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History[edit]

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In 1999, Philip Rosedale formed Linden Lab with the intention of developing computer hardware to allow people to become immersed in a virtual world. In its earliest form, the company struggled to produce a commercial version of the hardware, known as "The Rig", which in prototype form was seen as a clunky steel contraption with computer monitors worn on shoulders. That vision changed into the software application Linden World, in which people participated in task-based games and socializing in a three-dimensional online environment. That effort eventually transformed into the better known, user-centered Second Life. Although he was familiar with the metaverse of Neal Stephenson's novel Snow Crash, Rosedale has said that his vision of virtual worlds predates that book, and that he conducted early virtual world experiments during his college years at the University of California, San Diego, where he studied physics.

In 2005 and 2006, Second Life began to receive significant media attention, including a cover story in BusinessWeek magazine featuring the virtual world and Second Life avatar Anshe Chung. By that time, Anshe Chung had become Second Life's poster child and symbol for the economic opportunities that the virtual world offers to its residents. At the same time, the service saw a period of exponential growth of its user base.

On December 11, 2007, Cory Ondrejka, who helped program Second Life, was forced to resign as chief technology officer.

In January 2008, residents spent a total of 28,274,505 hours "inworld" and on average 38,000 residents were logged in at any moment. The maximum concurrency (number of avatars inworld) recorded is 88,200 in the first quarter of 2009.

On March 14, 2008, Rosedale announced plans to step down from his position as Linden Lab CEO and to become chairman of Linden Lab's board of directors. Rosedale announced Mark Kingdon as the new CEO effective May 15, 2008. In 2010, Kingdon was replaced by Rosedale, who took over as Interim CEO. After four months, Rosedale abruptly stepped down from the Interim CEO position. It was announced in October 2010 that Bob Komin, Linden Lab's chief financial officer and chief operating officer, would take over the CEO job for the immediate future.

In 2008, Second Life was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of online sites with user-generated content. Rosedale accepted the award.

In June 2010, Linden Lab announced layoffs of 30% of its workforce.

In November 2010, 21.3 million accounts were registered, although the company has not made public any statistics regarding actual long-term consistent usage. However, Wagner James Au, who blogs and writes about Second Life, said in April 2013 that he had it on "good authority" that "Second Life's actual active userbase is about 600,000".

In 2015 alone, Second Life users had cashed out approximately $60,000,000 (60 million US dollars) and Second Life had an estimated GDP of $500,000,000 (500 million US dollars), higher than some small countries.

In 2020, Linden Lab abandoned their spiritual successor to Second Life, a VR experience called Sansar, in order to focus their attention fully on Second Life. The rights to Sansar's assets were sold to Wookey Search Technologies, who are expected to continue development on the title without Linden Lab.[1]

Residents and avatars[edit]

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Main article: Resident (Second Life) There is no charge for creating a Second Life account or for making use of the world for any period of time. Linden Lab reserves the right to charge for the creation of large numbers of multiple accounts for a single person (5 per household, 2 per 24 hours) but at present does not do so. A Premium membership (US$11.99 monthly, US$32.97 quarterly, or US$99 annually) extends access to an increased level of technical support, and also pays an automatic stipend of L$300/week into the member's avatar account, and after 45 days that resident will receive a L$700 bonus, making it L$1,000 for that week. This amount has decreased since the original stipend of L$500, which is still paid to older accounts. Certain accounts created during an earlier period may receive L$400. This stipend, if changed into USD, means that the actual cost for the benefit of extended tech support for an annual payment of US$72 is only about US$14, depending on the currency exchange rates. However, the vast majority of casual users of Second Life do not upgrade beyond the free "basic" account.

Avatars may take any form users choose (human, animal, vegetable, mineral, or a combination thereof) or residents may choose to resemble themselves as they are in real life. They may choose even more abstract forms, given that almost every aspect of an avatar is fully customizable. Second Life Culture consists of many activities and behaviors that are also present in real life. A single resident account may have only one avatar at a time, although the appearance of this avatar can change between as many different forms as the Resident wishes. Avatar forms, like almost everything else in Second Life, can be either created by the user, or bought pre-made. A single person may also have multiple accounts, and thus appear to be multiple Residents (a person's multiple accounts are referred to as alts).

Avatars can travel via walking, running, vehicular access, flying, or teleportation. Because Second Life is such a vast virtual world, teleportation is used when avatars wish to travel instantly and efficiently. Once they reach their destination, they may travel in more conventional means at various speeds.

Avatars can communicate via local chat, group chat, global instant messaging (known as IM), and voice (public, private and group). Chatting is used for localized public conversations between two or more avatars, and is visible to any avatar within a given distance. IMs are used for private conversations, either between two avatars, or among the members of a group, or even between objects and avatars. Unlike chatting, IM communication does not depend on the participants being within a certain distance of each other. As of version 1.18.1.2 (2007-Aug-02), voice chat, both local and IM, was also available. Instant messages may optionally be sent to a Resident's email when the Resident is logged off, although message length is limited to 4096 bytes.

Identities in Second Life can relate to the users' personality or creating their own character. It is based on their decisions on how to express themselves. Most avatars are human, but they can choose to be vampires or animals. Sometimes, what they choose does not relate to their offline selves.

In Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, anthropologist Tom Boellstorff notes that the interface of Second Life is designed with the purpose of disconnecting a player's virtual identity from their physical identity in mind[2]. As of 2015 Second Life has made it possible to display one's legal name in the player's profile or as their screen name, but when Boellstorff first published the book in 2008 users were required to select a last name from a pre-determined list of options. Boellstorff describes this mentality as being in direct contrast to the one held by other mainstream social media websites, where anonymity is shunned and users are encouraged to make the link between their online and physical presence clear.

Research

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Anthropologist Tom Boellstorff describes the anthropological applications of studying Second Life and its userbase in Coming of Age in Second Life: An Anthropologist Explores the Virtually Human[2]. Boellstorff explores the relationship between anonymity and community when everyone in a community belongs to varying degrees of anonymity, and how this feeds into the idea of digital collectivity. He also comments on the phenomenon of data becoming "part of social context" that has been observed both inside and outside of Second Life as surveillance becomes more integrated into everyday life. He stresses the difference between the concepts of anonymity and pseudonymity, identifying Second Life users as belonging to the latter group of people - though their avatars are not directly linked to their real identities and reputations, they have forged new ones in this online space, a unique effect of creating an online persona in the digital age.


Work solutions[edit]

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Second Life gives companies the option to create virtual workplaces to allow employees to virtually meet, hold events, practice any kind of corporate communications, conduct training sessions in 3D immersive virtual learning environment, simulate business processes, and prototype new products.

In 2020, CEO of Second Life Ebbe Altberg announced a microsite for Second Life to serve as a space for digital meetings to take place amidst global social distancing, self-isolation, and quarantine orders during the COVID-19 pandemic.[3] Second Life Remote Work and Event Solutions describes itself as a "safe, fun solution for virtual meetups, classes & conferences."[4]




  1. ^ "Second Life-maker calls it quits on their VR follow-up". TechCrunch. Retrieved 2020-03-30.
  2. ^ a b Boellstorff, Tom (2015-08-25). Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press. ISBN 978-0-691-16834-0.
  3. ^ "Second Life Targets Corporate Sector as Travel Lockdown Bites". Skift. 2020-03-23. Retrieved 2020-03-30.
  4. ^ "HOME | Second Life Work - Virtual World Meetings, Event & Conferences". Secondlifework. Retrieved 2020-03-30.