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  2. Active Worlds - Wikipedia

    en.wikipedia.org/wiki/Active_Worlds

    Active Worlds is an online virtual world, developed by ActiveWorlds Inc., a company based in Newburyport, Massachusetts, and launched on June 28, 1995. Users assign themselves a name, log into the Active Worlds universe, and explore 3D virtual worlds and environments that others have built. ActiveWorlds allows users to own worlds and universes ...

  3. 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. [13] [14] 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).

  4. Virtual world - Wikipedia

    en.wikipedia.org/wiki/Virtual_world

    A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others.

  5. 8 Free Virtual Summer Camps to Keep Kids Happy and Busy - AOL

    www.aol.com/8-free-virtual-summer-camps...

    8. Happy Camper Live. Happy Camper Live is another program that comes at a nominal fee — $4.99 per month — but you can enjoy a free 7-day trial to try it out. Your kids can also get free ...

  6. Economy of Second Life - Wikipedia

    en.wikipedia.org/wiki/Economy_of_Second_Life

    The virtual world Second Life has its own economy and a virtual token referred to as Linden Dollars (L$). In the SL economy, users (called "residents") buy from and sell to one another directly, using the Linden, which is a closed-loop virtual token for use only within the Second Life platform.

  7. Whyville - Wikipedia

    en.wikipedia.org/wiki/Whyville

    Whyville was one of the first virtual worlds built around learning games. Whyville was also one of the first virtual worlds which used an internal virtual currency. [2] Users earn a 'clam' salary based on their educational activities on the site.

  8. Category:Virtual world communities - Wikipedia

    en.wikipedia.org/wiki/Category:Virtual_world...

    Virtual world communities. This category is for virtual communities in social virtual worlds where users can walk around in 2D or 3D.

  9. Virtual goods - Wikipedia

    en.wikipedia.org/wiki/Virtual_goods

    Virtual money (or in-game currency) is used to purchase virtual goods within a variety of online communities, which include social networking websites, virtual worlds and online gaming sites.