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Second Life (abbreviated as
SL) is an Internet-based virtual world launched in 2003, developed by Linden Research,
Inc (commonly referred to as Linden Lab), which came to international attention
via mainstream news media in late 2006 and early 2007. A downloadable client program
called the Second Life Viewer enables its users, called "Residents",
to interact with each other through motional avatars, providing an advanced level
of a social network service combined with general aspects of a metaverse. Residents
can explore, meet other Residents, socialize, participate in individual and group
activities, create and trade items (virtual property) and services from one another.
Second
Life is one of several virtual worlds that have been inspired by the cyberpunk
literary movement, and particularly by Neal Stephenson's novel Snow Crash. The
stated goal of Linden Lab is to create a world like the Metaverse described by
Stephenson, a user-defined world in which people can interact, play, do business,
and otherwise communicate. Second Life's virtual currency is the Linden Dollar
(Linden, or L$) and is exchangeable for real world currencies in a resident to
resident marketplace facilitated by Linden Lab. There is no fee for registering
an account or participating in Second Life, however registration of "payment
information" (i.e. a credit card) is mandatory in order to participate in
some functions, such as owning land or islands, as well as to access certain support
features such as Second Life's support portal and online forums. While
Second Life is sometimes referred to as a game, this description does not fit
the standard definition. It does not have points, scores, winners or losers, levels,
an end-strategy, or most of the other characteristics of games. There are, however,
several games within Second Life, e.g., international football (soccer) matches. In
all, approximately 13 million accounts have been registered, although a large
percentage of these are inactive, some Residents have multiple accounts, and there
are no reliable figures for actual long term consistent usage. Despite its prominence,
Second Life has notable competitors, including IMVU, There, Active Worlds, Kaneva,
and the erotic-oriented Red Light Center. (Credit:
Wikipedia). Website Second
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