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Some of the interesting things people do in in the VR world of Second Life

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

Sign up for a FREE Second Life account!

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 is unique among on-line VR systems in many ways: Linden Lab (the developer of the Second Life system) does not impose any restrictions or limitations on what you may do within SL. With total leeway and advanced 3-D technology and tools we can craft and deploy interactive 3D multi-media content in a way that is captivating, exciting and compelling. The world is limited only by the imagination.

Growing User Base

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.

Flourishing Economy

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.

The Young and the Hip

Second Life is the perfect environment for marketing and promoting products and services to today's youth and boomer markets.

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The Virtual World of Second Life