secondlife

SecondLife S. Ehrlich K.Goodall- Reid R.Arcand

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Developed by Linden Lab that launched on June 23, 2003, and is accessible via the Internet. A free client program called the Second Life Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world, which residents refer to as the grid. Second Life is for people aged 18 and over, while Teen Second Life is for people aged 13 to 17.

As of fall 2006, over 3,000 residents reportedly make an excess of 20 thousand US Dollars (USD) per year running businesses in Second Life. Most of them sell objects they’ve created that other residents want. One Second Life resident landed a //Business Week // cover story for earning a three-figure income – that’s real-world dollars – selling virtual real estate. Property purchased in Second Life is owned by the buyer using a scheme referred to as Internet Protocol (IP) copyright. Some owners reward members for staying at their property with //Linden dollars //, Second Life ’s currency. Linden dollars can also be purchased with real dollars using a credit card. Part of the exchange rate goes to Linden Inc., with Second Life purportedly generating over 64 million USD a year. Real world corporations are also taking interest in the virtual world. In September 2006, //Popular Science // reported that Wells Fargo Bank bought an island on Second Life, where they may one day offer real world banking. Wal-Mart and Intel are just two of the mega-giants considering corporate training classes in Second Life – a business model that could save corporations, big and small, millions of dollars in travel and lodging fees. Future possibilities include virtual universities that replicate their real- life counterparts with classrooms and professors teaching interactive classes in real time, virtual interactive congressional sessions, and three-dimensional customer and tech support. Second Life is the brainchild of Philip Rosedale, the former RealNetworks guru credited with spearheading the development of online streaming technologies. Rosedale presently runs Linden Labs, Inc., the privately held company behind Second Life, with the help of a crack team of first-rate developers with previous experience at companies like Disney, THQ, and Mattel. Anyone over 13 years of age can open a free account at Second Life, though members between 13 and 18 participate in //Teen Second // Life  , a separate virtual community. Within the adult version of Second Life, there are PG areas and adult areas where different modes of behavior are acceptable. According to the terms of service contract, harassment of any kind in Second Life results in permanent expulsion.

__**Education in Secondlife**__ media type="youtube" key="qOFU9oUF2HA" height="289" width="316"

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 * __Flying in Secondlife!__**

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