Second Life
Second Life is a virtual reality platform where individuals interact in a virtual world. The software was developed in 2003 by Linden Labs. More than one million people now regularly use the software.
- Virtual world
- Interact with other residents in real-time
- Create customized avatars
- Engage in virtual business
- Huge platform with many virtual worlds to explore
- Entrepreneurs can make money
- Getting started is easy
- Occasional system crashes render the platform unusable
- Items can disappear from a player's inventory
Second Life is a virtual world where individuals create avatars, interact with others, and even attend events like concerts and rallies. It has been described as a game by some, but its creators resist this classification. Linden Labs contends that Second Life has no objective or goals to complete. It is merely a virtual reality platform that evolves with the actions of its users. Anyone 16 years of age or older is free to create a Second Life account and participate. The platform previously used two separate grids, one for adults and one for children. This has been abandoned in favor of a rating system similar to that used for motion pictures. The ratings govern the activities which can be experienced on Second Life. These are classified as General, Moderate, and Adult. Creating an account is free and is not subject to any restrictions. Anyone is allowed to use the Second Life platform for free, but users can also purchase a premium account for $9.99 per month. This account includes extra features such as priority customer support. Premium members are also given weekly allowances of Linden, the currency that is used in the platform. The currency can be used to purchase things like homes or clothes. A user will then choose an avatar. Several categories are available. Users can be a human, an animal, or even a mineral. Avatars can then travel throughout the platform while meeting and interacting with other residents. The economy of Second Life is driven by the Linden dollar. This virtual currency can be bought, earned, or received as a perk for having a premium account. Linden can be exchanged for land, goods, and various services. It is possible for individuals to create businesses and earn Linden. Surplus funds can then be transferred to Paypal as fiat currency. In 2006 one user became the first person to earn $1,000,000 with Second Life. The main problems with the software are technical in nature. Latency can be an issue, affecting real-time interactions. The platform is also prone to occasional crashes. The items a user has purchased can also disappear without warning. No compensation is generally made for items that have been lost due to technical issues.