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Second Life (abbreviated to SL) is an Internet-based virtual world which came to international attention via mainstream news media in late 2006 and early 2007. more...
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Developed by Linden Lab, a downloadable client program enables users to interact with each other through motional avatars, providing an advanced level of a social network service combined with general aspects of a metaverse.
While SL is sometimes referred to as a game, in general it does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games. Users, often called "residents", can visit this virtual world almost as if it were a real place. They explore, meet other residents, socialize, participate in individual and group activities, and buy items (virtual property) and services from one another. As they spend more time in the world, they learn new skills and mature socially, learning the culture and manners of a virtual environment.
SL's virtual currency is known as Linden Dollars, and is exchangeable for US Dollars in a marketplace constituting users, the Linden Lab and real life companies. The Flat Earth-like world is simulated on a large array of servers, and is referred to as the Grid. As of January 2007, the number of users logged into the Grid follows a fairly regular daily pattern, reaching an approximate minimum of 12,000 (around 11am UTC) and maximum of 25,000 (around 10pm UTC). In all, nearly three million accounts have been registered, though many aren't active, and some users have multiple accounts.
History
SL was founded by former RealNetworks CTO Philip Rosedale through Linden Lab,. The initial alpha test version, named LindenWorld, was made available in 2002 to users with content creation experience , and the beta version was made publicly available in 2003. The beta versions had a different economic focus from that of SL's current version; Linden Dollars were far more freely obtainable, and could not be exchanged for real money, and the real monthly fee did not escalate with the amount of land the user owned.
Teen Second Life was developed in early 2005 to enable people aged 13-17 to play Second Life without entering false information to participate in the Main Grid. Both Grids at that time required the entry of credit card details, but the Main Grid made it mandatory that the credit card be the user's own, whereas the Teen Grid made it mandatory that it belonged to a parent. (Since then, the requirement for a credit card to register on the Main Grid has been removed, but retained on the Teen Grid.)
Second Life first reached a concurrent user count of 20,000 on December 29, 2006. The number of registered accounts in Second Life reached one million on October 18, 2006, and doubled, to two million, eight weeks later on December 14, 2006. However, this number includes accounts that are no longer used, and multiple accounts created by the same real person. An analysis of the economy of Second Life before December 2006, published in The Guardian, suggests that the number of active users is "in the region of 100,000", and its churn rate is over 85%. Second Life statistics claim that 144,108 "customers spen money in-world" in December 2006.
Read more at Wikipedia.org
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