Reporting by XinZhiyuan
EDIT: Time
Recently, founder Philip Rosedale returned to "Second Life" and returned to the parent company Linden Laboratory as a consultant.
Recently, founder Philip Rosedale returned to Second Life.
He will return to his parent company, Linden Lab, as a consultant.
Founded at the age of 31, returned at the age of 54.
Rossdale and His Second Life
In fact, "Second Life" is already in the metaverse.
Rosedale says he loves the virtual world he has created, which is the main reason he's returning to Second Life.
Philip Rosedale, born in 1968, is a well-known American entrepreneur who founded the Linden Laboratory and developed and hosted the virtual world "Second Life".
Second Life is a client program at Linden Labs that is primarily used for gaming entertainment, where users are called "residents" and communicate with each other through virtual identities.
Rosedale has been interested in computer technology and virtual reality since childhood. In 1985, at the age of 17, he started his own company, selling data systems primarily to small businesses, and the company's profits allowed him to complete his college education and earn a bachelor's degree in physics and computer science from the University of California, San Diego.
In 1995, Rosedale created a web video conferencing software called FreeVue, which was later acquired by RealNetworks, where he served as vice president and chief technology officer.
Two years later, he left the company.
Rosedale founded the Lyndon Laboratory in 1999, when he was 31 years old.
Founded in 2003, Second Life is an important product of Linden Labs, dating back nearly 20 years.
Rosedale realized his dream through Second Life – to create an Internet virtual world.
In 2006, Rosedale and his Lyndon Lab won wired magazine's Business Innovation of the Year Award. Rothdale said Second Life will be committed to demonstrating viability in the virtual economy and virtual society.
Leaving Second Life
So far, Second Life is no longer a game, but a virtual world, even a virtual economy.
However, because Rosedale was focused on a new project for a company, the company called LoveMachine gave him no time to take care of "second life".
So in October 2009, Rosedale announced that he would be less involved in the development of Second Life.
In June 2010, he became CEO of Linden Laboratories. In October of the same year, he resigned as CEO.
The king returns and continues to repair the metaverse
The development of the metaverse required Rosedale's involvement.
Rosedale believes that the world is very bad right now, and he wants to think deeply and use the technology he knows to benefit humanity.
Founded nearly 20 years ago, Second Life has allowed "residents" to live in that virtual space, with virtual currency and virtual shops.
The founder of Rosedale believed that the metaverse was nothing new and existed in his 2003 game Of Second Life.
"Rosedale provides the necessary history and experience for the creation of the virtual world of the future," said Brad Oberwager, chairman of the Linden Lab.
It seems that people only care about playing in Rosedale's game, but ignore his important position in the history of the development of the metaverse.
"Second Life" in the Metacosmic Sense
At first, the imagination of the metaverse originated from the science fiction novel Snow Crash by the American novelist Neal Stephenson.
In Avalanche, published in 1992, the author describes a metaverse parallel to the real world, which, unlike the one we live in today, allows people to socialize through "avatars," spend their leisure time, and dispose of their own income.
Similarly, in Second Life, "residents" can wander around and meet other "residents" who can participate in individual or group activities, make deals, and serve each other.
Compared to games, Second Life values creativity with "residents", not just setting up a fixed game plot and patterns. Compared to the closed nature of the game, "Second Life" is a more open space.
At present, the upgrade of "Second Life" will focus on adjusting the social and economic significance of the metaverse, and winning the favor of young users through better avatars and driving user growth.
Everything that can be achieved in the real world can be realized in the metaverse; everything that cannot be completed in the real world can also be completed in the metaverse. Virtual worlds can also affect the real world.
At present, with the help of the epidemic, the boundary between virtual and reality is disappearing and gradually bridging.
Resources:
https://www.axios.com/philip-rosedale-returns-second-life-advisor-68289515-108a-477c-a389-f5e627713951.html