000
2000
12:15
So that second point, that we inherently experience information together
202
719000
6000
12:21
or want to experience it together,
203
725000
2000
12:23
is critical to essentially, kind of,
204
727000
3000
12:26
this trend of where we're going to use technology to connect us.
205
730000
5000
12:31
And so I think, again, that it's likely that in the next decade or so
206
735000
5000
12:36
these virtual worlds are going to be the most common way as human beings
207
740000
5000
12:41
that we kind of use the electronics of the Internet, if you will,
208
745000
5000
12:46
to be together, to consume information.
209
750000
4000
12:50
You know, mapping in India -- that's such a great example.
210
754000
2000
12:52
Maybe the solution there involves talking to other people in real time.
211
756000
5000
12:57
Asking for advice, rather than any possible way
212
761000
5000
13:02
that you could just statically organize a map.
213
766000
4000
13:06
So I think that's another big point.
214
770000
2000
13:08
I think that wherever this is all going,
215
772000
2000
13:10
whether it's Second Life or its descendants, or something broader
216
774000
5000
13:15
that happens all around the world at a lot of different points --
217
779000
3000
13:18
this is what we're going to see the Internet used for,
218
782000
3000
13:21
and total traffic and total unique users is going to invert,
219
785000
4000
13:25
so that the Web and its bibliographic set of text and graphical information
220
789000
5000
13:30
is going to become a tool or a part of that consumption pattern,
221
794000
3000
13:33
but the pattern itself is going to happen mostly in this type of an environment.
222
797000
4000
13:37
Big idea, but I think highly defensible.
223
801000
4000
13:41
So let me stop there and bring John back,
224
805000
3000
13:44
and maybe we can just have a longer conversation.
225
808000
3000
13:47
Thank you. John. That's great.
226
811000
2000
13:49
(Applause)
227
813000
5000
13:54
John Hockenberry: Why is the creation, the impulse to create Second Life,
228
818000
4000
13:58
not a utopian impulse?
229
822000
3000
14:01
Like for example, in the 19th century,
230
825000
2000
14:03
any number of works of literature that imagined alternative worlds
231
827000
4000
14:07
were explicitly utopian.
232
831000
2000
14:09
Philip Rosedale: I think that's great. That's such a deep question. Yeah.
233
833000
4000
14:13
Is a virtual world likely to be a utopia, would be one way I'd say it.
234
837000
5000
14:18
The answer is no, and I think the reason why is because
235
842000
4000
14:22
the Web itself as a good example is profoundly bottoms-up.
236
846000
3000
14:25
That idea of infinite possibility, that magic of anything can happen,
237
849000
5000
14:30
only happens in an environment
238
854000
2000
14:32
where you really know that there's a fundamental freedom
239
856000
3000
14:35
at the level of the individual actor, at the level of the Lego blocks,
240
859000
4000
14:39
if you will, that make up the virtual world.
241
863000
2000
14:41
You have to have that level of freedom, and so I'm often asked that,
242
865000
3000
14:44
you know, is there a, kind of, utopian or,
243
868000
2000
14:46
is there a utopian tendency to Second Life and things like it,
244
870000
3000
14:49
that you would create a world that has a grand scheme to it?
245
873000
3000
14:52
Those top-down schemes are alienating to just about everybody,
246
876000
4000
14:56
even if you mean well when you build them.
247
880000
3000
14:59
And what's more, human society, when it's controlled,
248
883000
4000
15:03
when you set out a grand scheme of rules,
249
887000
2000
15:05
a new way of people interacting, or a new way of laying out a city, or whatever,
250
889000
4000
15:09
that stuff historically has never scaled much beyond,
251
893000
3000
15:12
you know -- I always laughingly say -- the Mall of America, you know,
252
896000
3000
15:15
which is like, the largest piece of centrally designed architecture
253
899000
3000
15:18
that, you know, has been built.
254
902000
2000
15:20
JH: The Kremlin was pretty big.
255
904000
2000
15:22
PR: The Kremlin, yeah. That's true. The whole complex.
256
906000
3000
15:25
JH: Give me a story of a tool you created at the beginning
257
909000
4000
15:29
in Second Life that you were pretty sure people would want to use
258
913000
3000
15:32
in the creation of their avatars or in communicating
259
916000
3000
15:35
that people actually in practice said, no, I'm not interested in that at all,
260
919000
4000
15:39
and name something that you didn't come up with
261
923000
5000
15:44
that almost immediately people began to demand.
262
928000
3000
15:47
PR: I'm sure I can think of multiple examples of both of those.
263
931000
3000
15:50
One of my favorites. I had this feature that I built into Second Life --
264
934000
3000
15:53
I was really passionate about it.
265
937000
2000
15:55
It was an ability to kind of walk up close to somebody
266
939000
3000
15:58
and have a more private conversation,
267
942000
2000
16:00
but it wasn't instant messaging because you had to sort of befriend somebody.
268
944000
3000
16:03
It was just this idea that you could kind of have a private chat.
269
947000
3000
16:06
I just remember it was one of those examples of data-driven design.
270
950000
3000
16:09
I thought it was such a good idea from my perspective,
271
953000
2000
16:11
and it was just absolutely never used, and we ultimately --
272
955000
3000
16:14
I think we've now turned it off, if I remember.
273
958000
2000
16:16
We finally gave up, took it out of the code.
274
960000
3000
16:19
But more generally, you know, one other example I think about this,
275
963000
4000
16:23
which is great relative to the utopian idea.
276
967000
3000
16:26
Second Life originally had 16 simulators. It now has 20,000.
277
970000
5000
16:31
So when it only had 16,
278
975000
2000
16:33
it was only about as big as this college campus.
279
977000
3000
16:36
And we had -- we zoned it, you know: we put a nightclub,
280
980000
4000
16:40
we put a disco where you could dance,
281
984000
2000
16:42
and then we had a place where you could fight with guns if you wanted to,
282
986000
4000
16:46
and we had another place that was like a boardwalk, kind of a Coney Island.
283
990000
4000
16:50
And we laid out the zoning, but of course,
284
994000
3000
16:53
people could build all around it however they wanted to.
285
997000
3000
16:56
And what was so amazing right from the start was that the idea
286
1000000
4000
17:00
that we had put out in the zoning concept, basically,
287
1004000
4000
17:04
was instantly and thoroughly ignored,
288
1008000
2000
17:06
and like, two months into the whole thing,
289
1010000
3000
17:09
-- which is really a small amount of time, even in Second Life time --
290
1013000
3000
17:12
I remember the users, the people who were then using Second Life,
291
1016000
4000
17:16
the residents came to me and said, we want to buy the disco --
292
1020000
4000
17:20
because I had built it -- we want to buy that land and raze it
293
1024000
4000
17:24
and put houses on it. And I sold it to them --
294
1028000
3000
17:27
I mean, we transferred ownership and they had a big party
295
1031000
2000
17:29
and blew up the entire building.
296
1033000
2000
17:31
And I remember that that was just so telling, you know,
297
1035000
4000
17:35
that you didn't know exactly what was going to happen.
298
1039000
2000
17:37
When you think about stuff that people have built that's popular --
299
1041000
3000
17:40
JH: CBGB's has to close eventually, you know. That's the rule.
300
1044000
3000
17:43
PR: Exactly. And it -- but it closed on day one, basically, in Internet time.
301
1047000
5000
17:49
You know, an example of something -- pregnancy.
302
1053000
3000
17:52
You can have a baby in Second Life.
303
1056000
3000
17:55
This is done entirely using, kind of, the tools that are built into Second Life,
304
1059000
6000
18:01
so the innate concept of becoming pregnant and having a baby, of course --
305
1065000
4000
18:05
Second Life is, at the platform level, at the level of the company -- at Linden Lab --
306
1069000
5000
18:10
Second Life has no game properties to it whatsoever.
307
1074000
3000
18:13
There is no attempt to structure the experience,
308
1077000
2000
18:15
to make it utopian in that sense that we put into it.
309
1079000
3000
18:18
So of course, we never would have put a mechanism for having babies or, you know,
310
1082000
3000
18:21
taking two avatars and merging them, or something.
311
1085000
3000
18:24
But people built the ability to have babies and care for babies
312
1088000
5000
18:29
as a purchasable experience that you can have in Second Life and so --
313
1093000
4000
18:33
I mean, that's a pretty fascinating example of, you know,
314
1097000
3000
18:36
what goes on in the overall economy.
315
1100000
2000
18:38
And of course, the existence of an economy is another idea.
316
1102000
2000
18:40
I didn't talk about it, but it's a critical feature.
317
1104000
3000
18:43
When people are given the opportunity to create in the world,
318
1107000
3000
18:46
there's really two things they want.
319
1110000
2000
18:48
One is fair ownership of the things they create.
320
1112000
3000
18:51
And then the second one is -- if they feel like it,
321
1115000
2000
18:53
and they're not going to do it in every case, but in many they are --
322
1117000
2000
18:55
they want to actually be able to sell that creation
323
1119000
4000
18:59
as a way of providing for their own livelihood.
324
1123000
2000
19:01
True on the Web -- also true in Second Life.
325
1125000
3000
19:04
And so the existence of an economy is critical.
326
1128000
2000
19:06
JH: Questions for Philip Rosedale? Right here.
327
1130000
4000
19:10
(Audience: Well, first an observation, which is that you look like a character.)
328
1134000
3000
19:13
JH: The observation is, Philip has been accused of looking like a character,
329
1137000
5000
19:18
an avatar, in Second Life.
330
1142000
2000
19:20
Respond, and then we'll get the rest of your question.
331
1144000
2000
19:22
PR: But I don't look like my avatar.
332
1146000
2000
19:24
(Laughter)
333
1148000
2000
19:26
How many people here know what my avatar looks like?
334
1150000
2000
19:28
That's probably not very many.
335
1152000
2000
19:30
JH: Are you ripping off somebody else's avatar with that, sort of --
336
1154000
2000
19:32
PR: No, no. I didn't. One of the other guys at work had a fantastic avatar --
337
1156000
3000
19:35
a female avatar -- that I used to be once in a while.
338
1159000
3000
19:38
But my avatar is a guy wearing chaps.
339
1162000
6000
19:45
Spiky hair -- spikier than this. Kind of orange hair.
340
1169000
3000
19:48
Handlebar mustache. Kind of a Village People sort of a character.
341
1172000
5000
19:53
So, very cool.
342
1177000
2000
19:55
JH: And your question?
343
1179000
2000
19:57
(Audience: [Unclear].)
344
1181000
3000
20:00
JH: The question is, there appears to be a lack of cultural fine-tuning in Second Life.
345
1184000
6000
20:06
It doesn't seem to have its own culture,
346
1190000
2000
20:08
and the sort of differences that exist in the real world
347
1192000
2000
20:10
aren't translated into the Second Life map.
348
1194000
3000
20:13
PR: Well, first of all, we're very early,
349
1197000
2000
20:15
so this has only been going on for a few years.
350
1199000
3000
20:18
And so part of what we see is the same evolution of human behavior
351
1202000
3000
20:21
that you see in emerging societies.
352
1205000
2000
20:23
So a fair criticism -- is what it is -- of Second Life today is that
353
1207000
4000
20:27
it's more like the Wild West than it is like Rome, from a cultural standpoint.
354
1211000
5000
20:32
That said, the evolution of, and the nuanced interaction that creates culture,
355
1216000
6000
20:38
is happening at 10 times the speed of the real world,
356
1222000
3000
20:41
and in an environment where, if you walk into a bar in Second Life,
357
1225000
5000
20:46
65 percent of the people there are not in the United States,
358
1230000
3000
20:49
and in fact are speaking their, you know, various and different languages.
359
1233000
5000
20:54
In fact, one of the ways to make money in Second Life
360
1238000
2000
20:56
is to make really cool translators that you drag onto your body
361
1240000
5000
21:01
and they basically, kind of, pop up on your screen
362
1245000
2000
21:03
and allow you to use Google or Babel Fish
363
1247000
3000
21:06
or one of the other online text translators to on-the-fly
364
1250000
3000
21:09
translate spoken -- I'm sorry -- typed text between individuals.
365
1253000
5000
21:14
And so, the multicultural nature and the sort of cultural melting pot
366
1258000
4000
21:18
that's happening inside Second Life is quite --
367
1262000
3000
21:21
I think, quite remarkable relative to what in real human terms
368
1265000
5000
21:26
in the real world we've ever been able to achieve.
369
1270000
2000
21:28
So, I think that culture will fine-tune, it will emerge,
370
1272000
3000
21:31
but we still have some years to wait while that happens,
371
1275000
4000
21:35
as you would naturally expect.
372
1279000
2000
21:37
JH: Other questions? Right here.
373
1281000
3000
21:40
(Audience: What's your demographic?)
374
1284000
2000
21:42
JH: What's your demographic?
375
1286000
2000
21:44
PR: So, the question is, what's the demographic.
376
1288000
2000
21:46
So, the average age of a person in Second Life is 32,
377
1290000
5000
21:51
however, the use of Second Life increases dramatically
378
1295000
5000
21:56
as your physical age increases. So as you go from age 30 to age 60 --
379
1300000
5000
22:01
and there are many people in their sixties using Second Life --
380
1305000
2000
22:03
this is also not a sharp curve -- it's very, very distributed --
381
1307000
5000
22:08
usage goes up in terms of, like, hours per week by 40 percent
382
1312000
4000
22:12
as you go from age 30 to age 60 in real life, so there's not --
383
1316000
4000
22:16
many people make the mistake of believing that Second Life
384
1320000
2000
22:18
is some kind of an online game. Actually it's generally unappealing --
385
1322000
5000
22:23
I'm just speaking broadly and critically --
386
1327000
3000
22:26
it's not very appealing to people that play online video games,
387
1330000
2000
22:28
because the graphics are not yet equivalent to --
388
1332000
4000
22:32
I mean, these are very nice pictures,
389
1336000
1000
22:33
but in general the graphics are not quite equivalent
390
1337000
2000
22:35
to the fine-tuned graphics that you see in a Grand Theft Auto 4.
391
1339000
4000
22:39
So average age: 32. I mentioned
392
1343000
3000
22:42
65 percent of the users are not in the United States.
393
1346000
2000
22:44
The distribution amongst countries is extremely broad.
394
1348000
3000
22:47
There's users from, you know, virtually every country in the world now in Second Life.
395
1351000
3000
22:50
The dominant ones are -- if you take the UK and Europe,
396
1354000
4000
22:54
together they make up about 55 percent of the usage base in Second Life.
397
1358000
4000
22:58
In terms of psychographic --
398
1362000
2000
23:00
oh, men and women: men and women are almost equally matched in Second Life,
399
1364000
5000
23:05
so about 45 percent of the people online right now on Second Life are women.
400
1369000
5000
23:10
Women use Second Life, though,
401
1374000
2000
23:12
about 30 to 40 percent more, on an hours basis, than men do,
402
1376000
3000
23:15
meaning that more men sign up than women,
403
1379000
2000
23:17
and more women stay and use it than men.
404
1381000
3000
23:20
So that's another demographic fact.
405
1384000
2000
23:22
In terms of psychographic, you know, the people in Second Life
406
1386000
5000
23:27
are remarkably dissimilar relative to what you might think,
407
1391000
4000
23:31
when you go in and talk to them and meet them, and I would, you know,
408
1395000
2000
23:33
challenge you to just do this and find out.
409
1397000
2000
23:35
But it's not a bunch of programmers.
410
1399000
3000
23:38
It's not easy to describe as a demographic.
411
1402000
4000
23:42
If I had to just sort of paint a broad picture, I'd say, remember the people
412
1406000
4000
23:46
who were really getting into eBay in the first few years of eBay?
413
1410000
4000
23:50
Maybe a little bit like that: in other words, people who are early adopters.
414
1414000
3000
23:53
They tend to be creative. They tend to be entrepreneurial.
415
1417000
3000
23:56
A lot of them -- about 55,000 people so far -- are cash-flow positive:
416
1420000
4000
24:00
they're making money from what -- I mean, real-world money --
417
1424000
3000
24:03
from what they're doing in Second Life, so it's a very build --
418
1427000
4000
24:07
still a creative, building things, build-your-own-business
419
1431000
3000
24:10
type of an orientation. So, that's it.
420
1434000
2000
24:12
JH: You describe yourself, Philip, as someone who was really creative
421
1436000
2000
24:14
when you were young and, you know, liked to make things.
422
1438000
4000
24:18
I mean, it's not often that you hear somebody
423
1442000
3000
24:21
describe themselves as really creative.
424
1445000
2000
24:23
I suspect that's possibly a euphemism for C student
425
1447000
4000
24:27
who spent a lot of time in his room? Is it possible?
426
1451000
3000
24:30
(Laughter)
427
1454000
1000
24:31
PR: I was a -- there were times I was a C student. You know, it's funny.
428
1455000
4000
24:35
When I got to college -- I studied physics in college --
429
1459000
2000
24:37
and I got really -- it was funny,
430
1461000
2000
24:39
because I was definitely a more antisocial kid. I read all the time.
431
1463000
5000
24:44
I was shy. I don't seem like it now, but I was very shy.
432
1468000
5000
24:49
Moved around a bunch -- had that experience too.
433
1473000
2000
24:51
So I did, kind of, I think, live in my own world,
434
1475000
3000
24:54
and obviously that helps, you know, engage your real interest in something.
435
1478000
3000
24:57
JH: So you're on your fifth life at this point?
436
1481000
3000
25:00
PR: If you count, yeah, cities. So -- but I did --
437
1484000
6000
25:06
and I didn't do -- I think I didn't do as well in school as I could have. I think you're right.
438
1490000
4000
25:10
I wasn't, like, an obsessed -- you know, get A's kind of guy.
439
1494000
4000
25:14
I was going to say, I had a great social experience
440
1498000
2000
25:16
when I went to college that I hadn't had before,
441
1500000
2000
25:18
a more fraternal experience, where I met six or seven other guys
442
1502000
3000
25:21
who I studied physics with, and I was very competitive with them,
443
1505000
3000
25:24
so then I started to get A's. But you're right: I wasn't an A student.
444
1508000
4000
25:28
JH: Last question. Right here.
445
1512000
2000
25:30
(Audience: In the pamphlet, there's a statement -- )
446
1514000
3000
25:33
JH: You want to paraphrase that?
447
1517000
2000
25:35
PR: Yeah, so let me restate that.
448
1519000
2000
25:37
So, you're saying that in the pamphlet there's a statement
449
1521000
3000
25:40
that we may come to prefer our digital selves to our real ones --
450
1524000
4000
25:44
our more malleable or manageable digital identities to our real identities --
451
1528000
4000
25:48
and that in fact, much of human life and human experience
452
1532000
3000
25:51
may move into the digital realm.
453
1535000
3000
25:54
And then that's kind of a horrifying thought, of course.
454
1538000
3000
25:57
That's a frightening change, frightening disruption.
455
1541000
4000
26:01
I guess, and you're asking, what do I think about that? How do I --
456
1545000
3000
26:04
JH: What's your response to the people who would say, that's horrifying?
457
1548000
2000
26:06
(Audience: If someone would say to you, I find that disturbing,
458
1550000
2000
26:08
what would be your response?)
459
1552000
2000
26:10
PR: Well, I'd say a couple of things.
460
1554000
3000
26:13
One is, it's disturbing like the Internet or electricity was.
461
1557000
3000
26:16
That is to say, it's a big change, but it isn't avoidable.
462
1560000
4000
26:20
So, no amount of backpedaling or intentional behavior
463
1564000
5000
26:25
or political behavior is going to keep these technology changes
464
1569000
3000
26:28
from connecting us together,
465
1572000
2000
26:30
because the basic motive that people have --
466
1574000
2000
26:32
to be creative and entrepreneurial -- is going to drive energy
467
1576000
4000
26:36
into these virtual worlds in the same way that it has with the Web.
468
1580000
3000
26:39
So this change, I believe, is a huge disruptive change.
469
1583000
5000
26:44
Obviously, I'm the optimist and a big believer in what's going on here,
470
1588000
4000
26:48
but I think that as -- even a sober, you know, the most sober,
471
1592000
4000
26:52
disconnected thinker about this, looking at it from the side,
472
1596000
3000
26:55
has to conclude, based on the data,
473
1599000
2000
26:57
that with those kinds of economic forces at play,
474
1601000
2000
26:59
there is definitely going to be a sea change,
475
1603000
3000
27:02
and that change is going to be intensely disruptive
476
1606000
3000
27:05
relative to our concept of our very lives and being,
477
1609000
4000
27:09
and our identities, as well.
478
1613000
2000
27:11
I don't think we can get away from those changes.
479
1615000
2000
27:13
I think generally, we were talking about this --
480
1617000
3000
27:16
I think that generally being present in a virtual world and being challenged by it,
481
1620000
6000
27:22
being -- surviving there, having a good life there, so to speak,
482
1626000
4000
27:26
is a challenge because of the multiculturality of it,
483
1630000
3000
27:29
because of the languages, because of the entrepreneurial richness of it,
484
1633000
5000
27:34
the sort of flea market nature, if you will, of the virtual world today.
485
1638000
3000
27:37
It puts challenges on us to rise to. We must be better than ourselves, in many ways.
486
1641000
6000
27:43
We must learn things and, you know, be more tolerant,
487
1647000
3000
27:46
and be smarter and learn faster and be more creative, perhaps,
488
1650000
6000
27:52
than we are typically in our real lives.
489
1656000
2000
27:54
And I think that if that is true of virtual worlds,
490
1658000
2000
27:56
then these changes, though scary -- and, I say, inevitable --
491
1660000
4000
28:00
are ultimately for the better,
492
1664000
2000
28:02
and therefore something that we should ride out.
493
1666000
3000
28:05
But I would say that -- and many other authors and speakers about this,
494
1669000
4000
28:09
other than me, have said, you know, fasten your seat belts
495
1673000
3000
28:12
because the change is coming. There are going to be big changes.
496
1676000
3000
28:15
JH: Philip Rosedale, thank you very much.
497
1679000
2000
28:17
(Applause)
498
1681000
5000

▲Back to top

ABOUT THE SPEAKER
Philip Rosedale - Entrepreneur
Philip Rosedale (avatar "Philip Linden") is founder of Second Life, an online 3D virtual world inhabited by millions. He's chair of Linden Labs, the company behind the digital society.

Why you should listen

A tinkerer since childhood and an entrepreneur since he was a teenager, Philip Rosedale was always captivated with the idea of simulated reality and imaginary environments. He worked as CTO of RealNetworks until computing technology caught up with his fancies. Then he founded Linden Labs and built a virtual civilization called Second Life. That environment now boasts milions of citizens and a buzzing economy (currency: Linden dollars) that represents over $10 million in real value.

Second Life may be artificial but it's hardly trivial, Rosedale says. Its appeal to human creativity is obvious, but beyond the thriving in-world industries and bustling social spaces, real-life businesses (and even some religious organizations) are using Second Life as a platform for meetings, services and collaboration.

"You can imagine New York City being kind of like a museum," Rosedale says. "Still an incredibly cool place to go, but with no one working in those towers. You are going to [work] in a virtual world."

More profile about the speaker
Philip Rosedale | Speaker | TED.com

Data provided by TED.

This site was created in May 2015 and the last update was on January 12, 2020. It will no longer be updated.

We are currently creating a new site called "eng.lish.video" and would be grateful if you could access it.

If you have any questions or suggestions, please feel free to write comments in your language on the contact form.

Privacy Policy

Developer's Blog

Buy Me A Coffee