What is the second life?

Second Life is a three -dimensional virtual community created exclusively by its membership. Members assume identity and accept residence in the environment and have created an adapted avatar or personality to be represented. Avatar moves in the virtual world using mouse control buttons and intuitive keyboard.

The virtual world also includes sound; Wind in swaying trees, gibberish streams, sound conversation and built -in cottage and fast sending messages. Residents buy real estate, start businesses, play with other residents, create objects, join clubs, visit classes or just meet.

In the autumn of 2006, more than 3,000 inhabitants were reportedly exceeding $ 20,000 (USD) annually by operating businesses in their second life. Most of them sell objects that have created that other inhabitants want. One resident landed Business WeekI.

Property purchased in Second Life is owned by the buyer using the scheme known as copyright on the Internet protocol (IP). Some owners reward members for staying on their property with Linden Dollars , the currency of the community. Linden Dollars can also be purchased with real dollars using a credit card. Part of the exchange rate goes to Linden Inc., while the website reportedly generates more than $ 64 million per year.

The real world was also interested in the virtual world. In September 2006, the popular science said that Wells Fargo Bank bought an island in the second life where one day could offer real world banking. Several companies have considered the offer of corporate training courses in the virtual world - a business model that could save money in the field of travel and accommodation. Future options include virtual universities that replicate their counterpartKy in real life with three -offs and professors teach interactive classes in real time, virtual interactive congress seating and three -dimensional customer and technical support.

Second Life is a spiritual child of Philip Rosedale, the former Realnetworks guru attributed to the development of online streaming technology. Anyone who over 13 years of age can open a free account, although members between 13 and 18 participate in a separate virtual community. Within the adult version, there are PG and adult areas where different behavior is acceptable. Under the Terms and Conditions Agreement, harassment of any kind in the community leads to permanent expulsion.

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