Second Life

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Second Life


Developer(s) Linden Lab
URL http://www.secondlife.com
Software license Proprietary, GPLv2
Status Active
Setting Multiple
Platform PC, Mac, Linux
Minimum Subscription Cost Free Subscription
Cost for full-featured account USD 9.95 Per month
Free Trial Yes
Year released 2003
Avatar-based Yes
Multiuser Yes
Interactive Yes
Immediate Yes
Persistent Yes
Use and Demographics
Primary use(s) Education, Community, Professional
Registered users 17,000,000
Active users 1,200,000
Average users online 40,000
Target Audience(s) Teenagers, Students, Adults, Professionals
Language(s) English, German, Japanese, Korean
Similar to Activeworlds, There
Features
User-generated content Yes
Property/Object Ownership Yes
Land ownership Yes
Intellectual Property rights for content Yes
Private spaces Yes
In-game currency Yes
Real Money Trading Yes
In-World Marketplace Yes
Graphical and Content Features
Physics-based No
Complex 3-D, such as a realistic human body Yes
Location Bookmarking Yes
Search Capability Users, Locations, Events
Scripting for objects Yes
Duplication of content for multiple users Yes
Offline access No
Object creation toolkit Yes
Communication
Text Chat Yes
Private Messages Yes
Can block users in text chat Yes
E-mail Integration No
Voice Chat Yes
Can block users in voice chat Yes
Identification of voice chat speakers Yes
Multiple channels of voice chat No
Management and Privacy
Code of Conduct No
Age Restrictions Yes
Age Verification Yes
Privacy Policy Yes
Restricted Access in Designated Areas Yes
Communication Filtering No

Second Life, established in 2003 by Linden Labs, is one of the first mainstream virtual worlds, as well as one of the largest in terms of registered users. With significant adoption in education, business, and communities worldwide, Second Life is what many envision when the term virtual world is used. It supports customizable avatars, user-generated content, e-commerce with its own currency, and voice chat.

Contents

Publisher's Description

Second LifeĀ® is a 3-D virtual world created by its Residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by millions of Residents from around the globe.

  • From the moment you enter the World you'll discover a vast digital continent, teeming with people, entertainment, experiences and opportunity. Once you've explored a bit, perhaps you'll find a perfect parcel of land to build your house or business.
  • You'll also be surrounded by the Creations of your fellow Residents. Because Residents retain intellectual property rights in their digital creations, they can buy, sell and trade with other Residents.
  • The Marketplace currently supports millions of US dollars in monthly transactions. This commerce is handled with the inworld unit of trade, the Lindenā„¢ dollar, which can be converted to US dollars at several thriving online Linden dollar exchanges.

Community and Demographics

According to Linden Labs, there are over 17 million registered users. However, this number has been disputed because many people create a free account and then rarely use it. As of July 2008, there are about 1.2 million active users, or users who have logged in during the past 60 days.

Cost

Second Life accounts can be registered for free, although these basic accounts have limited functionality. Users must convert real-world currency into Linden dollars in order to buy and maintain land, upload their own content, and buy items from others. There exist subscription plans which give users land, a weekly stipend of Linden dollars, and dedicated levels of technical support.

Economics

The economy of Second Life is built around the Linden dollar, which is not pegged to any other currency. However, the exchange rate has remained somewhat stable, and as of August 2008 is currently around 265 Linden dollars to one U.S. Dollar. The official currency exchange, LindeX, monitors the exchange rate, and imposes regulations on traders. If the going rate changes either direction by more than 10% in a 24 hour period, there is an automatic shutdown of the system for a certain period of time. Users with a Second Life account can see historical financial data at LindeX.

Adoption

Education

This section contains text taken from Wikipedia's article on Second Life.

Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities. There are over one hundred regions used for educational purposes. Instructors and researchers in Second Life favor it because it is more personal than traditional distance learning. [1] Research has uncovered development, teaching and/or learning activities which use Second Life in over 80 percent of UK Universities. [2]

Universities with a presence in Second Life include The University of Queensland,[3] the University of Florida, The Hong Kong Polytechnic University, University of Louisville, Princeton University, Rice University, Babson College, Coventry University (UK), University of Derby (UK), Vassar College, the Open University (UK),[4] Harvard, INSEAD, Pepperdine, Saint Joseph's University, Praxis Business School,[5] Drexel, Ball State, University College Dublin, Edinburgh University,[6] Elon, University of North Carolina at Chapel Hill, Bowling Green State University, Ohio University, New York City College of Technology (CUNY), New York University, Ithaca College, University of Houston, University of Colorado at Boulder, Central Michigan University, Michigan Technological University, Case Western Reserve University, Australian Film Television and Radio School, Stanford, Delft University of Technology,[7] and Purchase College (SUNY).

Other institutions include the Info Islands, with library programming sponsored by the Illinois' Alliance Library System and OPAL currently offered online to librarians and library users within Second Life. Another virtual continent called SciLands is devoted to science and technology education. While initially centered around the International Spaceflight Museum, it now hosts a number of organizations including NASA, NOAA, NIH, JPL, NPR, NPL, and a host of other government agencies, universities, and museums. Second Life has also been adopted for foreign language training,[8] with schools such as the British Council (focused on the Teen Grid), the Instituto Cervantes and the Goethe Institut. The annual conference SLanguages is dedicated to language learning in Second Life.

Screenshots

List of Virtual Worlds in Second Life

Virtual World Subject URL
Abyss Museum of Ocean Science General Science
Space and Seas
http://slurl.com/secondlife/Gun/55/42/82
DDM collective in Second Life Arts http://slurl.com/secondlife/The%20Collective/6/52/34
Discovery Education Network in SL Learning Skills http://slurl.com/secondlife/Eduisland%20II/91/101/22
English Village Literacy http://slurl.com/secondlife/English%20Village/136/117/108
Etopia Village Ecology
General Science
http://slurl.com/secondlife/Etopia%20Island/192/55/22
Fould Whispering, Strange Matters Literature http://slurl.com/secondlife/Macbeth/44/54/54
Genome Island Bio/Geo-logy
Health
http://slurl.com/secondlife/Genome/174/4/23
Global Kids on the Main Grid Ecology
Social
http://slurl.com/secondlife/Teaching/226/160/25
HealthInfo Island Health http://slurl.com/secondlife/Healthinfo%20Island/132/140/23
ISTE Island Learning Skills http://slurl.com/secondlife/ISTE%20Island/91/58/31
InfoIsland, Librarians in Second Life Literature
Literacy
http://slurl.com/secondlife/Info%20Island%20International/114/238/34
International Schools Island Learning Skills http://slurl.com/secondlife/International%20Schools/83/61/25
International Spaceport Museum Space and Seas http://slurl.com/secondlife/Spaceport%20Alpha/50/80/24
Island of Svarga Bio/Geo-logy
Ecology
http://slurl.com/secondlife/Svarga/7/124/22
Ivory Tower of Prims Arts
General Science
http://slurl.com/secondlife/Natoma/204/70/25/
Jokaydia Learning Skills
Social
Teamwork
http://slurl.com/secondlife/jokaydia/105/148/23
Literature Alive Arts
Literature
Literacy
http://slurl.com/secondlife/Eduisland%20II/191/205/22
NOAA Island Ecology
Geography
http://slurl.com/secondlife/Meteora/177/161/27
New Media Consortium Campus Learning Skills
Space and Seas
http://slurl.com/secondlife/NMC%20Campus/136/91/23
Ohio University Second Life Campus Learning Kiosks Learning Skills
Social
http://slurl.com/secondlife/Ohio%20University/81/202/27
PolyU Resort Island Business http://slurl.com/secondlife/HKPolyU%20Resort/121/167/26
Sciland Virtual Continent General Science
Space and Seas
Geography
Mathematics
http://slurl.com/secondlife/SciLands/29/35/23
Second earth Geography http://slurl.com/secondlife/Second%20Earth%201/130/127/29
Slenz Project Learning Skills http://slurl.com/secondlife/Koru/128/128/27
Sloodle project http://slurl.com/secondlife/Sloodle/129/119/22
Terra Incognita http://slurl.com/secondlife/Terra%20incognita/156/100/33
The Imaging Place Arts http://slurl.com/secondlife/Emerson%20Island/119/136/62
The exploratorium Arts
General Science
Mathematics
http://slurl.com/secondlife/Exploratorium/159/120/23
Timeline of Earth History http://slurl.com/secondlife/livingintheuniverse/
UC Davis Virtual Hallucination Facility Health http://slurl.com/secondlife/Sedig/27/44/22/?img=http%3A//nwn.blogs.com/nwn/images/vr_hallucinations.jpg
Virtual Alamo Arts
History
Geography
http://slurl.com/secondlife/ISTE%20Island%204/245/183/30
Virtual Morocco Arts http://slurl.com/secondlife/Casablanca/145/67/26
Vue Arts
Business
Economics
Learning Skills
Informatics
Social
Teamwork
http://vue.ed.ac.uk
Weather Channel Ecology http://slurl.com/secondlife/Weather/117/14/26


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