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Second Life is an online multimedia computing platform that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online virtual world. Developed and owned by the San Francisco –based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and ...
245 [ 1] Website. www .lindenlab .com. Linden Research, Inc., doing business as Linden Lab, is an American technology company that is best known as the developer of Second Life . The company's head office is in San Francisco, California, with additional offices in Boston, Massachusetts; Seattle, Washington; Davis, California; and Virginia.
Anshe Chung is an avatar (online personality) of Ailin Graef in the online game Second Life. Referred to as the "Rockefeller of Second Life" by CNN, [ 1] Graef has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies. Her work has been discussed in Business Week, [ 2] Fortune [ 3 ...
The online video game 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. Linden Dollars have no monetary value and are ...
Anshe Chung is the main avatar (online personality) of Ailin Graef in the online world Second Life.Referred to as the "Rockefeller of Second Life" [8] by a CNN journalist, she has built an online business that engages in development, brokerage, and arbitrage of virtual land, items, and currencies, and has been featured in a number of prominent magazines such as Business Week, [9] Fortune [10 ...
Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.
Second Life was the first public virtual world that did not offer any topic, or theme. Each user is free to create their own objects, personalized environment, and / or to hold any events of their choice. This immediately sparked the idea of creating meeting rooms and virtual classrooms, first within academia, quickly followed by corporate users.
Virtual world language learning. Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life (Cooke-Plagwitz, p. 548). [1]