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  2. Businesses and organizations in Second Life - Wikipedia

    en.wikipedia.org/wiki/Businesses_and...

    Anshe Chung is the main avatar (online personality) of Ailin Graef in the online world Second Life.Referred to as the "Rockefeller of Second Life" [8] by a CNN journalist, she has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies, and has been featured in a number of prominent magazines such as Business Week, [9] Fortune [10 ...

  3. World Stock Exchange - Wikipedia

    en.wikipedia.org/wiki/World_Stock_Exchange

    The game opened on 5 March 2007 and first appeared in the virtual world of Second Life. [1] Transactions occurred outside of Second Life on the WSE website. [ 2 ] The game initially used the Linden Dollar currency from Second Life and in July 2007 integrated a new virtual currency called the World Internet Currency (WIC, WICS, W$).

  4. Second Life - Wikipedia

    en.wikipedia.org/wiki/Second_Life

    Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency. [14] [15] Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school). [16] [17]

  5. Anshe Chung - Wikipedia

    en.wikipedia.org/wiki/Anshe_Chung

    Anshe Chung is an avatar (online personality) of Ailin Graef in the online game Second Life.Referred to as the "Rockefeller of Second Life" by CNN, [1] Graef has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies.

  6. Economy of Second Life - Wikipedia

    en.wikipedia.org/wiki/Economy_of_Second_Life

    Linden Lab reported that the Second Life economy generated US$3,596,674 in economic activity during the month of September 2005, [2] and in September 2006 Second Life was reported to have a GDP of US$64,000,000. [3] In 2009, the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market ...

  7. Corporate use of Second Life - Wikipedia

    en.wikipedia.org/wiki/Corporate_use_of_Second_Life

    Training and Collaboration with Virtual Worlds [1] lists multiple examples of enterprise collaboration projects in Second Life by Cisco, Intel and Microsoft. First meetings and conferences in Second Life closely resembled similar events in real life. Organizers put a lot of effort into creation of exact replicas of their university or corporate ...

  8. Mobile phone - Wikipedia

    en.wikipedia.org/wiki/Mobile_phone

    Two decades of evolution of mobile phones, from a 1992 Motorola DynaTAC 8000X to the 2014 iPhone 6 Plus. A mobile phone, or cell phone, [a] is a portable telephone that allows users to make and receive calls over a radio frequency link while moving within a designated telephone service area, unlike fixed-location phones (landline phones).

  9. Second Life (novel) - Wikipedia

    en.wikipedia.org/wiki/Second_Life_(novel)

    Second Life First edition Author S. J. Watson Cover artist Mark Owen / Trevillion and Shutterstock Language English Genre Thriller, suspense Publisher Doubleday (UK) HarperCollins (US) Publication date 12 February 2015(UK) Publication place United Kingdom Media type print, audio & ebook Pages 425 ISBN 978-0-857-52020-3 Second Life is the second novel of S. J. Watson, published in February 2015 ...