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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 ...
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 ...
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 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 ...
Each week, Poetry Nook holds a free-entry poetry contest (for 350 weeks and counting). Multiple winners and honorable mentions may be chosen. Winners receive a $20 payment via PayPal, and ...
Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage ; Author: Axel Bruns: Language: English: Subjects: New media Wikipedia User-generated content Social media: Genre: Human-Computer Interaction Communications: Publisher: Peter Lang
List of websites founded before 1995. The first website was created in August 1991 by Tim Berners-Lee at CERN, a European nuclear research agency. Berners-Lee's WorldWideWeb browser became publicly available the same month. By the end of 1992, there were ten websites. [ 1] The World Wide Web began to enter everyday use in 1993, helping to grow ...
Libraries in virtual worlds. Libraries in virtual worlds are part of an immersive 3D environment that can be used for entertainment and educational purposes. [ 1] Due to increasing interest in digital services, some libraries and librarians have established virtual services in Second Life and other virtual worlds. [ 2]