Technology is a fake problem
Some say periodically that for Second Life and virtual worlds a panacea for all ills would be the "landing" on smartphones in general and become more "mobile". By the way this is a direction that some companies such as Avatar Reality, Blue Mars developer, are following since several months but it is wrong to think that the problem that keeps away millions of new users (at the end of May 2011 with about 23.45 million of registered "residents" the virtual world of Linden Lab, still the most famous and popular, ther are just over 1.35 million logins in the last 60 days, i.e. was considered active 5.75% of all residents) is only a technological nature, i.e. that new users do not come because you still can not connect to virtual worlds on mobile devices.
In contrast, the technology to bring Second Life on mobile devices at least since 2008 and was developed by Comverse (http://techdigest.tv/2008/02/mwc_2008_second.html) in fact continuing to play and interact on a server running on your smartphone's streaming video of the connection, being able to resend the signal with the user's actions to the server again, and so on.
With the arrival of tablet pc virtual worlds have a second chance with an app, iTeleport (and iTeleport Connect), that allows you to get into Second Life through a simple mirroring (with some display problem, because the program does not allow streaming video at 25 frames per second and then the images will come in spurts). Alternatively you can use another app like “SplashTop” and remotely control a server or any other PC or laptop through your tablet and gain access to your favorite virtual world.
If you do not believe it, look under: in the first of three movies, in February 2008, you can see an example of Second Life on iPhone, as a function iTeleport in the second thanks to a video made by Roberta Cirillo (aka Loren Merlin in SL) in May 2010. The third, of December 2010, explains how to access SL through an iPad that uses precisely SplashTop.
Mobile technology is therefore a false issue. The success or failure of virtual worlds depends on many ingredients, including the technology, but the primary factor in the success or failure is the finding of a valid justification of use: if you do manage to understand what virtual worlds offer something "more" than other web2.0 technologies (in any field: educational, artistic, promotional, communications ...) the future will be more and more "virtual", or how many other wonderful technologies of the past, from pigeons to Betamax, they will be a great opportunity exploited only partially.