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, founder and
CEO of IMVU, is a Silicon Valley entrepreneur and
game programmer. He began in the video game
industry when he was just 15 and still in high
school. His latest work is with IMVU, an
instant-messaging company. He is also the
founders of There, Inc., an MMOG company. He
studied computer science at Stanford
University.
What is your
greatest fear for the future of networked
technologies? It's hard to think
about negative things … In the computer
business the very medium we work on in creating
things like the metaverse gets cheaper and faster
every year by enormous leaps and bounds and that
means the types of things we can do every year
make astoundingly fast progress. So it would be
hard for me to even cite a worry.
What is your most
fervent hope for the future of networked
technologies? The types of things
we're working on are the types of things that
can be important on the scale of entire century.
People are going to interact with people online.
You can say this is a pretty unarguable statement
If you're going to interact with each other
in a visual world, then you're going to have
an avatar. And that's what the definition of
an avatar is – something representing you
online visually. So, creating the kinds of
companies that create avatars is the sort of
thing that will matter for the entire next
century. And when you think of it, creating a
technology that can last a century - that's
an important and incredibly unusual opportunity.
So when I think back over the last century to the
five or six companies that made the biggest
difference, I don't know, Ford, Disney,
Microsoft – for better or for worse –
a few others, IBM, and when I think forward of
this century I am convinced one of the companies
that will be on the list of the top five will be
a company that created avatars or virtual
worlds.
What technology
will have the greatest impact on our everyday
lives the next 10 years? Technology,
particularly in the area of virtual worlds, will
effect your life on many different levels. One of
the levels is just who you are. This is so
significant. When you start out as a kid, you
think of kids, they can be anything. They can be
multiple things at once… by the time
you're an adult you’ve pretty much
trimmed off all of those possibilities about who
you could have grown up to be or who you are. You
dress a certain way, you associate with a certain
group of people, you use a certain language, you
consider yourself fitting into society a certain
way. You end up a very narrow sliver of all of
the potential of the identity you began as. The
first thing about virtual worlds and the way that
they effect your life is that they allow you to
expand out from that sliver or if you're kid
continue it instead of narrowing into a sliver
because you're not restricted … On the
very personal level of people's own identity,
technology in the next 10 years as virtual worlds
and avatars will allow people to live a far more
fulfilling life than in most cases people are
able to do in the real world.
Looking out more
than 10 years, what development will have the
greatest impact on society? I don't
think of an individual event happening on a
technology scale. What I think will happen is a
tipping point of participation (in synthetic
worlds) among people all over the world. So
virtual worlds today – a small business.
Online games? Relative to virtual worlds
they're a large business, relative to
real-world economy, they're still a small
business. So vision for what we're going is
to be a large business. We can imagine (in 10
years) the amount of interaction that people are
having with each other online is more hours a day
than their interaction in the real world. As soon
as you acknowledge that that's at least
plausible, then you can acknowledge also that it
is plausible that the amount of commerce and the
amount of objects or virtual items that people
own in the virtual world will be as much as the
amount of commerce or the amount of real objects
in the real world that people own. So, if you can
believe that, if you can buy that step number
two, then the scale, the magnitude of the
economic potential for companies in this
virtual-world space when it becomes a mass market
instead of a tiny little niche market is
absolutely astronomical. So when you ask what is
the most important event that may happen say 10
years or more out, the event is the Malcolm
Gladwell tipping point where instead of it just
being a small minority playing around in virtual
worlds it's a small minority of technology
Luddites who refuse to because you pretty much
have to to be successful in the real
world.
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