Now open through until December 13th, 2024 is the Winter Showcase in support of the American Diabetes Association (ADA), through Team Diabetes of Second Life, ADA’s official and authorised in-world fund-raising team. As with previous years, the event includes live performers, DJs, dancing, ice skating, and the Winter Showcase for shopping and a seasonal hunt.
As is traditional for the event, it occupies one half of a region, with the Showcase shops for merchants bracketing the central events and activities area. The merchants participating in this years event are:
Merchants are each offering at least one item among their displays with 100% of proceeds from sales going directly to Team Diabetes of Second Life. The full shopping guide can be found on the Team Diabetes of Second Life website.
Team Diabetes of SL Winter Showcase 2024
Event Schedule
Sunday, December 8th, 2024
10:00 – Samuel James
11:00 – Mimi Carpenter
12:00 Noon – Mapoo Little
The Reindeer Hunt features prize-giving reindeer. Find them, pay L$10 and claim the prizes. All proceeds go to ADA. A list of prizes is available on the Team Diabetes of Second Life website.
About the American Diabetes Association and Team Diabetes of Second Life
Established in 1940, the American Diabetes Association is working to both prevent and cure diabetes in all it forms, and to help improve the lives of all those affected by diabetes. It does this by providing objective and credible information and resources about diabetes to communities, and funding research into ways and means of both managing and curing the illness. In addition, the Association gives voice to those denied their rights as a consequence of being affected by diabetes.
Team Diabetes of Second Life is an official and authorised fund-raiser for the American Diabetes Association in Second Life. Established with the aim of raising funds in support of diabetes treatment and to raise awareness of the disease in SL, Team Diabetes of Second Life was founded by Jessi2009 Warrhol and John (Johannes1977 Resident).
Angelic Bay, December 2024
Angelic Bay Winter Celebration Photo Competition
As noted, the Winter Showcase occupies one half of Kultivate Magazine’s Angelic Bay, a Full Region intended for photography. Currently dressed for winter, the second half of the region is open to visitors, and is currently hosting a photo competition offering a total prize pool of L$30,000 to be split between four winners.
Angelic Bay, December 2024
Details on the competition can be obtained from the main Landing Point, but in brief:
Images entered into the competition:
Must have been taken within the half-region setting.
On Friday 6th, December, 2024, Linden Lab hosted the second of its Zoom-base “Blogger Town Hall” calls with invited bloggers to discuss Second Life in a session. The topics discussed were wide-ranging, covering Mobile, marketing, the desktop viewer, support and other issues.
Participating directly in the meeting from Linden Lab were: Executive Chairman, Brad Oberwager, CTO Philip Rosedale; VP of Product and Engineering Grumpity Linden, Pluto Linden (Mobile UX), with Brett Linden hosting the event.
As reiterated in this meeting, the Lab is experimenting with routes of engagement with the broad user base of Second Life – many of whom may not read the official blog posts on secondlife.com, but who may follow one or more bloggers. Further, these bloggers know how to communicate with their audience / have come to enjoy an audience because of they was they blog – written or video, etc., and so they offer a far-reaching channel of communications. Most particularly, the zoom meetings:
They allow for face-to-face interactions between users and those at the Lab, allowing the latter to be seen as they are.
The format allows LL to easily bring together different groups of bloggers relatively easily according to the core subjects the Lab would like to discuss and take feedback on.
Given this, these meetings are not replacing other forms of meeting / channels of communication – the Lab is experimenting with multiple ideas for improving their overall communications with users – and leveraging existing communicators / bloggers within the broader SL community is just one aspect of this work.
On The SL Mobile Roadmap
SL Mobile Credit: Linden Lab
Pluto Linden provided a presentation to highlight some of the upcoming features and capabilities that will be coming to SL Mobile in the coming months (approximately December 2024 through to Quarter 2, 2025), although as with everything, time frames for precise delivery on the following is subject to confirmation / change.
In doing so, Pluto emphasised the fact that all that has happened with the SL mobile product is foundational; “and now, a lot of the really exciting stuff is to come, and on the horizon for 2025”.
The presentation itself highlighted the following upcoming new features and capabilities:
2024 Plans
Ability to create accounts via Mobile, including creating an initial avatar and logging in using the existing new joiner workflow – also see below for more on this.
Extending the work on push notifications to include Group notices, including the ability to specify which of your Group from which you wish to receive notifications .
Persistent chat / IM conversations between log-ins.
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SL Mobile plans for late 2024
Quarter 1, 2025
Implement an Address Bar, making it possible to:
Search landmarks /create landmarks.
Share SLurls with people on other apps (Discord, Reddit, WhatsApp, etc.) via the native share cards found in Android and iOS.
Allow maps.secondlife.com work on the Mobile App.
Shipping the first version of a new feature called Lobby, intended to:
Reduce the time between launching the App and in-world interactions.
Provide information and a focus on communication within the App, allowing the user to see and respond to incoming messages; see who among their friends is on-line, even as the App is loading the world, .
Provide an ability for those on lower / mid-tier mobile devices to make use of the App as a communications tool.
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SL Mobile plans for Q1 2025
Quarter 2, 2025
Better and faster access to chat, avoiding multiple taps on the screen.
Better selection of, and interaction with, in-world objects.
Laying the groundwork for item-level avatar editing, which is seen as a springboard to offering other / further ways of interacting with Inventory, including the potential of eventually making Marketplace purchases through the App and being able to unpack and use them.
SL Mobile updates planned for Q2 2025
Mobile App – Audience and On-Boarding
As noted in Second Life Mobile: free to all users & Lab execs discuss the product and goals, SL Mobile is being broadly developed at the moment with two primary audiences in mind: existing users, as a means for them to enhance their SL experience through being able to engage with the platform whilst away from their desktop viewer access; and “Lapsed” users who have left SL, and who have stated a reason for them doing so is because SL doesn’t address their preference for using mobile to access the things they want to do.
This was reiterated by Brad Oberwager when discussing the fact that SL Mobile will have the ability to create new SL accounts in the very near future.
We built the Mobile App for current residents with the hope it brings lapsed residents back. But because we’re not putting any marketing dollars behind getting people into [Second Life] through the Mobile App, the join flow is really going to be getting an alt put together [so] while you can do all sorts of things through the join flow, this is really designed for current users.
We wanted to put the full experience on the Mobile App, because that would cool if VentureBeat was going to write something, and they want to come through, it would be cool to have that happen; but that’s not what we’re marketing towards.
-Brad Oberwager, December 6th, 2024
Measuring SL Mobile’s Success
In terms of measuring the overall success of SL mobile, the Lab is not focused on technical elements (features, crash rates, bug fixes etc.). The key performance indicators (KPIs) for measuring the App’s success are focused on usage, for example:
How many times a month is the App being used overall / how many times a month is an individual using the App.
How many times a day is the App being used overall / how many times a day does an individual log-in to SL using the App.
How long does an individual spend in-world when logged-in via the App.
How many people are downloading the App is considered a separate measure, as it both leads to the above three as meaningful measures, and is more a “ego statistic”.
On Marketing Second Life and Top-Level Goals for the Platform
What our goal is as a company … as we start to gear-up marketing dollars and things like that, is to do two things. One is to bring folks back who have recently been engaged as residents [and] who have now stopped that engagement for whatever reason, to bring those folks back in to enrich the community; and to do outreach to bring in new residents. New residents that get excited about living in Second Life [and] they spend a lot of money because they’ve got to dress their avatars and get their houses and things like that.
So everything that we’re doing now is designed for those two things. So that means making Second Life easier – high priority; giving a better experience for current residents – high priority, because if you can satisfy that, then you can have those current residents bring-in lapsed residents. So everything that we’re thinking of goes in that lens … We’re spending our money towards the desktop, getting ne folks in through that channel so that they can spend more money on our creators, so our creators are reinvigorated and the community continues to be invigorated.
– Brad Oberwager, December 6th, 2024
He went on to confirm that with all the work that has thus far gone into Second Life and the Lab over the last few years, including the recent restructuring is to pave the way towards growing the platform and in Marketing it more and more clearly.
Everything we’re making [in SL}, we’re putting it back in. What I am going to do, is I’m gong to start to change where I’m putting that money. And I’m going to start putting that money into marketing dollars because I want to bring folks into the world. … I think that our product is relevant; I don’t think it is relevant for everybody … but I think there’s an imperative that [Second Life] continues and it’s extremely valuable for folks out there to learn about and come in. That costs money.
– Brad Oberwager, December 6th, 2024
This work as actually starting now, with money “dribbling out” with a focus on SL on the desktop and in bring people back to the platform, on getting existing users to log-in more, and on bringing-in the people who would likely find Second Life a great place in which to spend time. Some of this will be experimental, with the Lab continuing to analyse what works and what doesn’t over the next few months, and the marketing work will, interestingly, be synced with new product releases.
On SL Desktop’s Accessibility and Future
The focus with desktop viewer development over the last several months has been on making the platform more accessible to lower-specification computers (as reported in the likes of my CCUG meeting summaries). This work has most notably included significant performance improvement work on the viewer, and the purchasing of a lot of older hardware / graphics cards on which Second Life ca be tested and better determinations made as to how best to handle performance shortfalls / bottlenecks / enable SL to perform reasonably well on such hardware (affectionately referred toas the Potato Farm at LL).
We did identify various pain points for people on lower-end machines, and there’s been a lot of work our team has been doing to address them. They’re working quickly and they’re working together with Firestorm so that those changes [many in the ExtraFPS viewer, which at the time of writing was in Release Candidate status and close to being promoted to release status] are rolled out to everyone as quickly as possible once they’re ready.
There’s going to be changes to viewer settings that will improve performance and some controls people are able to have over choices that they make in terms of how good things look and how fast they run. And we’re also looking to put together some recommendations for [hardware] configurations where we know Second Life will run really well at different price-points.
– VP of Engineering and Product, Grumpity Linden
The overall goal of this work is “to meet you where you are, on the hardware you are [on], and we want you to have the best possible experience in Second Life.
In addition, Philip Rosedale noted that LL have a lot of “different tools in the hanger” which can help further improve the viewer when running on older hardware, including the Unity-based rendering engine developed for Mobile.
It is, as you know, not exactly the same by any stretch as other engines that are out there, but we have it as a tool. How we use it to, say, improve the desktop experience, we’re not sure yet. But we’re definitely happy that we’ve got a pretty good Second Life renderer running on Unity, we’re just not sure how we’re going to use it. But we are going to make Second Life more accessible on all machines.
– Philip Rosedale, December 6th, 2024
In this, it was also emphasised that the presumption at the Lab is that the primary mode for accessing and using Second Life will remain the desktop viewer (in some form), and that SL Mobile will be very much an adjunct / companion to that use.
We do not believe the the experience of Second Life at this point in time can be transitioned entirely to a a “black mirror” experience, as I like to say, because it is more the small size of the window that is the challenge here … Even if we could do anything technically we wanted to, we remain cautious – in fact sceptical – about the ability to do all the things one wants to do with Second Life on a mobile device.
– Philip Rosedale, December 6th, 2024
On Matters of Support
It was noted that in the recently company restructuring (which saw a number of layoffs and was geared toward a focus on customer success and trust and safety, the ball was dropped on matters of general user support for a time. This is not improving, and Brad Oberwager, whilst taking full responsibility for the slip, believes that by the years end, support responses will by “100% better and faster”.