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Second Life appoints new CEO with "rare and unusual passion for Second Life"

By | April 23, 2008, 8:42am PDT

Linden Lab, the makers of virtual world Second Life, have announced the appointment of a new CEO. Mark Kingdon, whose current post is CEO of online creative/marketing agency Organic (of dot com bubble fame), will take over from former CEO and current chairman Philip Rosedale as of May 15th to “lead the day-to-day management and operations of the company, working closely alongside… Rosedale”.

Writing on the company’s blog, Rosedale says of Kingdon: “He is a person with the rare and unusual combination of business leadership, creativity, and passion for Second Life that we were looking for.” (Emphasis mine.)

Rosedale continues:

In terms of history, he has a background in art, economics, and business. He has been in successful and highly regarded leadership roles at two companies that are bigger than Linden Lab: PricewaterhouseCoopers and Organic. He is a well-loved people leader who is fearless and can weather challenges and change.

Rosedale also notes that Linden Lab’s recruitment strategy was a little different to the norm: Instead of purely relying on headhunting, Linden decided to make the search for a new CEO public in the hope that a number of additional candidates would put themselves forward. Kingdon was one such applicant.

So how well suited (on the face of it) is Kingdon for the post. And what does it say about the future of Second Life?

First, a few observations and tidbits about Kingdon:

  • A background in online marketing.
  • Worked with Fortune 500 clients.
  • Lacks a technical background but has been “working with technology for my entire career.” (Reuters)
  • An occasional Second Life user “who created the avatar Marcus Voom in January, 2007.”
  • As noted by Reuters, Kingdon wrote a widely-read column in August, 2006 touting Second Life as an attractive opportunity for marketers. In the months after his piece was published, numerous blue-chip real-world companies entered Second Life (see my previous post and gallery: brands in Second Life.) However, a subsequent backlash led many of them to pull back.

The fact that Kingdon is an occasional Second Life user makes him seem like most of us — tried it a few times and then got bored. On the other hand, his background of working for a creative agency aligns himself with more hardcore users. In my experience of questioning users “in-world”, many of them work in design or the arts (online or offline).

Interestingly, Kingdon says he doesn’t see attracting major brands back to Second Life as a priority, which I think is a good thing. Instead, Second Life really needs to up its technology game by improving stability of the platform and user experience. And this is where Kingdon looks somewhat under qualified.

Moving forward, what does his appointment say about Second Life’s future, and in particular the lofty ambition of open sourcing the platform’s “grid” architecture to create a common standard for 3D worlds, whereby anybody could run a Second Life-compatible server that interoperates with the rest of the virtual world?

Not a lot.

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Steve O'Hear

http://blogs.zdnet.com/social/?page_id=220

Biography

Steve O'Hear

Steve O'Hear is a London-based consultant, educator, and journalist, focussing on the Internet and all aspects of digital technology. He advises businesses and not-for-profit organisations on how to exploit the collaborative and publishing opportunities offered by the Web, and has written for numerous publications including The Guardian and Macworld. Steve is also the director of a new documentary on Silicon Valley, called In Search of the Valley, and in 2002 was made a fellow of the UK's National Endowment for Science, Technology, and the Art.

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Right...
thirtyseven 25th Apr 2008
...because posting negative and apparently baseless personal opinions on multiple threads at a tech forum TOTALLY qualifies as "having a life".

Second Life's biggest shortcoming in my opinion is exactly what Mectron said - on my high-end gaming rig that pulls 60 frames per second in Shattrath during peak server hours (World of Warcraft ref for the uninitiated), Second Life never got above about 20fps, and that was with blah textures and low prim counts/parcel population. Try to do anything involving motion or graphical effects beyond shaded low-count polygons and you're talking 10, 11 FPS max. I can't imagine what people with "normal" computers have to go through to access popular areas. It's so choppy and ugly that it's painful to use.

Which is too bad, because it's a really cool concept and provides for a huge amount of creativity and control - maybe this new guy will figure out how to clean up the tech problems.
0 Votes
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Maybe
Mectron 23rd Apr 2008
This guy will finaly make SL programmer actually work? SL is a wonderfull idea, but so badbly implemented. The client is totaly unable to do basic 3d function (like aligning a texture correctly) and yet linden insist on adding more feature instead of fixing bug dated back to SL creation. name me another 3D game whar does less then 15 FPS on avarage? Even Crysis on Max setting pump more FPS then SL.
Maybe a guy or gal who doesnt necessarily know how things work but can navigate and use the tools.

These users generally know what they want to do and will complain when it doesnt work the way they think it should. This type of user is great because they add another prospective to the mix when troubleshooting.
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Second Life
tracy anne 24th Apr 2008
What a boring place it is, full of people who obviously don't have a life. I parked my avatar on the roof of a tall building and uninstalled the Second Life Client.
0 Votes
+ -
Right...
thirtyseven 25th Apr 2008
...because posting negative and apparently baseless personal opinions on multiple threads at a tech forum TOTALLY qualifies as "having a life".

Second Life's biggest shortcoming in my opinion is exactly what Mectron said - on my high-end gaming rig that pulls 60 frames per second in Shattrath during peak server hours (World of Warcraft ref for the uninitiated), Second Life never got above about 20fps, and that was with blah textures and low prim counts/parcel population. Try to do anything involving motion or graphical effects beyond shaded low-count polygons and you're talking 10, 11 FPS max. I can't imagine what people with "normal" computers have to go through to access popular areas. It's so choppy and ugly that it's painful to use.

Which is too bad, because it's a really cool concept and provides for a huge amount of creativity and control - maybe this new guy will figure out how to clean up the tech problems.

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