Architectural Perspectives
88 Published by the IEEE Computer Society 1089-7801/08/$25.00 © 2008 IEEE IEEE INTERNET COMPUTING
3D Social Virtual Worlds
Research Issues and Challenges
Adel Hendaoui • University of Lausanne
Moez Limayem and Craig W. Thompson • University of Arkansas
T
he advent and success of 3D social virtual
worlds (SVWs) reveal challenges worth ex-
ploring for both researchers and managers.
In his famous science-fction novel Snow Crash,
Neal Stephenson envisioned the Internet evolv-
ing into what he called a “metaverse,” a 3D vir-
tual reality (VR)-based space in which people
interacted and communicated with each other
through their avatars (graphical representations
of themselves).
This is a far cry from the early text-based
multi-user domains (MUDs) and MUD-object
oriented (MOOs), in which a single character rep-
resents a user. Virtual worlds have since evolved
into sophisticated 3D interactive systems, such
as massively multiplayer online role-playing
games (MMORPGs), through which millions of
people chat, cooperate, and compete with each
other through their avatars.
Beyond the entertainment and game-play
features, virtual worlds are evolving toward
Stephenson’s concept of a metaverse in which
social and economic interactions are the main
drivers. Currently, one of the best examples of
this evolution is Second Life (www.secondlife.
com), an SVW in which people (called resi-
dents ) can communicate, collaborate, and buy
and sell not only virtual goods and services
(such as clothes and real estate) but also real
products through their customized virtual
spaces and avatars.
Unlike most prior virtual worlds in which
content was designed and managed by software
specialists, Second Life developers have added
an important feature: enabling users to build
and personalize their avatars, private virtual
spaces (lands), and objects (houses and clothes),
through a powerful and easy-to-use interface.
In addition to text-based chatting and instant
messaging, developers also recently added voice
communication capabilities that are opening in-
teresting opportunities for learning and train-
ing applications.
Second Life’s population has grown from 64
acres in 2003 to 65,000 acres today and from 2
million residents in December 2006 to more than
9 million today. Roughly half a million users
visit Second Life regularly (www.information
week.com/news/showArticle.jhtml?article
ID=201500141). Interestingly, residents spend
more than a million dollars every day — this
world might be virtual, but the money is real.
Current business transactions are performed in
a virtual economy, letting users convert real
money into a virtual currency, indexed by an
exchange market managed by the developer’s
online platform. In other words, users can buy
and sell virtual money at any time. Moreover,
well-known companies and banks are going
“in-world” (inside Second Life) to advertise and
eventually sell real products and services, either
by building virtual stores or putting a link inside
Second Life to their traditional Web sites. Simi-
larly, universities and educators are setting up
lectures and classes in Second Life. Recently, the
Swedish government opened an of fcial repre-
sentation in Second Life, and French politicians
promoted their presidential campaigns in-world
(www.washingtonpost.com/wp-dyn/content/
article/2007/03/29/AR2007032902540_pf.html).
Key Research Issues
According to Gartner Group, “Eighty percent of
active Internet users will have a ‘second life’ in the
virtual world by the end of 2011” (www.gartner.
com/it/page.jsp?id=503861). Similar to how the
Internet expanded, we can expect SVWs to grow
further, becoming a huge network of intercon-