Hindsight · review build · data not yet validated
The online chat rooms of the late 1990s have been replaced with virtual environments where you can meet people with full visual realism.
Grader A: miss
Text chat did not give way to visually realistic virtual environments. The largest social virtual world, Second Life, peaked at about 88,200 concurrent users in Q1 2009 and stalled after 2009, with layoffs in 2010. Graphics were cartoon-like, not fully realistic; text chat, instant messaging and social networks dominated.
Test: At least 20% of online chatters using realistic 3D virtual environments instead of text: well under 5% in 2009 and 2014.
Grader B: miss
Text chat moved to social networks and instant messaging, not to realistic virtual worlds. Second Life peaked at 88,200 concurrent users in Q1 2009, far from replacing chat rooms, and was not visually realistic.
Test: User test: virtual-world users well below 5% of internet users.