Second Life spent over a year in the headlines as the latest tech freak show to amaze and scare the general public with. So has anything of note happened in Second Life since then?
Today's Crikey article on Second Life reveals that Second Life has cleaned up gambling and virtual banking and is cracking down on inappropriate sex play.
Business has had a rocky time, some have been burnt and others are thriving. Market research firm Gartner released some data last week citing a 90% failure rate for business in virtual worlds but they remain bullish on future opportunities, believing 70% of organisations will have some sort of virtual world presence by 2012.
Telstra is the most notable Aussie virtual world success story, with well over a year clocked up in Second Life and a growing user base. But as the media hype dies down, is Second Life ready for business?
Can Second Life become a global hub for businesses and organisations to meet and get things done?
Or does the corporatisation of Second Life risk making it as boring as the real world it copies?