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If virtual worlds are so popular, why don’t we have them yet?

If virtual worlds are so enticing, why haven’t we already shifted to them as our online social hubs?
The thought of virtual worlds for socializing evokes Second Life (launched in 2003), where users created unique avatars to socialize, build and trade with each other. Contemporaneous press hype told us that our entry into the metaverse appeared imminent, and a 2006 cover story in BusinessWeek magazine featured an analyst who predicted that Second Life could displace Windows as the leading PC operating system.
That didn’t happen.
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