The Bottom Line

From a link on Second Life’s home page, I found two really important observations about the impact of the meshverse on business:

  1. The media IS the business environment. The convergence of media and technology into what we now call “new media” requires that we redefine what we mean by media.
    … this media encapsulates business and becomes an environment rather than a mediator.
  2. Proximity matters again. The Web made proximity and location irrelevant. There is no such thing as “closer” on the Web (although that could change with the current net neutrality debates). However, in virtual worlds the value of being closer to where a character lives or works is significant — much like in real life.

11 Reasons Why Massively Multiplayer Games Will Change How Business Works: Part 1

All of his points are good but these two really stood out to me because I’ve been saying them for many years now:

It seems likely that the GriotVision multicasting ecosystem(or something similar) will absorb the various “industries” which currently dominate computing, communication, media and consumer electronics. Eventually, it will become part of the fabric of all existing and new industries.


Location, Location, Location. Without a lot of fanfare, this tried and true principle of business has been making a big comeback. During the dot-com era, the mantra “there’s no there there” was intoned continuously as revenue models were focused on eyeballs. However, there was always a “there” in cyberspace. … Given the high level of human spatial intelligence and the inherent constraint on display real estate, location-based user interfaces have significant advantages. Location-based metaphor’s are not new, they just haven’t evolved very much since the researchers at Xerox PARC conceived of the office metaphor realized largely via a desktop in the 1970’s.


This paradigm isn’t about technology – it revolves around people and the places we do commerce – can’t wait for Part 2!


1 Comment »

  1. […] This was true to some extent when the web first started to become a commercial hotspot. However, the web was basically just an extension of the print media everyone was familiar with. Plus it was a solitary environment where you read and bookmark at your own leisure. Today the rich multimedia collaborative social space of Second Life is more like a new foreign market where one has to pick up on and adapt to the nuances of a new language and culture. Listening to what actual and potential customers ask about Second Life has made these nuances more apparent to me. The ongoing quest for the bottom line business value of location is deeply intertwined with culture – it’s hard to do business in a neighborhood where you don’t speak the language and understand the culture. […]

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