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===== XII. Life Is a Game ===== Second Life launched in 2003 and proved something important: people will treat a virtual world as a real place—social life, economies, identity, status. lindenlab.com<ref>{{cite web|title=lindenlab.com|url=https://lindenlab.com/press-release/original-metaverse-second-life-celebrates-20th-birthday|publisher=lindenlab.com|access-date=2026-01-02}}</ref> It also hit moments of real scale for its era (e.g., recorded concurrency around 88,200 in early 2009). Wikipedia<ref>{{cite web|title=Wikipedia|url=https://en.wikipedia.org/wiki/Second_Life|publisher=en.wikipedia.org|access-date=2026-01-02}}</ref> Now fast-forward: there are about 3.58 billion game players projected in 2025. Newzoo<ref>{{cite web|title=Newzoo|url=https://newzoo.com/resources/blog/global-games-market-to-hit-189-billion-in-2025|publisher=newzoo.com|access-date=2026-01-02}}</ref> So imagine the “Second Life impulse” returns—except now: * VR is optional (desktop-first; goggles when you want) * NPCs can talk (not scripted—improv) * worlds are generated on demand (not handcrafted from scratch) In ~18 months, it won’t be utopia. It’ll be janky and magnetic. A friend texts: “Afterparty at my place.” You click and you’re in their world—on your laptop—where an NPC bartender remembers your name and a historical figure is available as a guest character, not a museum exhibit. Life doesn’t become a game. It becomes game-like: persistent worlds, quests, status layers, digital hangouts that start bleeding into real plans.
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