(Photograph)
Body double: Reuben Steiger, CEO of Millions of Us, poses next to an animated version of himself. The California-based company has emerged as a go-to source for businesses interested in developing a marketing foothold in Second Life.
JEFF CHIU/AP

Is this the age of the online avatar?

As Internet communities grow, virtual alter-egos are becoming mainstream.

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"I did hundreds of talks in the '90s about avatars," says Bruce Damer, the renowned avatar guru from northern California and CEO of DigitalSpace.com, an Internet-content firm that creates 3D imaging for its clients. "There were all kinds of projects then," Mr. Damer says, including Worlds Chat and AlphaWorld. "But it's just [now] reached some kind of tipping point."

A dozen years ago, avatars were best known to avid readers of Wired and cultish young players of "massively multiplayer" online role-playing games such as World of Warcraft. Now Second Life 30-somethings look for cyber jobs selling intellectual property for Linden dollars.

It's not just people with too much time on their first-life hands (and $10 a month for a premium membership). Businesses both real and virtual thrive in-world. Reuters recently established a Second Life news bureau. Presidential candidates have built campaign headquarters. Major League Baseball has a presence. Some 70 colleges and universities, including Harvard, now teach classes inside Second Life.

It's far from perfect. Graphics aren't always fluid, though Linden continues to hone them (it has no plans yet to add a tactile component, Miller says). A fair amount of Second Life discourse evokes the base banter of early AOL chat rooms; cybersex and gambling are very popular here.

Damer, who bought the rights to an advanced multi-user, real-time Web-chat platform called Traveler in 2001, points to the enormous time investment required of users to learn the ropes. Despite costume options that he says remind him of the performance-art festival Burning Man, Damer is put off by the emphasis on dance moves – writhing avatars pack virtual clubs – and by the relative uniformity of body type among its avatars.

"It becomes a kind of vanity fair," he says. "And I think it's pulling not just from a social-network thing but also from a primping network."

Technological issues exist too. Assuming the arrival of a superfunded player like Google, Damer says, and a standard could emerge.

"[But] I'm not sure that any 3-D platform, no matter how richly endowed and how open, has the capacity to become a broadly based open 'metaverse' that satisfies most people's needs and is around for 25 or 30 years," he says.

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