What’s Second Life?

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Second Life is a virtual community where members create avatars and engage in various activities such as buying property, starting businesses, and attending classes. Some residents earn real-world income by selling virtual items or real estate. Real-world companies have also shown interest in the platform. The community uses a currency called Linden dollars, which can be purchased with real dollars. Harassment is not tolerated, and there are separate communities for members under 18.

Second Life is a three-dimensional virtual community created entirely by its members. Members assume an identity and take up residence in the environment, creating a custom avatar or character to represent themselves. The avatar moves through the virtual world using mouse control and intuitive keyboard buttons.

The virtual world also includes sound; wind in swaying trees, babbling brooks, audible conversations, and built-in chat and instant messaging. Residents buy property, start businesses, play games with other residents, create items, join clubs, attend classes, or just hang out.

As of the fall of 2006, over 3,000 residents were reportedly earning in excess of $20,000 US Dollars (USD) annually operating businesses in Second Life. Most of them sell items they have created that other residents want. One resident landed a Business Week cover story for earning a triple-figure income — that’s real-world dollars — selling virtual real estate.

Property purchased in Second Life is owned by the buyer using a scheme called Internet Protocol (IP) copyright. Some owners reward members who stay on their property with Linden dollars, the community currency. Linden dollars can also be purchased with real dollars using a credit card. Part of the exchange rate goes to Linden Inc., with the site allegedly generating over $64 million dollars annually.

Real-world companies have also taken an interest in the virtual world. In September 2006, Popular Science reported that Wells Fargo Bank bought an island in Second Life, where it could one day offer real-world banking services. Several companies have considered offering business training courses in the virtual world, a business model that could save money on travel and accommodation expenses. Future possibilities include virtual universities that replicate their real-life counterparts with classrooms and professors teaching real-time interactive classes, virtual interactive conference sessions, and three-dimensional customer and technical support.
Second Life is the brainchild of Philip Rosedale, the former RealNetworks guru who is credited with spearheading the development of online streaming technologies. Anyone over the age of 13 can open a free account, although members between the ages of 13 and 18 participate in a separate virtual community. Within the adult version, there are PG areas and adult areas where different modes of behavior are acceptable. Under the terms of the service contract, harassment of any kind in the community will result in permanent expulsion.




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