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Meet people and make friends
Shop for in-world goods and services
Dance, Dance, Dance
Listen to Music
Build and maintain Social Networks and Lasting Friendships
Llive performance events
VR/Multimedia Business Conferencing
Maintain long-distance relationships
Build and Operate Heavy Machinery and Oversized Vehicles
Play War Games
Sexual Role Playing Games
Lectures and meetings
Film presentations
Role Playing Treaining
Disaster Preparedness Planning
Distance Learning
Buy Music
Fly
Play games with other residents
Build your dreamhouse and then
Fill it with all the stuff it needs
Fantasize
The concept of an artificial or Virtual Reality was created by science fiction authors and futurists over 30 years ago. Since then, the subject has been the focus of researchers and computer engineers around the world.
Only recently has the promise of this idea come within reach with the creation of the online virtual world Second Life. The three-dimensional massively multi-user online virtual reality world has made the vision of futurists a reality. Online artificial worlds will revolutionize the way the world works, shops plays and lives. Click here for media articles and videos.


Second Life has been growing at a remarkable rate since the end of 2005 and shows signs of massive and exponential growth in the short and medium term. The SL user demographic closely mimics real life and can boast that 43% of its users are women. While Second Life's "main grid" is limited to adults over the age of 18, the "Teen Second Life" system is reserved for 13-17 year olds and is the perfect venue for reaching teens in a safe, controlled environment.
While Second Life's users are international by nature, US based users currently comprise about 70% of the community. As of the Winter of 2006 SL is growing at about 35,000 new users per day or 1 million each month. About 48% of those new users are logging on to Second Life from outside the USA.

The Second Life enviornment includes a vibrant and growing economy within which participants conduct business to the tune of over US$1,000,000 each day using the in-world currency the Linden Dollar. The Linden is convertible to the US$ at a fluctuating exchange rate just like a traditional currency. Currently there are almost half a dozen organizations which offer exchange services that allow the conversion of L$ to or from US$. We predict that the value of in-world transactions will total $430,000,000 (for the year) and the registered user base will reach 15 million by the end of 2007.
Second Life is the perfect environment for marketing and promoting products and services to today's youth and boomer markets.