Sansar’s sale and Tilia Inc: Ebbe Altberg reveals more on both

Speaking at the Above the Book session at the 2020 Virtual Worlds Brest Practices in Education conference on March 26th, and again during the Lab Gab episode 19 segment that aired on Friday, March 27th, Linden Lab CEO Ebbe Altberg revealed more about the about the sale of Sansar and the future of that platform. Also during the VWBPE session, he revealed something of the future path for Tilia Inc, the Lab’s subsidiary company.

The following is an amalgam of his comments during both sessions, complete with a quotes, audio extracts from the VWBPE Above the Book session, references to source material and supporting links.

Sansar’s Sale

Summary

The decision to sell Sansar came, at least in part, from the recognition that as a platform, it lay at a very different stage of its evolution compared to Second Life, requiring different investment and resourcing¹.

With the decision made, the Sansar team were apparently given the freedom to attempt to raise money / seek interested parties in order to keep the platform going (hence, perhaps, Ebbe Altberg’s February 12th comment that the former Sansar team were involved in discussions concerning the platform’s future – see the quote in Sansar: lay-offs, rumours, and confusion, February 12th, 2020)².

As it is, with the sale of Sansar, some 30 members of the team have (so far?) received offers to join Wookey Project Corp, and as of the March 27th Lab Gab session, “a bunch of them” are back to work¹. In support of this, I noted in a recent blog post that Sansar’s Community Manager, Galileo, appears to already be part of the Wookey Sansar team, having posted the Sansar blog post referenced below. Further, both Sheri Bryant and Julia Munck, formerly Sansar’s General Manager and Sansar’s VP of Product respectively at Linden Lab, have departed the company – presumably to join Wookey Project Corp.

It appears that the focus for the platform will potentially remain on it being a platform for large scale virtual events in the music / entertainment sectors, and that both desktop and VR support will be continued – although obviously, strategy and direction are now the remit of Sansar’s new owners.

Linden Lab will remain a “partner”, inasmuch as Tilia will continue to be used for Sanasr Dollar transactions and fiat money payouts (see more on Tilia below)¹ ².

Ebbe’s Comments – VWBPE Above the Book

To make the long story short about Sansar, we at Linden Lab decided to sell it and to give the team the chance to go raise funds and go it alone. I think it’s easier for them to go raise money as a separate stand-alone company rather than as a part of Linden Lab. Second Life is a very established, profitable, product and we kind-of had a start-up inside of an established, profitable company. And it was actually easier for them, I think, to raise money as a standalone, rather than as a part of Linden Lab.
So … the staff that worked on Sansar are all getting offers by the new entity to come back and start working on Sansar again, and I think they’ve started this week, so I’m super happy that the product and the technology and the team all get a chance to continue … and it makes it easier for Linden Lab and Sansar to both succeed, I think, going forward. I’m happy for the way things ended up in the end.

References

  1. Lab Gab – 0:40-3:00.
  2. VWBPE 2020 Above the Book – 49:55-51:47.

Additional Links

Tilia Comments

We are all likely familiar with Tilia Inc., Linden Lab’s subsidiary that handles all micro-transactions and payments /payouts related to Linden Dollars and Sansar Dollars, and which manages the Lab’s compliance with regulations relating to its role as a Money Transmitter / Money Services Business (MSB).

Tilia officially launched on Thursday August 1st, 2019, having been formally introduced to SL users in July 2019 – although as I noted at the time, SL and Sansar users may have had some awareness of its existence as the Tilia Inc., logo had been on both the SL and Sansar web pages related to L$ and S$ account purchases and Sansar account management for some time. For my part, I’d been speculating about the company since November 2015, and did so again in July 2019, when I noted that Tilia appeared to be geared towards providing its services to other companies.

I first ruminated on Tilia being a means for Linden Lab to offer virtual economy solutions in July 2019, as a result of the (fairly obvious!) clue on the Tilia home page

Whilst speaking at the VWBPE Above the Book event, Ebbe indicated that with the sale of Sansar, Wookey Project Corp is effectively Linden Lab’s first customer for Tilia’s services, as the latter will continue to provide payment / payout capabilities for those using Sansar and the Sansar Dollar.

In addition, he also indicated more customers for Tilia are on the way:

We’re partners with them [Wookey Project Corp] because they’re using Tilia for payments / payouts just like Second Life is doing, and Tilia will have more and more customers over time. We have several of them lined-up to be integrated to get those payment services.

No specific details on which companies are planning to use  Tilia, I’ll hopefully have more as they are announced.

Lab Gab 19 summary: Ebbe & Brett; LL, SL, Sansar & more

via Linden Lab

The 19th edition of Lab Gab was live streamed on Friday, March 27th, featuring Brett Linden, the Lab’s Senior Director of Marketing, and linden Lab CEO Ebbe Altberg, who were invited to discuss the Lab’s response to the SARS coronavirus 2 (SARS-CoV-2) pandemic and talk about Second life in general.

The official video of the segment is available via You Tube, and is embedded at the end of this article. The following is a summary of the key topics discussed and responses to questions. Note that the last 15 minutes of the video is something of an advert for the Linden Lab sponsored Mankind Tracer concert being held on Sunday, March 29th, which is not a part of this summary.

Sansar Summary

[0:40-3:00]

  • The decision to sell Sansar came, at least in part, from the recognition that as a platform, Sansar is at a very different stage of its evolution compared to Second Life, requiring different investment and resourcing.
  • Some 30 of the original team have received offers to join the new entity running Sansar (Wookey Project Corp), and “a bunch of them” are already back at work.
  • It appears that the focus for the platform will potentially remain on it being a platform for large scale virtual events in the music / entertainment sectors, utilising the platform’s ability to instance events for “many thousands” of attendees. Also, desktop and VR support will both likely be maintained.
    • However, the overall strategy and focus for developing Sansar is now obviously up to the new owners.
  • Linden Lab will remain a “partner”, inasmuch as Tilia will continue to be used for Sansar Dollar transactions and fiat money payouts, with Tilia also due to gain more customers in the near future..

Coronavirus Related

Dealing with the Virus

[3:00-7:48] plus as timestamped below.

  • On a set of personal notes,Ebbe, Brett and Lab Gab’s host, Strawberry Linden have thus far avoided infection (like the rest of the Lab’s staff they are working from home), but obviously, they do have concerns about the virus and its potential to impact family and friends.
  • Linden Lab is fortunate that it is exceptionally well geared towards remote working (many staff worked from home as a matter of course well before the current pandemic, and that’s been the way since the company’s formation).
  • It is not anticipated that Second Life should experience significant service interruptions due to the current health situation.
  • A comment that has been used among LL staff during calls and virtual meetings has been, “stay safe, stay virtual”.
  • [14:53-17:04] Users can help ease unnecessary stress on SL / LL staff by avoiding squabbles and upsets that can result in unnecessary abuse reports, etc., and by providing help to one another to lighten calls to support staff, as well showing support / friendliness to new users.
  • [27:55-29:33] All LL offices are closed. The co-lo data centre is open for access, if required, but all co-lo work is actually outsourced.

Usage and Concurrency

[7:48-11:09]

  • The last several weeks has seen a resurgence in the number of returning users (those who have not logged-in to SL for some time) as well as a rise in new users accessing the service.
  • New registrations are up by some 60%, with a rise in concurrency of around 10% overall.
  • These rises particularly correspond with cities, regions and countries where a lock-down is ordered.
  • Established users are encouraged to be kind and support incoming new and returning users, given they are likely trying to deal with the anxieties of the current situation.

Absolutely. We’re seeing quite [an] interesting resurgence of returning users, as well as new users coming in to explore Second Life. We see registrations up over 60% and concurrency’s up north of 10%, and we’re just a week or so into people being locked up. We can actually see countries and states that imposed strict stay-home policies, we see a corresponding jump in people in those markets jumping into Second Life.

– Ebbe Altberg, Lab Gab, March 27th

  • LL is not focusing any new features / activities specifically for those coming into SL as an alternative to watching television, playing games, etc. They are constantly working to increase registrations and user retention outside of any crisis.
  • The company is heavily committed to the the cloud uplift to AWS  / Google through until the end of the year, so there is not a lot of available resource to take on major new initiatives. This work will likely take the majority of the Lab’s technical resources through until the end of the year (see below as well).

Region Owners Impacted by the Virus & Assistance from the Lab

[17:10-18:54]

  • Contact support – see also: Region owners impacted by the Covid-19 pandemic encouraged to contact LL.
  • LL has no wish to see regions go under because holders are experiencing hardship as a result of result income at this time. however, the company also cannot afford to just give across-the-board reductions in tier.
  • Where cases can be explained  / discussed / explored, Linden Lab will try to do what they can and is taking a “human, compassionate” approach to people’s needs”.

Supporting Businesses and Education

[18:59-27:50]

  • Linden Lab has been “inundated” with requests from educators, businesses, etc., on whether Second Life can provide support for them.
  • The volume has been such that LL has had to re-assign resources to help deal with the incoming requests. There has also bee a certain amount of media attention on what Second Life can offer – the UK’s Daily Telegraph ran a paywalled article on SL and remote working on March 26th, for example)
  • It takes time to bring organisations in: understanding their requirements, getting them into SL, ensuring they have the required in-world facilities, etc.
  • In addition, LL have been carefully crafting a media campaign to raise awareness of SL as a place for socialisation and discovery. These have been garnering high rates of click-through that may be contributing to the upswing in registrations.
  • For the business side  – remote working, conferences, meetings, etc.,  – the Lab launched a micro-website and an accompanying updated FAQ promoting Second life as a working environment (see also: Second Life: support for remote working & reduced education / non-profit fees – updated, March 16th). This provides access to a series of seven turnkey region solutions for business use, comprising single and multi-region settings, capable of handling up to 350 avatars, with individual regions intentionally optimised such that they can comfortably and consistently handle 75 avatars apiece without becoming stressed.

The seven new turnkey business/ meeting environments provided by Linden Lab.

  • Education is still very much a factor in Second Life as well, with the platform again seeing an uptick in interest from educational organisations.
    • Various schools and universities can be found in the Destination Guide, and some have been active in SL for over a decade.
    • More are not publicly visible as they operate gated access for staff and students only.
  • Organisations such as CNDG are using Second Life for teaching / simulations in what is referred to as an “ambitious long-lasting run in SL”, with up to 10,000 students involved with Second Life experiential teaching modules.
  • Training also forms a part of learning in SL. For example, many nurses and medial staff have received simulation training within Second Life.
  • LL is committed to continuing to support educational use cases and make it easier for educational organisations and students to take advantage of what SL can offer.
  • Second life is also the focal point for the annual Virtual Worlds Best Practices in Education (VWBPE) conference.

Other Topics

Book Club and Showcase Streams

[11:10-14:43]

  • Despite the cloud uplift work, Linden Lab did announce two new two new initiatives on the marketing side:
    • The Second Life Book Club will launch on April 8th and a monthly event. A spin-off from the Draxtor Book Club hosted on Sansar, the Second Life Book Club will feature Draxtor Despres in conversation with authors from around the world, with the first instalment featuring Matt Ruff, Ken Liu, SL Huang, CB Lee, and a possible additional guest.
    • Showcase Streams will be a series of spontaneous “drop in” video streams that will aim to spotlight the many music, art and cultural events in Second Life.
  • Outside of the current pandemic, a reason for implementing initiatives like these is that the Lab has seen an uptick in interest in second Life as a result of the their social media engagement and the success of formats like Lab Gab in capturing non-SL users’ interest.

Name Changes

[29:41-30:52]

  • Most recently subjected to an internal pile-on test (stress test with mass use of a capability, in this case by LL staff) to uncover any previously missed bugs or issues.
  • Could now be just “a very few weeks” away from launching.

iOS Mobile Companion

[30:58-33:11]

  • Lots of activity.
  • Must be understood this will primarily be a communications tool (e.g. IMs, group messaging, etc., but not local chat or in-world presence / 3D view initially).
  • Now very close to Alpha status, which may only be for internal testing, and the path from that to initial release isn’t currently clear (iOS apps are subject to Apple strictures, among other things).
  • Work has now started on the Android version of this companion app as well, and the hope is this will quickly catch-up with the iOS version.

Future Plans / Updates

[36:10-39:27]

  • For 2020, the cloud uplift. This is occurring on a service-by-service basis on the back end (e.g. log-in service, web services, group services, etc.).
  • Transitioning the simulators will be a huge undertaking.
  • Some services have seen significant performance improvements following their transition, just because services a moving to more up-to-date hardware and newer infrastructure.
  • Because of this, 2020 will not be a major SL feature release year beyond what is already stated as being in the works (e.g. EEP, Name Changes, Premium Plus, mobile companion). Anything else will be subject to resources being available.
  • Note that more on SL tech and the uplift will be featured in the April 3rd Lab Gab which will feature Oz Linden, VP of engineering and members of his teams.

VWBPE 2020: Above the Book with Ebbe and Patch – summary

via vwbpe.org

The following is a summary of the VWBPE Above the Book session held on Thursday, March 26th. The session featured as guests, Ebbe Altberg, CEO of Linden Lab and Patch Linden, Vice President, Product Operations and a member of the Lab’s management team.

The video of the session is available on You Tube and is embedded at the end of this article, while the following is a summary of the discussion’s key points, with time stamps to the relevant points in the video for reference.

Notes:

  • Ebbe Altberg had a significant viewer issue that precluded his participation in the first half of the discussion, as such the majority of the summary points below are based on Patch Linden’s responses to questions etc. Where they are based on a reply or comment made by Ebbe, they are preceded by “[EA]”.
  • Time stamps commence at the 18-minute mark because there is a significant blank lead-in to the video.

Educational Discount and Work Opportunities in SL

Educational Discount

[18:48-19:45]

  • On March 13th, 2020 linden Lab introduced a limited time offer for education and non-profit organisations to to obtain full regions in Second Life / reduce their current full region tier to US $99.00 per month.
  • Once granted the fee reduction will remain applicable “as long as their [the organisation’s  / individual’s] invoicing is current.”
  • The reduction is something that had been under consideration by the Lab prior to the SARS-Cov-2 / Covid-19 situation, but it seemed that given the situation with learning centres around the globe being closed around the world, now was the time to introduce the offer in order to help organisations find a place where they can continue to offer lessons / services alongside of other options they might be exploring.

Business / Work Opportunities

[20:14-24:17]

  • Alongside of the educational / non-profit discount, Linden Lab also created a micro-website and an accompanying updated FAQ promoting Second life as a working environment.
  • This is designed to appeal / apply to to broad range of potential use-cases: educational, business, etc.
  • It is being actively used by LL to coordinate responses to the needs of those making enquiries and correspond with applicants / interested parties.
  • Connected to this work, the Lab has offered a set of seven turn-key solutions for interested parties.
    • Comprising single and multi-region facilities, which see a clever re-purposing of existing designs (e.g, the Horizons hub area, the Bellisseria Campwich lodge, the SL16B auditorium, part of the Paleoquest regions), as well as the 4-region Linden Town Hall facilities.
  • The single region facilities have been intentionally optimised such that they can comfortably and consistently handle 75 avatars apiece without becoming stressed.

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The seven new pre-fabricated business/ meeting environments provided by Linden Lab.

  • There has also been some marketing work alongside of this to help raise awareness of SL’s continued presence as a platform (the UK’s Daily Telegraph ran a paywalled article on SL and remote working on March 26th, for example).

SL and Technology Related Questions

  • [24:24-25:33] Cloud Uplift: will sharding / instancing of regions be possible?
    • Potentially, but much further down the road.
    • The focus at the moment is on transitioning the SL infrastructure and getting it to a point where regions can be operated via the cloud.
    • Opportunities for product offerings, etc, will be considered some time after the uplift has been completed and costs, etc., better known.
  • [32:07-34:34] Despite all the talk of VR headsets and immersivity being ” the future”, the fact is virtual worlds already provide a 3D, immersive experience, even if viewed via a 2D screen. Given high frame-rate VR systems are still outside of most people’s pockets / interest, don’t you think worlds like SL are due a renaissance?
    • VR is a fully immersive experience that cannot be matched for its sense of presence.
    • SL has some significant challenges when it comes to that kind of immersive experience it will need to rise to [FPS, optimised content / content management], and / or the VR hardware requirements will need to come down to make VR is SL acceptable. They will likely draw together in time, but that’s not something for SL’s current roadmap.
  • [40:17-42:25] Has the more widespread availability of bandwidth and higher speed connectivity made it easier for people to connect to Second Life?
    • Yes. The ability for ISPs to provide faster connectivity, particularly now with fibre, has helped with SL’s global reach and accessibility.
    • 16-17 years ago, cable DSL was just coming in, and people without it, particularly if far away from the SL data centres, could experience issues with connecting. Over the last decade, the reported incidence of these kinds of issues has decreased to a point where they seem to be rarely heard.
  • [1:10:55-1:11:41] Given the current pandemic and the situation with the Second Norway / Sailors Cove East estates (see Second Norway & Sailor’s Cove East: rumours & statements), is LL considering providing region holder who are facing financial issues / lack of income due to SARS-Cov-2 some form of relief?
    • Region owners facing such issues are encouraged to approach the Second Life support team.
    • As it is, LL is working specific with Ey Ren, the estate owner for Second Norway / Sailor’s Cove East to try to resolve that situation.

Second Life and the Future

  • [1:02.07-1:07:38] As LL is again a single-product company, what is the vision, looking forward?
    • As already mentioned, the cloud uplift to AWS and Google is a major focus, and will take up most of the Lab’s time and effort throughout 2020, with the goal of completing the work in 2020.
    • It is hoped that the basic transitioning to the cloud will produce meaningful performance improvements.
    • There will not be a significant number of features coming on top of this work outside of those committed to (e.g. EEP, Name Changes, Premium Plus).
    • However, the uplift should position LL / SL for a long-term future, and should be seen as a commitment on LL’s part to the continuance of SL – the investment required in the shift would not have been made if there was a lack of confidence about the platform’s future.
    • LL itself is in a very comfortable position and profitable.
    • Further, the company’s organisational set-up means that it has not been overly impacted by the current pandemic crisis.
    • Second Life is seeing rising engagement and concurrency at present.
    • Overall the company has a very positive view of the future for SL, and very pleased with where they are in terms of the SL product offering.
    • Those interested in learning more about the technical side of SL can tune-in to the April 3rd edition of Lab Gab, which will feature Oz Linden, VP of Engineering and members of his teams.
    • Ebbe himself is now “100% devoted” to Second Life and Tilia.

Education Related Questions

  • [25:45-26:47] Will SL be able to connect to Canvas LMS? A lot of this can be supported through the in-viewer browser and via the viewer’s implementation of Chrome Embedded Framework (CEF).
    • Improvements to media  / web handling in the viewer are being made (notably media and CEF), and there should hopefully be more news on this Soon™.
  • [27:39-28:29] Can more be done to allow people to bring in their “traditional” and familiar 2D means of presentation (e.g. PowerPoint, etc), into SL beyond having to use use things like Media On A Prim (MOAP), etc?
    • The coming updates to media / web handling might have a lot to do with this, particularly in displaying 2D information formats. Essentially, if it is web-based, then you should be able to display it in-world.
    • [EA – 52:49-54:29] SL is perfect for iterative, interactive classroom activities and allowing students to contribute content to the classroom and in experiential education (field trips, learning through directed activities / simulation / training). However, more could be done to make the more traditional teaching tools – blackboards, whiteboards, video presentation, etc., – available / easier to utilise with Second Life.
  • [37:57-38:55] What about screen sharing / desktop sharing with SL?
    • Would be challenging to provide through Second Life, but obviously there are applications that will allow Second Life itself to be shared between screens / desktops.
    • It’s unclear as to what form any path to providing screen / desktop sharing within SL / the viewer might take.
  • [55:25-57:40] Can teaching environments be locked down to only allow students and staff access, and to prevent students teleporting away?
    • Regions do allow levels of privacy (access by group, access list, region / estate-level access blocking, etc.). It is also possible to bring users directly into a specific region / estate, and created accounts can be locked to a specific region / estate.
    • The siloing capability is available in Second Life, and it is made available to educators to use, and are available as a part of the educational / non-profit region fee.
    • [EA – 59:10-1:01:55]:
      • While it is not being considered by the Lab at present, it might be possible, post cloud uplift, to enable separate Second Life grids to be spun-up with completely different user name / account spaces associated with them.
      • If there are specific use cases for access control that aren’t provided by the Lab, or ways in which LL might provision specific market silo support, educators / physical world business users are encouraged to contact Patch and his team to discuss them or send ideas to business-at-lindenlab.com.
  • [1:07:53-1:10:54] Could a controlled space be provided where educators could collaborate to produce material in-world for students?
    • Can already be done.
    • A portal style space showing what is available for education in SL might be possible. One used to be provided, and LL might be interested in partnering with educationals to again provide one. Ideas can again be passed via business-at-lindenlab.com.

Sansar Related Discussion

  • [43:05-49:54] Second Life (and OpenSim) has always offered the ability for real-time content creation, which has been seen as one of the major attractions for it, and it was something lacking in Sansar that may have contributed to its lack of appeal. Do you think there is a long future for Second Life with its ease-of-creation?
    •  Yes.
    • [EA] Nowadays original content creation within SL is rare; most users are more customisers that original asset creators; they purchase items and then lay them out. Clearly, content creation & collaborative design are required in a virtual space, but do they need to be in the run-time environment?
    • [EA] Sansar took the route of separating the design process from the run-time environment to allow the latter to be a more performant environment, allowing everything placed in the design environment to be properly optimised [“baked”] to provide a good run-time experience.
    • [EA] Sadly, LL never got to the point of implementing collaborative design in the editor, or in really giving power to users to design their space without having to have a lot of expertise.
  • [49:55-51:47] On the sale of Sansar  [EA]:
    • Decision was made to sell Sansar and give the team that had been working on it to go and raise funds to try to go it alone with Sansar.
    • Was felt that it was easier for them to raise money as a separate entity from LL, given that Second Life is an established brand and Sansar was effectively a start-up brans within the environment responsible for Second Life.
    • As it is all of the staff who worked on Sansar are getting employment offers from Wookey project Corp., the new owners.
    • Linden Lab remain something of a partner to Sansar, as the platform will continue to use Tilia Inc, the Lab’s micro-payments  / virtual world tokens subsidiary to manage Sansar Dollar payments and payouts. Tilia itself will be growing its customer base with more clients lined-up to join it.

Linden Lab confirm the sale of Sansar to Wookey Project Corp – updated

Courtesy of Wookey Project Corp

On March 21st, and following rumours and conversations on the Sansar Discord server, I reported on Linden Lab having sold Sansar to Wookey Projects Inc (now referred to as Wookey Project Corp).  At the time, there was no confirmation from either Linden Lab or Wookey Projects on the matter (although I can note that since that post, I’ve had a brief conversational exchange with Wookey’s interim CEO, and hope to have more in the future).

On Tuesday, March 24th, Linden Lab, in response to assorted enquires issued a press release confirming the sale, which reads in part:

Linden Lab has had some inquiries from the public and media about the current happenings of Sansar. We are very excited to witness the unfolding of Sansar getting a fresh opportunity to thrive under the ownership of Wookey Project Corp., a San Francisco-based technology company that has assumed all operations without any interruption to operations or the Sansar community.

We are proud to have given birth to this amazing platform for creativity and live events, and encourage our community to continue the process of supporting Sansar as it shifts to new ownership. We’ve assembled a quick FAQ to address key inquiries about this transition.

Among other things, the release also makes clear that:

  • Wookey Project Corp. assumes all operations and management of Sansar, and Linden Lab is no longer involved with the platform.
  • The deal does not include or affect the ownership, management and operation of either Second Life and Tilia Inc., which continue under Linden Lab’s sole ownership.
  • However, Tilia Inc., has been contracted by Wookey Projects Corp as a third party service provider to perform certain back office functions for Sansar, including the issuance and redemption of Sansar’s in-game virtual tokens.
  • Wookey’s aim for Sansar is to “continue to evolve [it] as the premier platform for live events and entertainment including (but not limited to) support for VR, while Second Life is positioned as the Internet’s leading user-created virtual world platform.

Further to the announcement, a familiar face at Sansar – Galileo, the community manager there – issued a Sansar blog post that also provided a further official confirmation, reading in part:

Meet the new Sansar. Recently we were presented with an exciting opportunity: strike out on our own as a new entity, under new management with a focus on premier virtual events. We knew we needed to keep together our team and our vision, and the incredible community we’d built over the years.

Lucky for us, there was a company out there just as ambitious and passionate about virtual events as we were – a team that is nurturing and expanding our platform to new heights, deploying capital and expertise in a time full of opportunities for virtual communities around the globe. This week, we’re thrilled to join their family officially. Join us in saying hello to our new owners, Wookey Project Corp.! 

Galileo’s post also makes it clear that Wookey intends to continue building Sansar as a platform, stating:

What does this mean for you? More of the amazing events you know and love! More cosplay karaoke, more zero-gravity game nights, more of the massive interstellar shows that Sansar’s known for – thousands joining from anywhere in the world for one-of-a-kind live performances. You can also expect more features for meeting, socializing and hanging out with friends from around the world. Possibly even more ways to experience Sansar across different devices (more on this in weeks to come!). Nothing will change in your day-to-day.

In these challenging times, we know just how important it is to stay connected. That’s why we’ll be working hard these next few weeks to bring people together with new shows and surprises. Meet-and-greets and live performances from some of music’s biggest names. Virtual versions of the festivals you thought were cancelled or postponed. It’ll be the most fun you ever had staying home!

I recommend both the press release and Galileo’s post for further information, and I will likely resume coverage of Sansar in these pages in the near future.

Those interested can also catch-up on my own look at Wookey here: Sansar: looking at the apparent new owner – Wookey Projects Inc.

Update: Sheri Bryant (formerly Linden Lab’s General Manager for Sansar) and Julia Munck (formerly VP of Product for Sansar) both appear to have departed Linden Lab in the course of the last week. Whether they have moved across to join Wookey or not has not been confirmed – but such a move would appear to make sense for both Sheri and Julia and for Wookey Project Corp.

Lab Gab 17: Luca Resident

via Linden Lab

Lab Gab turns its attention back towards resident guests on Friday, March 13th, with episode 17 announced as featuring lucagrabacr, who has been involved in Second Life for almost eight years.

Luca is a content creator, although she is probably best known for her SL videos, many of which seek to positively promote Second Life to the world at large. Her interview comes on the heels of a forum discussion she initiated about SL Marketing which was mentioned in the Lab Gab segment featuring the Second Life Marketing team.

Luca is also the co-founder of the Virtual Existence Society, a non-profit group of like-minded individuals who find value in the practice of virtual embodiment and the philosophy of virtual existentialism who and want to preserve, and promote those things. As a part of this, the VES recognises those who contribute to the practice of virtual embodiment and the cause of virtual existentialism, and in 2019, I was honoured by VES bestowing me with an Amicus award. You can find out more about VES, including its structure on the Virtual Existence Society website, and visitors are welcome at the society’s in-world headquarters.

As this is a resident interview, there is no process for submitting questions, but do be sure to tune in via the usual channels: YouTube, Facebook, Mixer, or Periscope, at 10:00am SLT (that’s 5:00pm UK and 6:00pm Europe, due to the US having moved to summer time) on Friday 13th March 2020.

Lab Gab 16 summary: marketing Second Life

via Linden Lab

The 16th edition of Lab Gab was live streamed on Friday, March 6th, featuring three members of the Second Life Marketing team: Brett Linden, the Lab’s Senior Director of Marketing, Darcy Linden, Performance Marketing Manager and Strawberry Linden, who was also acting in her role as the show’s host.

The official video of the segment is available via You Tube, and the following is a summary of the key topics discussed and responses to questions. Note that this is not a full transcript or summary; I’ve tried to keep this summary to the core discussions on the Marketing Team’s work, so be sure to refer to the video as well. Also, items provided below may not all reflect the chronological order in which they were discussed, but have been grouped together where appropriate. Time stamps are provided for those wishing to jump to a specific point in the video, which is also embedded at the end of this summary.

Note that further information on the Lab’s Marketing work for Second Life can also be found in the official blog post, The Heart & Science of Second Life Marketing, which is mentioned on several occasions during the video.

Brett Linden (l) and Darcy Linden (r) joined fellow Marketing team member Strawberry Linden for the March 6th edition of Lab Gab

Marketing Team Goals for 2020

[4:02-5:17]

  • Continue the drive for greater user acquisition (sign-up and conversions to retained users) and grow the active user base.
  • The retention focus is also on existing users – helping to keep them engaged and feeling a part of SL’s very broad “community”.
  • Helping the Second Life economy – highlighting and encouraging creativity in Second Life and the potential the platform offers in terms of creativity and potential income generation.
  • To re-energise the Second Life brand. The platform is 17 years old – no mean feat for any technology product  / platform – but that longevity  and history means that it’s important to keep SL relevant in pop culture, the media, etc., so the fact that it is still thriving is not forgotten.

General Marketing

  • [6:44-7:43] One of the major aspects of marketing material production has been SL related videos (e.g. in-house tutorials and videos exploring different regions in SL, plus the Made in SL series).
    • These have seen a dramatic increase in the volume of available videos for people to see through various channels and many of them have been localised into other languages for ease of digestion.
    • They also feed into market segmentation and efforts by the Lab to probe what resonates with users (potential, new and established) and generate greater interest / awareness in the platform.
  • [9:05-10:22] What is the target demographic LL looks at for SL?
    • LL has done analyses of audience segmentation, communities, themes, etc., and a lot of demographic data has been gathered in respect of this.
      • There is a lot of interest in the platform from the 18-24 year age bracket.
      • Conversely, with users who have spent 1,000 hours or more in SL, the age range is much broader (18 through to 60+).
    • Given the latter point, and  that as a virtual world, SL allows people to do pretty much anything they want and be whomever they wish, the Lab focuses more on breaking age barriers, and focuses on the richness of opportunities and experiences available within the platform, rather than on specific age groups, and helping communities active within SL to grow, regardless of age, race, gender, etc.
    • [46:35-47:22] That said, campaigns that are targeted for older users are being developed.
  • [24:32-25:49] Where to SL ads go, and how are channels selected?
    • Ads go to all suitable channels across the web – Google, Facebook, Microsoft, etc., and more recently Twitter and other social media.
    • Videos go to You Tube and Facebook.
    • LL always willing to experiment with new channels – social media, for example, has given “very mixed results”.
    • All advertising is subject to analysis and time has been put into enhancing the tools available for doing to and which will allow LL to extend their reach even further.
    • Part of this drive also involves identifying active communities in SL that can be used as a focus for ad campaigns.
  • [27:23-28:52] and [37:50-39:48] Is SL marketing work being localised for languages other than English? Yes. The new user video tutorial series, for example, has been translated into around 8 languages.  The same is also being done with SL ads.
  • [29:02-30:29] Why don’t SL users see these ads?
    • The fact the active SL users rarely / never see on-line adverts for SL is testament to the targeted nature of the campaigns and that they are reaching the intended audience – people who are not active in SL.
    • Advertising specific to existing users (e.g. promoting events, etc), goes via different mechanisms.
    • Investment is being made in technologies and capabilities to extend SL’s reach via marketing and potential user acquisition.
    • Most tech-literate people have heard about SL, so a portion of the work is focused on piquing their curiosity to the point where they go from reading / hearing about it to actively taking a look.
    • Some of this has been geared towards encouraging former users to log-in once more.
    • Work is also focused on audiences who may not be aware of SL.
  • [32:22-35:23] What is happening with regards to more organic marketing?
    • LL wants to to curate, create or assist the SL community in strong word-of-mouth marketing, including high-quality social media content.
    • Also looking at possibly using non-paid product placement opportunities with established TV programmes and media channels to more directly pitch SL.
      • An example of this that unfortunately didn’t go ahead, was the potential for Second Life to be placed / referenced within the British-made Black Mirror anthology series.

Marketing Second Life’s Adult Content

[10:28-16:00]

Two core questions were asked on the subject of adult content.

  • Is there any work being done to promote adult content in Second Life, including LL working with adult content creators, bloggers, etc, plus placing ads on other adult platforms?
    • Yes, LL are cautiously looking at how to incorporate SL’s adult content into messaging. But there are major  business implications / issues associated with trying to do so.
    • For example, industry “best practices” as defined by Google, Facebook, et al, tend to be conservative / limiting in what they will allow with advertising, which can impact both how LL can promote adult content and how effective any campaign might be given the restrictions other platforms have in place vis. adult content.
    • There are also serious consequences LL have to consider if they promote adult content through other platforms in the wrong way – such as losing complete access to a mainstream channel for advertising SL as a whole.
      • [58:15-59:24] The reason SL does not have a Twitch presence is because Twitch will not countenance any risk of adult content appearing on their platform. This is something the Lab is attempting to redress via discussions with Twitch.
    • Nevertheless, LL is testing more “provocative” messaging in some of their romance related campaigns – on of the more successful of their promotional campaigns in terms of click-through and possible audience capture.
  • Will adult content be promoted alongside / as a part of major SL events such as the SL Birthday, or promoting those adult regions that are thematically landscaped, or offering adult bloggers blog roll support?
    • For those logged-in to SL, either in-world or places like the Marketplace, it is possible to opt-in to seeing information related to Adult products, places, etc. via search, through the Maturity ratings.
    • There is also a Destination Guide category for adult content, allowing for the rules on image types, etc.
    • In terms of SLB and adult content, Marketing cannot speak for the Product Operations team, but how adult content might be handled vis-a-vis SL17B is something that is on Patch Linden’s radar (see also: Lab Gab #15 summary: the Moles, Patch SL17B and more).

Increasing User Retention

[18:56-24:30]

  • A good part of the marketing work is not just running campaigns and hoping they will draw users, but actively monitoring campaigns – how well / poorly they perform – and carrying out a range of testing (from simple A/B testing through more complex multivariate testing) to provide direct feedback on campaigns allowing them to be constantly refined and improved.
  • Testing also encompasses all aspects of the user sign-up process, landing pages, etc., that sit behind ad campaigns (collectively the join flow that carries an interested party from an ad through the sign-up process and (hopefully) in-world).
  • This has resulted in upticks in both sign-ups and users arriving in-world.
  • Testing initiatives also extends into the active user base (e.g. the rez day e-mail campaign) to see how the Lab can more positively engage with its existing users.
  • In terms of further plans  / activities related to user retention, The Heart & Science of Second Life Marketing provides more information on what the Marketing team is and will be doing.
  • In terms of how existing users can help SL grow, the easiest, most effective way to it tell others about the platform, what you do, invite them to give it a go and be there to help them and help get them involved.
  • [25:50-27:22] Most SL ads focus on a specific genre / theme – so why don’t users following those ads go to a related sign-up process with suitable default avatars and arrive in-world at locations that reflect the theme of the ad?
    • Lab has run several experiments with community matching between ads and sign-in / arrival in-world.
    • However they are dependent on a wide range of factors (time taken to create the relevant avatar type, work with communities in-world to ensure incoming users get the support they need on arrival, resources available at the Lab to make them happen, etc.), and so they do take time to implement.
    • Currently, much of the focus at the Lab with SL is towards other areas / requirements, so such tests are currently on hold, to be picked up in the near future.
    • The aim is very much on having people to traverse a sign-up experience and arrive at an in-world location that meets their expectations based on the ad.

Additional Discussions

  • [5:17-9:04] Lucagrabcr initiated a forum thread on SL Marketing which is mentioned in the segment, with Brett specifically picking up on the idea of “spinning off” communities into their worn worlds (“Tiny World”, for example).  In particular, while making it clear this is not on  LL’s roadmap, the idea does resonate with SL possibly having the potential to offer white label services (e.g. “Tiny World, brought to you by XYZ, powered by Second Life”).
    • Offering the platform as a white label service is actually something I thought Sansar would have been ideally suited – and early in the platform’s history, Ebbe Altberg did point in that direction. Whether it was actually promoted that way, I’ve no idea. If not, then it might stand as a missed opportunity for that platform.
  • [16:02-18:55] and [30:30-32:21] Second Life has had something of a negative stigma in the media over the years. What is being done to reverse this?
    • Negative press must be responded to on many fronts. Much of what is being put out through social media, performance advertising campaigns, the video promotions, etc., will all combine to shift such negative perceptions where they occur.
    • The community plays a role in this through positive videos that are organically created by users, blogs and other resources that help present SL’s richness, etc. user generated videos are seen as particularly effective in countering trolling videos.
    • Lab is aware that more can be done to challenge perceptions and preconceptions, and again, they see telling the stories of those engaged in the platform as a means of doing this.
  • [59:28-1:00:22] Is physical world merchandise being considered as a means of helping to promote SL? Yes, but nothing to announce at this point in time, but a review of potential merchandise, vendors, etc., has been carried out.