35 Facts About Second Life

1.

Second Life is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world.

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2.

In many ways, Second Life is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".

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3.

Second Life has its own virtual currency, the Linden Dollar, which is exchangeable with real world currency.

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4.

Second Life began to receive significant media attention in 2005 and 2006, including a cover story in BusinessWeek magazine featuring the virtual world and Second Life avatar Anshe Chung.

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5.

Likewise, unlike a traditional talker, Second Life contains an extensive world that can be explored and interacted with, and it can be used purely as a creative tool set if the user so chooses.

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6.

Second Life used to offer two main grids: one for adults and one for teens.

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7.

Avatar forms, like almost everything else in Second Life, can be either created by the user, or bought pre-made.

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8.

Identities in Second Life can relate to the users' personality or creating their own character.

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9.

Ability to create content and shape the Second Life world is one of the key features that separate this from online games.

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10.

Second Life has an internal economy and closed-loop virtual token called the "Linden dollar ".

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11.

Residents of Second Life are able to create virtual objects and other content.

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12.

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.

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13.

Second Life quickly became profitable due to the selling and renting of virtual real estate.

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14.

Second Life's built her fortune primarily by buying, selling, and renting virtual real estate.

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15.

Cory Ondrejka, former CTO of Second Life, stated in 2006 that a while after everything has been standardized, both the client and the server will be released as free and open source software.

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16.

Second Life residents express themselves creatively through virtual world adaptations of art exhibits, live music, live theater and machinima, as well as other art forms.

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17.

Wide variety of recreational activities, both competitive and non-competitive, take place on the Second Life Grid, including both traditional sports and video game-like scenarios.

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18.

Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities.

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19.

In July 2007, an Anglican cathedral was established in Second Life; Mark Brown, the head of the group that built the cathedral, noted that there is "an interest in what I call depth, and a moving away from light, fluffy Christianity".

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20.

Egyptian-owned news website Islam Online has purchased land in Second Life to allow Muslims and non-Muslims alike to perform the ritual of Hajj in virtual reality form, obtaining experience before actually making the pilgrimage to Mecca in person.

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21.

Second Life offers several groups that cater to the needs and interests of humanists, atheists, agnostics, and freethinkers.

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22.

Second Life relationships have been taken from virtual online relationships into personal, real-world relationships.

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23.

Second Life is used for scientific research, collaboration, and data visualization.

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24.

Second Life can be a real-time, immersive social space for people including those with physical or mental disabilities that impair their first lives, who often find comfort and security interacting through anonymous avatars.

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25.

An example of how Second Life has been used by disabled people is Wheelies, the widely publicised disability themed nightclub founded by Simon Stevens.

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26.

Second Life gives companies the option to create virtual workplaces to allow employees to virtually meet, hold events, practice any kind of corporate communications, conduct training sessions in 3D immersive virtual learning environment, simulate business processes, and prototype new products.

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27.

Edward Clift, dean of the School of Media, Culture and Design at Woodbury University, told The Chronicle of Higher Education that their campus "was a living, breathing campus in Second Life", including educational spaces designed mostly by students, such as a mock representation of the former Soviet Union and a replica of the Berlin Wall.

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28.

One article in Wired featured a marketer for Coca-Cola who found Second Life to be essentially deserted when personally inspecting it, yet still funded a marketing campaign there anyway from fear of missing out.

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29.

Second Life has been attacked several times by groups of residents abusing the creation tools to create objects that harass other users or damage the system.

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30.

Second Life has suffered from difficulties related to system instability.

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31.

Many of Bragg's legal arguments rested on the claim—advertised on Linden Lab web site—that virtual land within Second Life could be "owned" by the purchasing user, which was removed shortly after the settlement.

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32.

Since its debut in 2003, Second Life has been referred to by various popular culture media, including literature, television, film and music.

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33.

Second Life was featured prominently, and used as a tool to locate a suspect, in the television show CSI: NY in 2007.

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34.

Second Life has offered educational research potential within the medical and healthcare fields.

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35.

Second Life stresses the difference between the concepts of anonymity and pseudonymity, identifying Second Life users as belonging to the latter group of people - though their avatars are not directly linked to their real identities and reputations, they have forged new ones in this online space, a unique effect of creating an online persona in the digital age.

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