Virtual worlds and online games experienced a remarkable increase in popularity in the early months of the COVID-19 pandemic. Based on ethnographic research, we discuss the use of Second Life as a space of sociability in contexts of physical distancing in several countries. Focusing on the socio-technical characteristics of this digital environment, as well as on the experiences of its users, we propose that the current appeal of this type of platform can be explained by distinctive elements, including: immersion, avatar embodiment, synchronicity, and persistence.