At the height of the buzz surrounding Second Life in 2006, some people thought the virtual space might one day be bigger than Microsoft Windows. But people lost interest in the platform, and its remaining users often became the butt of jokes. The platform still exists — in fact, content creators and businesses on the platform collected about $60 million in income last year — but the Second Life revolution that was envisioned never came to pass.Given that history, there’s healthy skepticism about the nascent virtual reality industry. According to one projection from Digi-Capital, VR could be a $30 billion business by 2020, but there are multiple variables that could easily change that trajectory.Linden Lab, the company behind Second Life, has gained some unique insight into what makes a virtual world successful — and what hurts its success.“We’re very fortunate to have over a decade of experience regarding what people want to do when they immerse themselves in a digital world,“ Linden Lab CEO Ebbe Altberg said. While there are some „really good things“ about Second Life, there are also „a lot of things that really constrained how successful Second Life could be,“ he added. „It could’ve been much more successful.“One major factor that could impede the adoption of virtual reality is simply the lack of content.