Second Life Primer

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

 

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