Thursday, March 10, 2011

Simply explanation of 2nd life

Life, or something like it

Julia Wandle dips her toes into a virtual world
[back to index]
I'd heard all about it. Another world, where you can be anyone you want, anything you want.
The sort of fantasy Michael Crichton might've written a novel about, can now be ours for real. Online, that is.
Second Life is not a game - it has all the appearance of one, but there's no set goals, no gameplay structure. Instead, over a million people are meeting online and creating a new virtual world with real money. Participants can set up businesses and make items for others to use in the world - and game money can be converted back into real world currency.
Step into the world. There's a free download and you can play for free - though I recommend joining up right away for the full experience. More on that later.

Create your "avatar", your character in the world. Choose sex, height, weight, colour, hair, eyes... really the variety of forms you can take is huge. You can even change your mind and re-shape yourself later. The ultimate extreme makeover!
From here, the world is your oyster. Learn to fly, buy land, build things for others to gawp at or pay you money to use/see/buy... if you are creative and inventive, this would be a genuine business opportunity. Or, simply meet other people, chat, play a part or be yourself! Join in an online community and be the star in your own soap opera. It's all here... and more. Watch out for the gambling machines... you could win big, but remember, those Linden Dollars (the world's currency) could be converted to real cash!

In Second Life, there's something new around every corner.
The world is filled with hundreds of games, from multi-player role-playing games, to puzzles and grid-wide contests. There are also casinos, dance clubs, shopping malls, space stations, vampire castles and movie theatres.
Regardless of your mood, there's always something to do...


The world and the system is expanding and developing, both in-world through the actions of your fellow users, and behind the scenes in technical developments.
While you can play for free, it's a limited version of the world. I heartily recommend you sign up for the full experience - you get a month free anyway, so you can still back out without spending a penny if it's not your thing.


How to join in

Click Here to visit the Second Life website and follow the instructions for joining. You will be offered the chance to become a premium member - take it! If you don't, you won't get a full experience of the world so you can't judge whether you will really like it or not. As a premium member, you will get a monthly stipend of Linden Dollars - which you can use to trade for items within the world, or sell for real money.

It's a simple case of sign up, download, and go! The tutorial will take around 20 minutes and teach you the basics, but there are thousands of helpful players online ready, willing and able to help you master anything else.

2nd Life - Wikipedia


Second Life

From Wikipedia, the free encyclopedia


Second Life (SL) is an online virtual world developed by Linden Lab which was launched on June 23, 2003. A number of free client programs called Viewers[1][2] enable Second Life users, called Residents, to interact with each other through avatars. Residents can explore the world, (known as the grid) meet other residents, socialize, participate in individual and group activities, and create and tradevirtual property and services with one another. Second Life is intended for people aged 13 and over[3], and as of 2011 has more than 20 million registered user accounts[citation needed].
Built into the software is a three-dimensional modeling tool based around simple geometric shapes that allows residents to build virtual objects. There is also an object oriented scripting language Linden Scripting Language which can be used to add interactivity to objects. More complex three-dimensional sculpted prims (colloquially known as sculpties), textures for clothing or other objects, and animations and gestures can be created using external software. 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 functions [4].

Grids

Prior to January 20, 2011, there were two age-differentiated grids. When it originally started, only people 18 years and over could join. However, after much controversy about underage people joining,[citation needed] Linden Labs created the Teen Grid, which was for those ages 13-17. When a teen turned 18, providing documentation verifying their age, they would be transferred to the Main Grid. Linden Lab has received controversy for the lack of integration between teens and adults. Some parents protest that they cannot be on the grid together with their teenage children, and companies cannot market to both teens and adults in SL even if their products have universal appeal.[citation needed] This grid merge was widely supported by teen grid residents, although some also oppose it. Linden Lab employees have also been in favor of merging the grids, most notably Blue Linden, former teen grid manager. As of January 20, 2011, there is only one grid. Users 16 and 17 years of age are allowed to visit any G-rated region until they turn 18 and verify their age, at which point they may visit any region, regardless of rating.. In addition, there are four regions only available to 16 and 17 year old residents, known as Chimp Labs 1, 2, 3, and 4.[citation needed]
The Teen Grid and the Main Grid actually were of one grid called Agni (most grids in Second Life grids are named after Hindu gods).[citation needed] However, Teen Grid residents could not see or access the Main Grid, and Main Grid residents could not see or access the Teen Grid.[citation needed]
On January 19, 2009 Linden Lab, Philip Linden related an intent to merge the two grids into one.[citation needed]
Users under 16 years of age are not allowed in Second Life, and anyone under reasonable suspicion of being underage may have their account suspended until their age can be verified. However, Linden Lab places burden of proof on alleged underage users, and does not check to verify anything themselves. As a result, false underage user reports are filed by some residents as a form of griefing or for revenge.[citation needed]

Virtual technology

The graphics, the Linden Scripting Language and the Havok physics enable the simulation of various real or imagined machines and devices. There are many light houses, some with detailed Fresnel lenses. Steam punk buoyant airships are common. There are combat weapons systems. A large part of the Linden Scripting Language Guide describes the features available for modeling vehicles. Popular uses of this include cars, boats, motor cycles and airplanes. Manned vehicles have advantages, but there can also be autonomous or remotely controlled vehicles.
A major obstacle is region (sim) border crossings, which unlike cell phone handoffs, are a problem, to users, even at walking speed, although following recent work by Linden Labs it has been greatly improved, and if the user in question has few resources assigned to him it can be almost seamless.

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1st virtual world millionare - 2006



Anshe Chung Becomes First Virtual World Millionaire


Parlays $10 investment into million dollar corporation in 30 months


 
Plush City @ Second Life and Wuhan, China @ Real Life 26-Nov-2006
Anshe Chung has become the first online personality to achieve a net worth exceeding one million US dollars from profits entirely earned inside a virtual world.

Recently featured on the cover of Business Week Magazine, Anshe Chung is a resident in the virtual world Second Life. Inside Second Life, Anshe buys and develops virtual real-estate in an official currency, known as Linden Dollars, which is convertible to US Dollars. There is also a liquid market in virtual real estate, making it possible to assess the value of her total holdings using publicly available statistics.

The fortune Anshe Chung commands in Second Life includes virtual real estate that is equivalent to 36 square kilometers of land – this property is supported by 550 servers or land "simulators". In addition to her virtual real estate holdings, Anshe has "cash" holdings of several million Linden Dollars, several virtual shopping malls, virtual store chains, and she has established several virtual brands in Second Life.  She also has significant virtual stock market investments in Second Life companies.

Anshe Chung's achievement is all the more remarkable because the fortune was developed over a period of two and a half years from an initial investment of $9.95 for a Second Life account by Anshe's creator, Ailin Graef.  Anshe/Ailin achieved her fortune by beginning with small scale purchases of virtual real estate which she then subdivided and developed with landscaping and themed architectural builds for rental and resale. Her operations have since grown to include the development and sale of properties for large scale real world corporations, and have led to a real life "spin off" corporation called Anshe Chung Studios, which develops immersive 3D environments for applications ranging from education to business conferencing and product prototyping.

Ailin Graef was born and raised in Hubei, China, but is currently a citizen of Germany. She runs Anshe Chung Studios with her husband Guntram Graef, who serves as CEO of the company. Anshe Chung Studios has offices in Wuhan, China and is currently seeking to expand its workforce from 25 to 50.  (Pictures of the Wuhan offices are available here).

The valuation of the virtual land holdings is based on property value statistics published by Linden Lab and current simulator prices.  Based on these statistics a valuation of one million dollars in virtual assets is conservative, and the actual value may be significantly higher.

This estimate only includes the valuation of the avatar Anshe Chung's virtual assets at current market rates. It does not include the real world assets of Anshe Chung Studios. It also does not include any valuation based on expected revenue, expected profits or any other intangible business equity (such as brand value or good will). It does not include assets owned in other virtual worlds such as IMVU,There or Entropia Universe.

Anshe Chung and Anshe Chung Studios are independent and not affiliated with other entities such as virtual world platform operators or marketing firms. Anshe Chung Studios is fully owned by Anshe Chung's creator and her partner and has been wholly financed from virtual world profits.

Above all, Anshe Chung stresses the importance of community in her vision of the virtual worlds and work spaces that she and others are pioneering together.  Her goal is not merely to build a corporation, but to foster the development and growth of online communities, and to help make the entry of real world corporations into Second Life and other regions of the metaverse as frictionless as possible.  It is her philosophy that Second Life is above all a social space, and that corporate entrants that respect the community will be the most successful.

Anshe Chung will be available to answer questions by the media on a press conference in Mengjing @ Second Life scheduled for Tuesday 28th November at 9 am PST. For special media inquiries please contact media@anshechung.com. Please understand that Anshe Chung Studios is in a phase of rapid growth and that ACS will have to prioritize media requests.

Linden Lab - 2nd Life Creators


1 Billion Hours, 1 Billion Dollars Served: Second Life Celebrates Major Milestones for Virtual Worlds

Linden Lab Shares Statistics Revealing Tremendous User Engagement and the Largest User-Generated Virtual Goods Economy in the World


SAN FRANCISCO — September 22, 2009 — Linden Lab®, creator of the virtual worldSecond Life®, today announced that Second Life Residents have transacted the equivalent of more than one billion US dollars with each other while spending more than one billion hours in Second Life – significant milestones for the virtual worlds industry. The company also shared a series of additional statistics that reveal the scale of Second Life and its virtual goods economy, as well as the activity and engagement of its Residents.

From its inception, Second Life has offered a rich three-dimensional environment that is built upon and fueled by the collective imagination and ingenuity of its Residents. Representing nearly every country and hundreds of cultures from around the globe, the Second Life community uses the virtual world as a place to create, connect, collaborate, communicate, and more across barriers of language and physical location. The combination of a world without boundaries and a highly engaged user base has led to a number of key milestones for Second Life. Some of these accomplishments include:
  • In total, users around the world have spent more than one billion hours in Second Life. 
    That's roughly 115,000 years spent doing everything from meeting and socializing with friends; to attending live concerts; to creating, selling, and shopping for virtual goods; to learning a foreign language; to attending business meetings; and much more. User hours grew 33% year-over-year to an all-time high of 126 million in Q2 2009.
  • Second Life Residents spend an average of about 100 minutes inworld per visit.
    This average session time is significantly greater than those seen with popular social networking websites and reveals the uniquely high level of engagement Residents have with Second Life.
  • The equivalent of more than USD1 billion has been transacted between Residents in Second Life, who purchase virtual goods and services from one another. 
    The inworld economy grew 94% year-over-year from Q2 2008 to Q2 2009. Now at nearly USD50 million each month in user-to-user transactions, the Second Life economy is on an annual run rate of more than a half billion US dollars, making Second Life the largest virtual economy in the industry.
  • Residents create more than 250,000 new virtual goods every day – from clothing to vehicles to buildings to automatic language translators, and more.
    There are now more than 270 terabytes of content in Second Life, and this is growing by approximately 100% every year.
  • More than 18 billion minutes of voice chat have been used in Second Life since voice was introduced in 2007.
    Voice minutes grew 44% year-over-year from Q2 2008 to Q2 2009, and more than six billion minutes of voice have been delivered in 2009 alone, making Linden Lab a major VoIP provider.
  • Approximately 1,250 text-based messages are sent every second in Second Life, and more than 600 million words are typed on an average day.
    Roughly 60% of active Second Life Residents based outside of the US, representing more than 200 countries, and the Second Life Viewer available in 10 languages.
  • The total land area of Second Life is now equivalent to approximately two billion square meters – roughly the size of the state of Rhode Island.
    Land in Second Life has grown roughly 18% from Q1 of 2009 and approximately 75% since Q1 of 2008. As the creator and original seller of all virtual land in Second Life, Linden Lab is not only the provider of the worlds largest platform for user-generated virtual goods, but also a leading virtual goods vendor itself.

Industry-leading content creation and transactional tools, coupled with the fact that Residents retain the IP rights to the content they build inworld, have enabled Second Life Residents to make Second Life a leading hub of user-generated content (UGC) and the largest user-generated virtual goods economy in the world. The unique content Residents create and sell in Second Life makes the virtual world a more compelling experience for individuals and a more useful platform for enterprises and educators, as well as providing an entrepreneurial opportunity for content creators who can profit from their creations.

A wide variety of activity makes up the more than 40 million hours Residents spend in Second Life each month. For example, Residents meet and socialize with friends while exploring unique environments, dancing at live music performances, visiting art galleries, learning new languages, sailing the virtual seas, and building new creations. Entrepreneurs around the globe have built successful businesses in Second Life, selling their virtual goods and services to others and earning real profits. Hundreds of universities and real world businesses, including many of the Fortune 500, are using Second Life as a platform for learning and training, meetings and events, and collaboration and prototyping.

"These metrics give a sense of some key aspects of Second Life – the deeply engaging nature of the 3D world, the immense use of Second Life as a communications platform, and the scale and strength of the economy based on the huge number of unique virtual goods users are creating," said Mark Kingdon, CEO, Linden Lab. "These numbers are a snapshot of the success of Second Life and its Residents today, and a validation of Linden Lab's leadership in the virtual worlds space, but there's much more to come. This is a year of renovation for Second Life, and we're well positioned for reinvigorating our growth in 2010 with a range of strategic initiatives that will enhance the experience for existing Residents and propel our expansion with new users."


About Second Life and Linden Lab 
Developed and launched by Linden Lab in 2003, Second Life is the world's leading 3D virtual world environment. It enables its Residents to create content, interact with others, launch businesses, collaborate, educate, and more. Since its inception, Second Life Residents have logged more than one billion user hours and generated more than USD1 billion in user-to-user transactions. With a broad user base that includes everyone from consumers and educators to medical researchers and large enterprises, Second Life has become one of the largest hubs of user-generated content and the largest user-generated virtual goods economy in the world.
Linden Lab, founded in 1999 by Chairman of the Board Philip Rosedale and headquartered in San Francisco, develops revolutionary technologies that change the way people communicate, interact, learn and create. Privately held and profitable, Linden Lab is led by CEO Mark Kingdon, and has more than 300 employees spread across the U.S., Europe, and Asia.


Media Contacts:
LEWIS PR for Linden Lab

Tel: (415) 992-4434
secondlifeus@lewispr.com

2nd Life own press release world

When I started my investigation into 2nd life, I didn't think the first thing I would find is a website which is for events and press releases inside the 2nd life world. I was actually looking for something about the world, not within it. So people check this like checking the news?? Bizarre!

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