“80% of Active Internet Users will have a ‘Second Life’ in the Virtual World by 2011.”
— Gartner Research Press Release, 4/24/07
“Second Life may be more important, longterm, than even this much publicity would suggest. That’s because what it really may represent is an alternative vision for how to interact with information and communicate over the Internet.”
— David Kirkpatrick, Fortune Magazine, 11/10/06
Second Life is an online 3D virtual world imagined, created, and owned by its Residents that offers a platform for communication, business, education, and organizational development to anyone who wants to try it. Developed by Linden Lab, Second Life was launched to the public in June of 2003. Since then, the Second Life world has grown dramatically with Residents joining from all over the globe and a virtual land area of over 4X the size of New York City. A tool for innovation, Second Life attracts not only individuals but non-profits, universities, big brands and government agencies, who see the potential for collaboration, education and communication.
The Three Key Elements of Second Life are:
Second Life is not a game, instead it’s the next evolutionary stage of the Internet. It merges many qualities of the Web, online games, social networking, user-generated content, creativity applications, and telecommunications technologies. Second Life is whatever you want it to be – a social hangout, a business opportunity, a creative outlet or classroom. While there are no dragons to slay or levels to attain, there are plenty of games INSIDE of Second Life created by enterprising Residents.
Teen Second Life is a version of the Second Life world that is accessible only to teens (age 13-17) from around the globe.
Education and Nonprofits
The Second Life platform enhances distance learning, collaboration, demonstrations,
and simulations. Early on, universities and libraries staked their claim in the virtual world
and have since been pioneering uses of Second Life’s unique tools to reach – and remain
relevant to – a new generation. Nonprofits are also making their mark in-world and out.
Both national-level and grassroots organizations conduct successful fundraising events
and information campaigns in Second Life that impact the lives of people everywhere.
Business
Companies such as IBM, Toyota, Sony BMG, and AOL have opened shop in Second
Life, where new media tools converge to provide an environment for building brands
and customer loyalty, conducting R&D, and market testing. Second Life features
easy to use built-in tools for micropayments, media sharing, html integration, usergenerated
content, communication, and collaboration.
Brand Building and Product Development
Companies promote their products through Second Life’s immersive environments
and events such as concerts, parties, and contests. Residents who are thinking of
buying a Toyota Scion, or are already owners in the real world, can pick up a fully
scripted virtual car from Toyota’s Scion City, customize their ride, cruise the town,
and catch a drive-in movie. Second Life enables companies to build a virtual world to
test out new designs and concepts before introducing them to the real world.
Workplace Innovation
Companies can build private, corporate headquarters in-world to host their virtual
meetings and share data. Remote employees and regional offices stay connected
using built-in voice conferencing, text chat, and group messaging systems. Project
leaders can share data through presentations and streaming video, which can be
shown at a meeting or played on-demand by employees in different time zones.
Designers can show 3-D product models to clients in real-time and easy to use object
editing tools allow feedback to be immediately incorporated and deployed.
Arts and Culture
Artists of all kinds have found a new medium for creative expression in Second Life.
Real-world musicians and DJs are migrating to Second Life as the ideal platform
for sharing their music. Machinima in Second Life offers directors the opportunity
to film whatever they can imagine. Second Life designers have created a booming
market for fashion and décor. Hundreds of in-world galleries and museums host
shows by artists from around the world, displaying everything from photography
to paintings, the real to surreal. Architects can create scale models of real-world
houses or fantastical structures unbounded by physics.
Entrepreneurship
There are many opportunities for innovation and profit in Second Life. Since
Residents own the rights to their work, they can sell and trade their objects, scripts,
and animations for pleasure or profit. Thousands of Residents are making part or all
of their real-life income from their Second Life businesses. Second Life empowers
Residents to pursue in-world careers such as aerospace engineer, architect, XML
coder, graphic designer, game developer, musician, and real estate speculator.
For further information about Second Life, contact Lewis PR at secondlife(at)LewisPR.com.
HOME | ©2008 Linden Research, Inc. All Rights Reserved.

