From May
2007
http://secondlife.com
It’s a virtual world – not a game!
Second Life is not played; it’s experienced. The
digital, 3-D world is a place where anything a
computer programmer can imagine can exist.
It was created by Linden Labs.
The brainchild of CEO Philip Rosendale, Second
Life launched in June 2003. San Francisco-based
Linden Labs acts as a sort of laissez-faire
government; it makes money by selling property.
The currency is the Linden dollar.
Users can swap U.S. greenbacks at a dynamic
exchange rate; $1 U.S. is roughly equivalent to
270 Linden dollars.
You are your avatar.
Users create 3-D images of themselves using
multiple templates. Avatars can take on whatever
shape and identity their creators fancy. They
can walk, dance, swim – even fly.
Become a cyber land baron.
A private 16-acre “island” will cost $1,675,
with monthly maintenance charges of $295. Less
impressive plots of land can be bought and
developed for as little as $5.
It’s possible to earn a living.
In December, Linden Labs estimated that 17,000
residents had positive cash flow (in U.S.
dollars), with about 450 generating monthly
incomes in excess of $1,000.
No kids allowed.
The sign says 18 and older, but Teen Second Life
is an exclusive world for 13- to 17-year-olds.
It often mirrors the real world.
Government and political organizations have
jumped in and established sites. John Edwards,
Barack Obama and other political candidates have
campaign outposts. Beware: terrorists also are
lurking in Second Life.
It’s (mostly) a man’s world
Linden Labs says 60 percent of users are men,
with ages ranging from 18 to 85. Others claim
the mix of users is closer to half men, half
women.
View Related Stories:
First Look at Second Life
Virtual Lifestyle Center