Why would anyone spend time in Second Life?
Why does anyone have hobbies? World of Warcraft has been compared to golf as a work-bonding event, and plenty of Net users over the years have participated in newsgroups, chats and discussion boards. In that context, Second Life is something of a diversion (since avatars, belongings and real estate can be endlessly upgraded, adorned and personalized), as well as a venue for cultural events such as talks and concerts.
And don't underestimate the pull for many people of simply gathering. As we mentioned, SL is a bit like The Sims, in that the point of the exercise is simply to create and interact; there's no game and no goal. The Sims titles are, of course, some of the most successful of all time.
Irony alert: Second Life launched in 2003, not long after the release of The Sims Online -- a MMORPG (massively multiplayer online role-playing game) version of the popular title. Most observers perceived SL to be at a competitive disadvantage, as The Sims had a remarkable lead in name recognition. So what happened? Three things: barrier to entry (though there is a free trial version of The Sims Online; monthly membership is US$10), open-ended play and (again) ownership of virtual creations.
And so Linden Dollars are the play money in this play world?