Search results
Results from the WOW.Com Content Network
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]
Avatars socialising in the virtual world Second Life. The metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact, [1] usually in 3D and focused on social and economic connection. [2] [3] [4] [5]
Another UK band, Redzone, toured in Second Life in February 2007. With inworld samples, where sounds samples are uploaded and an inworld user interface – instruments – is made to trigger those. Unlike streaming, performing with inworld samples make use of the Second Life environment and creates a three-dimensional sound experience to the ...
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 ...
Linden Research, Inc., doing business as Linden Lab, is an American technology company that is best known as the developer of Second Life. The company's head office is in San Francisco, California, with additional offices in Boston, Massachusetts; Seattle, Washington; Davis, California; and Virginia.
This page was last edited on 11 November 2021, at 08:46 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply.
In December 2008, the United States Air Force launched MyBase, a Second Life island overseen by the Air Education and Training Command. [9] Second Life's usefulness as a platform for pre-K–12 education is limited due to the age restrictions on the main grid and the difficulties of collaborating among various educational projects on the teen grid.
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 ...