Second Life

From LoveToKnow SocialNetworking

Second Life is a virtual world from Linden Lab where you live as you would in the real world. Your first life is the one you actually live, interacting with your sentient friends, performing job duties, and becoming interested in hobbies. Your second life is just that: a life where you can do some of the same things you do in real life, or you can do what most players do, which is create a fantasy life.

World Map

The Grid

The world of Second Life is commonly known as "the grid." You are able to buy goods and services, own businesses, trade, visit other "countries," and perform many other unique tasks. If you wish to take in an art exhibit, you'll find many shows available at any time, as well as special exhibits by invitation only. Music and theater is a big deal in this virtual world. Bands perform and go on tour, and could even be more successful in the virtual life than real life. Scouring the virtual world for theater companies will net you about five popular ones that put on comedy shows, Shakespearean plays, and other well-known stage productions.

Talking to others in the game is accomplished in one of two ways. You can use a microphone for local chat, but keep in mind that even though the voice conversation is between two avatars, any character within hearing distance can listen in. Private conversations are done through Instant Messaging, which works just like Yahoo Messenger or AIM.

Two grids exist for the company. One is for adults who are 18 and older, and the other grid, called "Teen Second Life," is for users aged 13 to 17.

How Does Second Life Work?

The network runs software application that allow you to create avatars and 3D objects like buildings, cars, and furniture; the game is only limited by your imagination. If you want to get deeper into the modeling software, Linden Lab includes a scripting language which allows you to assign properties to any object you create. This could mean making guitar strings move or giving texture to clothes, or even animation to the hair on your skin.

Whatever you generate is yours. All copyrights for original work go to you. If you create a work of art in Second Life, then you are free to show it, sell it, or trade it. Copyright management is important in the developers and those who maintain the architecture.

Money

Within the game there is the Linden Dollar. You use this money to perform financial transactions in Second Life. Besides goods like buildings, cars, and clothing, you can also buy animations for your avatar, textures, and other associated cosmetic changes. Most people purchase such goods if they don't want to take the time to learn the scripting language. The Linden Dollars are purchased with real US money. While Linden Lab charges nothing to set up a basic account for general use, you can purchase monthly subscriptions that give you a certain amount of Linden Dollars and other benefits. Once you start buying land or islands, you can pay fees to rename islands and move them to other locations.

It is possible to make money, both in virtual dollars and real dollars. A few millionaires exist in the virtual world, but don't expect to become Donald Trump. Most avatars make about $10 a month.

Using Second Life

Other reasons exist to play the game other than just as an escape.

  • Religion - Some religious sects have created groups for worship. Visit "Experience Island" to talk to other religious people. There is no set denomination, which is why some people feel more and more parishioners open up about their beliefs.
  • Education - Many colleges and universities use this platform as an optional distance learning resource. You can interact with teachers and professors more personally than the traditional method of written communication and impersonal video-watching.
  • Sports - Can't play a sport in reality? Chances are you can join a team of any sport. You can participate in football franchises, boxing matches, and even martial arts tournaments.

The Blurred Line

Many opponents of Second Life complain that users often forget which is the fake world and which is the real world, affecting their life in many ways and presenting challenges to real friends and family. Proponents of the game disagree, of course, countering that the experience provides users with confidence and self-esteem that they can use when they turn off their computer. Whichever side of the debate you're on, the virtual world has a following that is barely matched.



 


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