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Craig Agranoff

Second Life Restructures, Enterprise Goals Unclear

Written by Craig Agranoff
6/10/2010 5 comments
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Linden Lab , the San Francisco-based company that created virtual world Second Life, is in the midst of major restructuring. The vendor has laid off about 30 percent of an estimated 330 employees -- mostly overseas -- and is consolidating operations in its North American offices. Some employees in the firm's Seattle office were also let go.

The largest markets for Second Life are in the US and Germany, but the company has terminated its German presence, though it had no official division there.

Linden Lab announced the restructuring yesterday, but gave only PR spin as an indication of how this would affect Second Life.

Most of those being let go are said to be sales and support staff, though some development staff are also going. The company says the restructuring is required to meet new goals of targeting a browser-based Second Life.

This would appear to mean that their development of the downloadable client version of the virtual world is ceasing as well as their newly launched Enterprise Edition. How this affects Second Life's enterprise focus is unclear.

Background: Linden Lab has two major target markets with their virtual world -- everyday "real-world" users (called Residents) and enterprise/government users. The everyday users make up the bulk of Second Life's million-plus users, who generate revenue for the company by engaging in virtual transactions, from which Linden Lab receives a cut. Many of these are "real estate purchases" in-game to buy land, buildings, etc., as virtual storefronts or meeting places.

The enterprise and government market uses Second Life for training, virtual conferencing, and similar endeavors. Large corporations such as Kraft and Wells Fargo, and government offices such as the National Oceanographic Atmospheric Administration (NOAA) have used (or are using) Linden's virtual platform.

The company introduced their standalone Enterprise Edition last November and boasted of beta trials with IBM, Northrup Grumman, and the US Navy. Now, changes may be underway in how Linden markets to enterprises. With its new focus on a browser-based offering, they could be moving to a SaaS-only model and away from the combined hosting plus on-site server software and downloadable clients that typified the initial enterprise offerings.

Then again, it might be conjectured that because of Linden's largest user base being everyday people and their new (stated) focus being on producing both a browser-based interaction platform and integration with social media, the company plans to put less focus on sales to enterprises. In a blog post on Linden Lab's official blog for Second Life, the company seems to be promoting this as their plan, though not explicitly.

That said, the restructuring calls into question just how well Second Life has actually sold in the enterprise space.

One US-based client is Children's Memorial Hospital in Chicago, Illinois. They've used Second Life on the Web, along with a custom-made 3D map of their hospital, to create disaster scenarios for employee-readiness training. Mary M. Crulcich, head of emergency response program planning at the hospital, said in a prepared statement last year: "The return on investment is significant. Unlike drills that can not be replicated, our virtual hospital is reusable. It allows us to practice teamwork and decision making in an environment and with challenges that mirror the real world."

The layoffs conflict with this kind of testimonial, and with the fact that the company is still listing employment opportunities on their site. According to NextUp Research, Linden Lab has a current estimated valuation of about $384 million, much of that being venture funding.

The company just released its latest version of the viewer used to access the three-dimensional Second Life world at the end of March, which may have been the last goal before this round of layoffs could begin.

Linden Labs refused further comments beyond their press release.

— Craig Agranoff is an entrepreneur and national social media consultant as well as a published specialist in online reputation management and monitoring.

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nasimson
Thinkernetter
Friday July 2, 2010 1:12:15 AM
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> A  big question is what needs to happen to make it transparently immersive enough to actually be interesting to mainstream audiences

This is an interesting question Gordon & I believe much of Virtual Cyber Worlds' future depends on the answer to this question.

One possible answer to your question is the virtual movie world, where movie fans would take the form of movie characters & interact in the virtual spaces (resembling movie sets). The gaming industry has been doing it quite successfully for quite some time now. The key here is to take users from a known (movies) to unknown (virtual cyber worlds) in order to gain an acceptance & adoption to an area of web which is other wise strange & unknown to a significant majority of worldwide internet users

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cbrown,

Couple of years ago I was at the meeting with some top manager of Linden Lab, and the guy said, that  one of the most  important  things  of the conferences and meetings was  talks in the corridors.So when  the  usual on line conference is over, the cameras are turned off, people do not have an opportunity  to discuss the things unofficially, while when you are on Second Life, you can go to some virtual bar  or park and talk.

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I think I've said it before here, but for an enterprise user how is Second Life appreciably better for meetings than, say, WebEx? Second Life seems like too much of a pain for the end user to set up and navigate around in just to view a powerpoint presentation or a demo of some other software :-)

tsaleem
IQ Crew
Friday June 11, 2010 7:31:55 AM
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At last LL realised that custom client app is what's keeping back the masses from their virtual world! 

Question: With a browser-based solution for the individual consumer, does anyone think they are going to end up competing with FaceBook's offering?

Gordon Haff
Thinkernetter
Thursday June 10, 2010 9:21:21 PM
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I got sucked into the Second Life hype more than I probably should have at one point because people and companies I respected were so excited about it in spite of my own meh reactions. And then, curiously, in spite of the fact that almost all the people I knew subsequently moved on, Second Life apparently was still growing impressively. Which may be the case although it's, um, rare to hear of successful companies cutting 30% of their staff--a massive layoff by any measure.

The whole virtual reality/virtual worlds thing remains interesting. A  big question is what needs to happen to make it transparently immersive enough to actually be interesting to mainstream audiences.

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