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October 15, 2025

From Second Life to the Browser: The Evolution of Virtual Worlds for Work

Kaitlyn Olsson
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Virtual worlds have long promised a new way to collaborate: immersive, interactive spaces where distance doesn’t matter. Over the past two decades, these environments have shifted from niche experiments to serious platforms for business, learning, and events. The latest leap forward — full access directly from the web — may finally unlock the scale and adoption that early pioneers envisioned.

1. The Early Pioneers (2000-2008)

The modern story begins in the early 2000s, when broadband internet, better graphics cards, and persistent 3D platforms converged. Second Life (launched in 2003 by Linden Lab) became the poster child for the idea that you could live, work, and socialize in a shared virtual space.

While most people saw Second Life as a social playground, a handful of forward-thinking organizations experimented with it for work:

  • IBM built virtual campuses for internal meetings and onboarding.
  • Universities held classes in 3D lecture halls.
  • Nonprofits ran fundraisers in-world.

The barrier? Complexity. Users had to download heavy desktop clients, learn sometimes-clumsy interfaces, and invest in relatively powerful computers. The promise was clear, but adoption stalled outside of niche groups.

2. The First Wave of Enterprise Virtual Worlds (2008–2014)

The next wave of platforms — including ProtoSphere, Teleplace, and early versions of Virbela — targeted business users directly. They focused on:

  • Secure, private environments for companies.
  • Structured spaces for training and collaboration.
  • Integration with enterprise tools.

Organizations like the U.S. Navy and major business schools began running leadership simulations and virtual conferences.

The challenge remained: Download-and-install barriers, steep learning curves, and limited IT appetite for rolling out new software slowed mass adoption. Still, this period proved that virtual worlds could deliver measurable business value, from reduced travel costs to improved engagement in training.

3. The VR Headset Era (2014–2019)

With the arrival of the Oculus Rift and HTC Vive, attention shifted to immersive VR for work. Startups like AltspaceVR, Engage, and Spatial promised “presence” - the feeling of being there.

While the experiences were impressive, VR hardware brought its own frictions:

  • Expensive headsets and capable PCs.
  • Setup and calibration steps.
  • Motion sickness for some users.
  • A “one user per headset” limitation.

For many organizations, VR was too big a lift for everyday workflows. The interest was there, but adoption was limited to pilots and innovation teams.

4. Pandemic Acceleration and the Remote Work Boom (2020–2022)

When COVID-19 hit, the demand for richer remote collaboration skyrocketed. Platforms like Virbela, Gather, and Spatial saw a surge in adoption. Companies used virtual campuses for:

  • Global all-hands meetings.
  • Recruiting fairs.
  • Cross-border training.

Even then, the biggest friction point persisted: getting users to download and install an app before joining. In event settings, that barrier could cut attendance dramatically.

5. The Web Access Breakthrough (2023–Present)

The latest generation of virtual worlds, including the new Virbela Go, solves the biggest historical adoption hurdle:

No download, no install. Click a link, and you’re in.

By delivering the 3D world through the browser, these platforms:

  • Eliminate IT barriers: no admin rights or installation permissions needed.
  • Enable instant participation: ideal for events, onboarding, and client meetings.
  • Work on more devices: from Chromebooks to tablets.
  • Make sharing seamless: just send a link.

This isn’t just a technical shift. It’s a usability revolution. The difference between “click to join” and “download, install, configure, join” is the difference between mainstream adoption and niche use.

Why This Matters for the Future of Work

With the friction gone, web-based virtual worlds can:

  • Blend into daily workflows: quick standups, team brainstorming, or client walk-throughs without breaking momentum.
  • Scale events effortlessly: from 10-person workshops to 1,000-person conferences.
  • Support global workforces: no worrying about device compatibility or IT red tape.
  • Enable spontaneous interaction: just like walking over to someone’s desk.

In other words, this is the moment when virtual worlds stop being “special occasions” and start becoming another tab in your browser, as common and easy as Zoom, but far more engaging.

Virtual worlds for work have evolved from the pioneering but complex days of Second Life, through secure enterprise campuses, the VR headset boom, and the pandemic’s remote work explosion. The single biggest constraint (ease of access) is finally solved.

With web-based platforms like Virbela Go, the promise of immersive, interactive, and instantly accessible workplaces is no longer a future vision. It’s here, and it’s ready for everyone.

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