This document introduces Second Life, a virtual world where users create avatars to engage in various activities. In Second Life, created by Linden Labs in 1999, users can customize their avatars endlessly and spend over 100 minutes each login participating in escape, networking, commerce, distance learning and changing their look. While some concerns exist around false identities and loss of real-world social skills from extensive virtual world use, Second Life is changing how people network, shop, meet and socialize online and affecting education and businesses.