Mission: To connect us all to an online world that advances the human condition
2002 Linden World, a theme park
2003 Second Life opened to public
2005 Teen Second Life (ages 13-17)
Adults must undergo a background check before admittance to this area
Evolutionary Phases of SL
2001- early 2003
Pre-beta stage called LindenWorld.
Avatars were called Primitars, made entirely of prims.
Opened to non-Lindens in March 2002 by invitation.
Land was shared in common. Testing ground for virtual reality technology.
Second Life in January 2003
Public Beta begins April 2003. Tiny continent.
Three combat sims called The Outlands where battles fought by factions beginning to form between public and original residents.
Hundreds of new residents join from the MMPORG World War II Online (WWIIOL) wanting to use SL as a battleground.
Original residents resist. (SL now has enough room for both types of group).
Revolution against Linden tax on prim creation. Tax ends.
Second Life in June 2003
Winter 2003: LL makes 3 new policy changes:
a) End monthly subscriptions and charge land use fees instead
b) Allows L$ to be bought and sold in exchange for RL $
c) Recognizes residents' IP rights
SL commerce begins in earnest.
Late 2003 - early 2004
Land rush begins Dec 2003 as a result of (a) above.
Land auction system introduced.
First island sold 1/7/04.
Emergence of SL land barons.
Early Map of Info Island
Mid 2004 - Mid 2005
Audio streaming and custom animations introduced.
Video streaming and HUDs introduced. Led to new industries: djing and live music, machinima, animations etc.
SL now considered 3D Web.
Summer 2005 - Present
SL boom time.
LindeX exchange launched.
Mass international media coverage leads to millions of new accounts, many entrepreneurs.
Many RL companies join SL.
1,412,534 have logged in last 60 days
Second Life in October 2007
Who is the Audience?
Second Life Defined
3-D Virtual world, 3-D Web
MUVE: multi-user virtual environment
Term coined in Neal Stephenson’s novel, Snow Crash
A 3-D virtual world entirely created by its Residents
90% Resident built
Users own the intellectual property of their in-world creations
Tringo – the first real world product created in a virtual world. Available on GameBoy
Has an economy, based on the Linden dollar
Economies Million Square Meters of Second Life Land User Hours (in Millions)
“ We are a global community working together to build a new online space for creativity, collaboration, commerce, and entertainment. We strive to bridge cultures and welcome diversity. We believe in free expression, compassion and tolerance as the foundation for community in this new world.”
“ The common feeling is that by 2020 virtual worlds will be as widespread as the World Wide Web is now”
“ By 2016, half of us will have interactive avatars, with those aged between 13 and 30 spending around 10 hours a week socializing in 3-D visual environments”
What makes Second Life eerily powerful is the zero-distance between thinkers and technology
I therefore see Second Life as IBM does, a powerful tool for bringing people and technology together, and given that proximity able to productively accelerate the processes that bind them http://blogs.zdnet.com/Gardner/?p=2391