Despite this, many companies continue to reimagine how virtual world will fit into the future of the Internet. Developers have realized that completely open-ended online environments don't really pay off, because users have to interact with strangers, often without any context. ("Hi, we're both dweebs flying around Second Life!" isn't really meaningful commonality.) People desire online interaction, but they would rather talk to strangers with some shared interests (i.e. World of Warcraft gamers teaming together for quests) or talk to people they already know (social networking a la Facebook). There is still demand for limited context, stranger-to-stranger interactions such as chat rooms, and, to an extent, Twitter (no, you don't really know Ashton Kutcher), but only in limited doses of time commitment and attention span.