paidContent.org - Industry Moves: Second Life CFO Departs For The Real World

Linden Lab CFO John Zdanowski has resigned, headed off to "find the next business adventure," according to the company blog. Known as "Zee Linden" in-world (his avatar is pictured here), Zdanowski said it was time to move on given that Linden had successfully grown from a cool tech startup, to a profitable company with a "very healthy cash balance."
He joined in 2006, right before everyone from Reuters and Showtime, to the U.S. Army became obsessed with Second Life, and he's one of the few members of the company's initial executive team that lasted this long: founder and CEO Phillip Rosedale stepped down in early 2008, and co-founder and CTO Cory Ondrejka (now at EMI) left in 2007
Zdanowski's exit comes on the heels of another long-time vet's departure: VP of marketing and community development Robin Harper also just quit, per Virtual Worlds News, meaning relatively new CEO Mark Kingdon has the room to grow his own team. (Recent new hires include a Chief Product Officer, and VPs of strategy and emerging business and core development).
The New Virtual Red-Light District: Second Life Tackles Its Sex Problem
A major part of Second Life’s appeal is that people can make their avatars into anything they want: vampires, steampunks, fashion models and, of course, strippers and escorts. Sex sells in Second Life, just like it does in the real world; though there aren’t any hard stats, adult and sex-related transactions make up a significant portion of the $35 million in real money that Linden Lab says filters through its virtual economy each month. But adult activities are also what has kept certain brands and companies from setting up shop in-world, so Linden Lab announced that it will be restricting such activities to an “Adult Continent.”
In an official blog post, Linden Lab said the idea was to “improve Second Life for everyone” and “give residents more control over what they see.” But VP of customer relations Cyn Linden also told New World Notes that it would help “businesses and education [groups] to feel more comfortable about what they encounter” in-world. The company said it would solicit feedback in its forums and message boards to come up with a working definition of adult activity, which could include “explicit sexual conduct or genitalia,” “representations of intense violence” and “stimulated drug use,” among other things. The changes are expected to roll out over the next few months.
More after the jump.
The adults-only zone will be separate from the mainland; people who want access will need to be age-verified through either a credit card or Linden Lab’s own verification service. Residents that own land earmarked for adult activities will not have to move, but they’ll be required to rope off the area and set up age-verification controls. Adult-related content will also be filtered from the Google-powered search listings, meaning people will have to search for it explicitly.
Linden Lab has struggled with ethical and regulatory issues in Second Life in the past, including accusations of child pornography that forced it to ban “age-play,” or the depiction of erotic activities using child avatars in 2007 (via Reuters). It also had to crack down on “banks” that promised residents sky-high interest rates for their “investments” and then collapsed, taking users’ real-world money with them; the idea is to govern Second Life in a way that maximizes freedom, but keeps real-world authorities from stepping in.
Virtual world to help disabled build self esteem
HOUSTON -- (March 27, 2009) -- Using internet-based technology, experts at Baylor College of Medicine in Houston are changing the way women with disabilities interact with the world -- by having them experience it through a new one.
Research has shown that there are numerous barriers to health promotion intervention programs for women with disabilities including transportation limitations, health problems, and problems finding personal assistance services and child care. Researchers can now break through these barriers by making intervention programs available in the virtual world. Through a grant from the United States Department of Education, BCM’s Center for Research on Women with Disabilities will develop an intervention program in Second Life® that focuses on self-esteem, a critical element in health and wellness.
Interact through avatars
Second Life® is a 3-D multi-user virtual environment on the internet that allows its "residents" to interact with one another through avatars. The avatar, the user’s representation of herself, can be as similar or as different from her real self as she wishes, meaning she does not have to be disabled in Second Life®.
"Second Life® allows women with disabilities to experience virtual life as an able bodied person," said Dr. Margaret Nosek, professor of physical medicine and rehabilitation at BCM. "They can be who they want to be in the virtual world rather than living by the standards set by others," said Nosek.
Although most internet-based self-study programs may be effective in eliminating some of the barriers to participation that many women with disabilities face, they do not allow for social interaction, which is important for building self-esteem.
Practice skills
"Second Life® allows them to interact with other women while learning and practicing new self-esteem building skills in the virtual world," she said.
These new skills are then applied to real life situations, with women developing goals and action plans that they implement in the real world.
The program, which will be available in Second Life® in late 2009, will also link to the Garden of Wellness, a 2-D site developed by the BCM researchers that gives women with disabilities other health and wellness tips.
