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While there are some other on-line VR systems operating today, none of them offers the freedom to craft and create your simulations and deliver your message the way Second Life does. Unlike other VR synthetic worlds, Second Life is completely user-created - IP rights and ownership of objects created within Second Life are assigned completely to the creator of those objects not the company that created Second Life (Linden Lab) and only Second Life offers fully functional 3-D tools to allow you to let your imagination take wing. However, we are always looking out for up and coming VR social networking systems.
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Since access to Second Life is free you can direct visitors to your web site to the SL portal where they can easily sign up for a free membership to use Second Life. Links on your web page can lead to your VR site within the artificial world and visitors who have already signed up with SL are transported directly to that site. Within Second Life and on the SL web site, directories of places and events allow users to locate your specific site easily.
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Unlike all other MMO Virtual Reality systems or games, Linden Lab (the creators of Second Life) explicitly state in their Terms of Service that Intellectual Property rights to all content housed within the SL world are owned fully by the creator of that content.
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Second Life has over 215,000 users many of whom use the system on a daily basis. Linden Lab reports that 43% of SL subscribers are female and that 24% are connecting from outside the USA. Demographics for age seem to follow closely to actual real life distribution with a median age of about 32 years old.
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The Linden is a unit of currency created by Linden Labs for use within the Second Life synthetic world. The L$ is freely convertible to the US$ through a variety of means including an in-world service provided by Linden Lab. LL offers a currency trading system which matches buyers and sellers of L$ just like a real currency market. Other companies offer to buy or sell L$ at rates which they choose based on their own business models.
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No, Second Life is not a game. Unlike MMORPGs (Massively Multi-Player On-Line Role Playing Games) SL does not have assigned roles, levels or achievements, goals or structure which order or limit what users can do within the world. The SL synthetic world is a truly open and free virtual world where anything is possible.
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Second Life is segmented into two distinct worlds, the 'Main Grid' and the 'Teen Grid'. Rules dictate that only adults 18 years of age and older can use the Main Grid. Teens ages 13-17 have exclusive rights to use the Teen Grid though it is possible to place content which is age appropriate in the Teen Grid though strict rules apply to prevent age inappropriate content.
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Yes, it can Second Life includes facilities for streaming audio and video and provides the perfect environment for multi-media presentations. Your customers are immersed in a 3-D world where giant movie screens and streaming audio fit right in. With SL multi-media takes on a whole new character.
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As of mid-May, 2006 Second Life has wellover 215,000 registered users. The system can accomodate thousands and thousands of simultaneous users - it is not unusual to have over 6,500 people using SL at the same time - and the user base is growing at a rate of over 20,000 each month. That's 10% growth. Linden Lab (the creators of SL) are constantly adding new capacity and are prepared for the eventual explosion of users expected in the coming year.
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