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Second Life - Wikipedia. This article is about the virtual community. For the Portuguese film, see Second Life (film). Second Life is an online virtual world, developed and owned by the San Francisco- based firm Linden Lab and launched on June 2. By 2. 01. 3, Second Life had approximately 1 million regular users.
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They can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, build, create, shop, and trade virtual property and services with one another. The platform principally features 3. D- based user- generated content. Second Life also has its own virtual currency, the Linden Dollar, which is exchangeable with real world currency.
There is also a procedural scripting language, Linden Scripting Language, which can be used to add interactivity to objects. Sculpted prims (sculpties), mesh, textures for clothing or other objects, animations, and gestures can be created using external software and imported. The Second Life terms of service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management (DRM) functions.
In its earliest form, the company struggled to produce a commercial version of the hardware, known as . At the same time, the service saw a period of exponential growth of its user base.
On December 1. 1, 2. Cory Ondrejka, who helped program Second Life, was forced to resign as chief technology officer.
The maximum concurrency (number of avatars inworld) recorded is 8. After four months Rosedale abruptly stepped down from the Interim CEO position. It was announced in October 2. Bob Komin, Linden Lab's chief financial officer and chief operating officer, would take over the CEO job for the immediate future. Rosedale accepted the award. As a result, the initial objective- driven, gaming focus of Second Life was shifted to a more user- created, community- driven experience. It can also be argued that Second Life is a multi- user virtual world, because the virtual world is centered around interaction between multiple users.
As it does not have any stipulated goals, it is irrelevant to talk about winning or losing in relation to Second Life. Likewise, unlike a traditional talker. In March 2. 00. 6, while speaking at Google Tech. Talks. We see it as a platform. In August 2. 01. 0, Linden Lab closed the teen grid due to operating costs. Since then, users aged 1. Linden Lab reserves the right to charge for the creation of large numbers of multiple accounts for a single person (5 per household, 2 per 2.
A Premium membership (US$9. US$2. 2. 5. 0 quarterly, or US$7. L$3. 00/week into the member's avatar account, and after 4. L$7. 00 bonus, making it L$1,0. This amount has decreased since the original stipend of L$5. Certain accounts created during an earlier period may receive L$4. This stipend, if changed into USD, means that the actual cost for the benefit of extended tech support for an annual payment of US$7.
US$1. 4, depending on the currency exchange rates. However, the vast majority of casual users of Second Life do not upgrade beyond the free .
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Second Life Culture consists of many activities and behaviors that are also present in real life. A single resident account may have only one avatar at a time, although the appearance of this avatar can change between as many different forms as the Resident wishes. Avatar forms, like almost everything else in Second Life, can be either created by the user, or bought pre- made.
A single person may also have multiple accounts, and thus appear to be multiple Residents (a person's multiple accounts are referred to as alts). Avatars can travel via walking, running, vehicular access, flying, or teleportation.
Because Second Life is such a vast virtual world, teleportation is used when avatars wish to travel instantly and efficiently. Once they reach their destination, they may travel in more conventional means at various speeds.
Avatars can communicate via local chat, group chat, global instant messaging (known as IM), and voice (public, private and group). Chatting is used for localized public conversations between two or more avatars, and is visible to any avatar within a given distance. IMs are used for private conversations, either between two avatars, or among the members of a group, or even between objects and avatars. Unlike chatting, IM communication does not depend on the participants being within a certain distance of each other. As of version 1. 1. IM, was also available. Instant messages may optionally be sent to a Resident's email when the Resident is logged off, although message length is limited to 4.
L$ can be used to buy, sell, rent or trade land or goods and services with other users. Linden Lab reports that the Second Life economy generated US$3,5. September 2. 00. 5.
Gross resident earnings are US$5. Residents of Second Life are able to create virtual objects and other content.
Second Life is unique in that users retain all the rights to their content which means they can use Second Life to distribute and sell their creations, with 2. Second Life also quickly became profitable due to the selling and renting virtual real estate.
Second Life's first real- world millionaire; Ailin Graef, better known as Anshe Chung (her avatar), converted an initial investment of $9. USD into over one million dollars over the course of two and a half years. She built her fortune primarily by buying, selling, and renting virtual real estate. For example, IBM purchased 1. Second Life for virtual training and simulations of key businesses processes. Musicians, podcasters, and news organizations (including CNET, Reuters, NPR's The Infinite Mind, and the BBC) all established a presence within Second Life. Services include .
L$ can be purchased using US dollars and other currencies on the Linde. X exchange provided by Linden Lab, independent brokers or other resident users. Money obtained from currency sales is most commonly used to pay Second Life's own subscription and tier fees; only a relatively small number of users earn large amounts of money from the world. According to figures published by Linden Lab, about 6. Second Life in February 2. US$1. 0, while 2.
US$5. 00. 0. Text. SL allows users who are visually impaired to navigate, communicate with avatars and interact with objects. This web interface is also accessible using a smartphone. IBM's Human Ability and Accessibility Center, with the IBM Virtual Universe Community. This client provides basic navigation, communication, and perception functions using hotkeys.
Max, The Virtual Guidedog. The guidedog provides a number of functions such as navigation and querying the environment through a chat- like interface. Feedback is provided using synthetic speech. METAbolt. The user can connect to it using telnet- ssl or any talker or MUD client that supports SSL secure connections. A study showed that one of the biggest barriers to making Second Life accessible to visually impaired users is its apparent lack of metadata, such as names and descriptions, for virtual world objects. This is a similar problem for the accessibility of the web, where images may lack alternative tags.
The study found that 3. Second Life are simply named . The portal, called . Previously, starting in late 2.
Linden Lab had opened and run their own welcome area portals and regions for German, Korean, and Japanese language speakers. Several resident- created translation devices provide machine translation of public chat (using various online translation services), allowing for communication between residents who speak different languages. Most versions of the viewer have language translation built into them. Within the current generation of the Second Life viewer, Linden Labs has incorporated language translation from Google. Land ownership. There is no upper limit on tier; at the highest level, the user pays US$2. A region comprises an area of 6. Mainland regions form one continuous land mass, while private regions are islands.
Openspace regions may be either mainland or private, but have lower prim limits and traffic use levels than mainland regions. The owners of a private region enjoy access to some additional controls that are not available to mainland owners; for example, they have a greater ability to alter the shape of the land. Residents must own a region (either mainland or private) to qualify for purchasing an openspace region. Linden Lab usually sells only complete 6. Once Residents buy land, they may resell it freely and use it for any purpose that is not prohibited by the Second Life terms of service.
Residents may also choose to purchase, or rent, land from another Resident (a Resident landlord) rather than from Linden Lab. On a private region, the built- in land selling controls allow the landlord to sell land in the region to another Resident while still retaining some control. Residents purchasing, or renting, land from any other party than Linden Lab are not required to hold a Premium membership nor to necessarily pay a tier fee, although typically the landlord will require some form of upfront or monthly fee to compensate them for their liability to pay the land use fee charged by Linden Lab. However Linden Lab acknowledges only the landlord as the owner of the land, and will not intervene in disputes between Residents.
This means, for example, that a landlord can withdraw a Resident's land from availability, without refunding their money, and Linden Lab will not arbitrate in the dispute unless it is a clear- cut matter of 'land fraud'. Users can report such matters to Linden Lab if they occur and they will look into it.
Land types. Some mainland regions offer more prims in the same land area. For non- mainland fees, the fee sets both the land area and the prim count.
There are only a few grandfathered . They can be resold but are rarely available for purchase. The grid is made of regions, each a square of side 2.