Facebook, Project Agape, Second Life, Strategy

Why Project Agape’s Causes is Better Than Second Life

Project Agape

There’s been an awful lot of conjecture mixed with hope over MacArthur Foundation’s new space in Second Life. I’m having a REALLY tough time endorsing nonprofit ventures in Second Life simply because of one metric which is often overlooked: marginal cost of participation in a virtual world doesn’t decrease quickly enough. One of the fundamental things we’ve learned about the largest Internet properties is that the cost of participation is surprisingly low after the initial set-up of a presence. In Wikipedia, Myspace, FaceBook, etc. there’s a quick learning curve as you set up your initial presence but you’re not going to have to go in there every day trying to interact with people. It’s an asynchronous communication tool. Basically, you can have a web site or your profile up there running 24 hours a day whether or not you’re awake, on vacation or just hanging out with your friends. This is the early promise of the Web as it was fulfilled so long ago and this is why an e-mail address was the early killer app. It was about the breaking of time and space boundaries, thus reducing the marginal costs of keeping up on your hobbies, keeping up with your friends and relatives and learning about the world around you.

However, Second Life and other virtual worlds, want to re-introduce those old barriers of time and space by subjecting you to a 3D experience. Sure, you can teleport and use SLURLs, but the server limitations on Second Life reimpose a kind of time/space barrier (more like a calculation barrier) as to how many people can congregate in one space. I keep asking myself, why would I want that? Why reimpose what us sci-fi nerds call meatspace back into cyberspace? Sure, as a learning tool and as a simulation, it’s incredibly useful, but simulations and learning tools demand more attention from a user base that is still primarily preoccupied with you guessed it, Myspace and Facebook. Worse yet, in order to really make your presence interactive, you have to be at the keyboard meeting and greeting your visitors. That puts you right back into the pre-Internet labor proposition for a real storefront. Why would notoriously non-entrepreneurial nonprofits want to do this?

And this will ALWAYS be the case for every virtual world until a virtual world becomes successful at incorporating current Web 2.0 properties. Virtual worlds are attention-grabbers but for all the wrong reasons, they take up your entire user interface, they grab keyboard interrupts, and they require client-side downloads. There needs to be a way to merge a social networking experience into Second Life and that hasn’t been done yet. Until then, Second Life is a very intriguing but disappointing sideshow.

Which leads me to the fundamental and perhaps most difficult problems for nonprofits in Second Life: marketing and fundraising. Marketing is primarily a numbers game, the harnessing of statistical data towards the achievement of one goal: making money. It’s strictly an issue of finding where the most people are who like your message, coming up with a campaign, and then executing that campaign well. In that manner, I would be much more likely to endorse Facebook’s Causes application over Second Life simply on the numbers alone. Second Life’s 20,000 concurrent users is impressive but is dwarfed in comparison by existing social networks. Project Agape’s Causes has one million users on it and they all opted-in. And they raised $100k without even doing a virtual walk-a-thon. My guess is that Causes will ramp up much faster than Second Life will and within the first year of operation will easily outstrip same year donations for nonprofits in Second Life.

Just for fun — here’s a video of Second Life in the real world…

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