1/3/2024 0 Comments Second life vrNot only has he been building those sorts of frameworks for over 20 years on his own, but he actually built two businesses inside of Second Life itself several years ago that earned over seven figures each. And of all users that have returned to the app after trying it for the first time, they typically average just over two hours per day inside Sinespace.įrisby and his team are no stranger to creating social, virtual worlds. That’s a lot more than the $0 people spend in Rec Room at the moment, for example. On average, a user currently spends about $17 per month in Sinespace. Considering they’ve barely made a peep in North America and aren’t even on Steam yet, that’s pretty impressive.īut most importantly is that the business is making money for itself and its users already. That isn’t a lot of VR users right now, but it still puts them just below VRChat and Rec Room in terms of sheer reach and size. Sinespace is mostly a third-person experience, but if you’re in VR, the view shifts to first-person. They’re currently sitting at approximately 10,000 monthly active users across all Unity-enabled devices (that means PC, Mac, Linux, browsers, and viewing capabilities on mobile) with about 10% of those users being in VR, primarily Rift and Vive. He’s describing Sinespace as a “virtual world platform built for developers” and it shows. The UK-based company quietly launched in 2017 and has since gone on to be immediately generate revenue for not only the company itself, but for users as well. We recently got the chance to talk with Adam Frisby, co-founder and Chief Product Officer for Sinespace, about their VR app and the name that it’s made for itself. The ambitions may not be that high, publicly speaking, for new social VR application Sinespace, but the potential for such ambitions are certainly there. We’re not quite at Ready Player One Oasis levels of immersion and addiction, but the groundwork is established to take us there. They’d go to work in Second Life, hang out with friends in Second Life, and other than the need to eat and sleep in the real world, they’d more or less live inside Second Life. While it may have been called Second Life, for many it became their primary existence. It was ahead of its time in many ways, establishing one of the first widely accessed and engaging social virtual worlds that millions of people from all across the planet would visit and enjoy. That mixture was at the core of what Second Life truly was on a surface level for most that tried it, but underneath all that was a thriving community that existed entirely digitally. ![]() It was at once shockingly terrifying but acutely beautiful. ![]() The first time I played Second Life I saw someone flying down the street naked over an impromptu group of strangers engaged in a poetry reading session right in the middle of a digital replica of Times Square.
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