Google fails in Second Life
By IANS
Wednesday,11 February 2009, 08:04 hrs IST
Bangalore: Google's foray into the Second Life through 'Lively' has culminated to be a botched attempt. The internet giant made a polite exit on 31st December, terming the whole thing to be an experiment.
'Lively', an online world which gained popularity as it exempted the users from any hassle of payment to create an account, didn't have an advertising solution barring the search engine from generating any revenue from its online world. As a competitor it also lacked the necessary tools to facilitate users in generating their own content in the site. The limited tools provided to the users were mostly used for sex and violence in the most popular rooms, reports Mint. The players were also not satisfied with the watered-down number of movements and action options that Lively gave compared to the complicated massively multiplayer online role-playing games (MMORPGs) and Second Life. The online world did not have enough habitants with users frequently making an exit, resulting in erasing every chance to convert the number of members into a revenue stream.
Read the full story here >>>>>>
By IANS
Wednesday,11 February 2009, 08:04 hrs IST
Bangalore: Google's foray into the Second Life through 'Lively' has culminated to be a botched attempt. The internet giant made a polite exit on 31st December, terming the whole thing to be an experiment.
'Lively', an online world which gained popularity as it exempted the users from any hassle of payment to create an account, didn't have an advertising solution barring the search engine from generating any revenue from its online world. As a competitor it also lacked the necessary tools to facilitate users in generating their own content in the site. The limited tools provided to the users were mostly used for sex and violence in the most popular rooms, reports Mint. The players were also not satisfied with the watered-down number of movements and action options that Lively gave compared to the complicated massively multiplayer online role-playing games (MMORPGs) and Second Life. The online world did not have enough habitants with users frequently making an exit, resulting in erasing every chance to convert the number of members into a revenue stream.
Read the full story here >>>>>>
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