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These two points offer a sliver of hope to the metaverse marketer.
As to the underwhelming results thus far, I can suggest three factors not covered in Komjuniti’s analysis.
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A big thank-you is owed to Zack84 Burton (Fox of Doom) for his tireless work on the Second Life Airport Information Guide (actually, your information page is closed, and we need contact with Zack for if he has a new link, but you can see your photos in Flickr).
Today, the rising tide of virtual reality — with companies like Facebook, HTC, and Sony betting big on immersive 3D technology — means that Second Life's time may have come around.
Teleporting is to SL Advertising What the Channel Clicker is to TV Ads The standard means of travel in SL is point-to-point teleportation, near-instantaneous transit from one x,y,z location to another.
(Though it gets more press, Superman-esque flying is mostly used in short, localized bursts to get around obstacles.) P2P teleporting renders billboards and most other location-based advertising useless, and in any case, most SL marketers buy and develop on private virtual islands, where they can fully control the branding experience.
Back then, the world was ooh-ing and aah-ing at virtual real estate millionaires who were appearing on the cover of magazines like Businessweek, buying and selling land and goods in an ambitious effort to create a cohesive digital world.
But although you probably haven't heard much about it lately, Second Life hasn't gone anywhere.
If you experience any problems with your viewer after performing a basic install, our first recommendation is to reinstall with a clean install. A clean install is also the best way to avoid many potential issues the first time.