Second Life - Wikipedia

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FBI agents are investigating possible gambling operations, and the German TV news program "Report Mainz" recently revealed allegations of child abuse in the virtual world. Retrieved March 30, Common forms of fraud taking place in-world include bogus investment and pyramid schemes, fake or hacked vendors, and failure to honor land rental agreements. Linden Lab offer no compensation for businesses that are damaged or destroyed by these rule changes, which can render significant expenditure or effort worthless. Within the world, everyone is also expected to maintain the role-playing atmosphere. Archived from the original on November 16,

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In addition, various personalities in such mediums have themselves used or employed Second Life for both their own works and for private purposes. Foster July 13, Retrieved December 18, I clicked on his profile to save it for a closer look later. Second Life is unique in that users retain all the rights to their content which means they can use Second Life to distribute and sell their creations, with 2. Avatars can communicate via local chat, group chat, global instant messaging known as IM , and voice public, private and group. The maximum concurrency number of avatars inworld recorded is 88, in the 1st qtr.

They are currently doing so successfully, with rare exceptions like the recent alleged child-abuse incident. For the moment, the social freedom is one of Second Life's big draws. One can teleport to a nightclub like Dublin, find a pristine beach on which to relax or start looking for business opportunities right away. Crowded urban streets are lined with clothing stores, car lots, supermarkets and nightclubs. Real-world entrepreneurs and businesses sense the opportunity. With its large, densely settled population, which allows for division of labor, and citizens universally armed with ownership rights and the tools to produce just about anything, Second Life is in some ways the ideal free market.

Consider year-old Peter Lokke. Toiling away as a department manager at a Pathmark supermarket, the New York native had dreamed of opening his own design business, but "never pushed myself to get into it professionally. As for the clothes, he can make "infinite copies of anything. The costs are only what I pay Linden Lab.

Linden Lab's "no control" policy allows for any income made inside Second Life the virtual world's currency is the Linden dollar to be cashed out through the company into U. And unlike, say, Sony, which owns the rights to anything created in EverQuest, Linden Lab has relinquished all intellectual-property rights to creations in its world, spurring entrepreneurship.

Roughly 90 percent of Second Life's content is created by the users themselves—Linden Lab built the basic architecture, like "Orientation Island," where users first create their avatar and learn about Second Life.

Indeed, the barriers to entry and to commerce are so low, it is hard to imagine a more ideal business environment for entrepreneurs, which may prove to be the biggest driver of Second Life's growth. Lokke is so hooked, he says, "I'd rather panhandle on the street than leave Second Life.

A kind of alternate global economy is emerging in Second Life. The multinational companies are using Second Life in a different way: Others are using it to connect to customers. The 3-D, real-time experience also allows multiple customers, who might not be together in the real world, to communicate while shopping.

A husband and wife on separate business trips can pick out a new couch "together," discussing the dimensions, color and material in real time. With face-to-face interaction on the decline in offices—where it's easier to e-mail or videoconference than schedule a live meeting—and companies increasingly use the Web for everything from distribution to customer service, a virtual world offers the potential to form relationships that are far more personal than online forms or e-mail.

Nissan, for instance, lets customers talk to salespeople and even "test-drive" its new Sentra on a virtual driving track in Second Life. That communication potential also makes Second Life attractive as an educational and research tool. Architecture professor Terry Beaubois began teaching a Montana State University course in Second Life two years ago, remotely from his California home.

Now at MSU full time, he meets with classes each week out of "University Island," a mock campus that his students designed and built, with classrooms, workshops and an oceanside gallery where they display their work. Rather than using paper sketches and cardboard models, they build interactive replicas of real buildings and neighborhood-development projects, adhering to proper structure, gravity and physics.

The texture of these structures, though certainly animated, is detailed to the point where even a reporter can find herself lost in the arches and hallways of a virtual workshop. The idea has caught on. Although Beaubois's colleagues questioned his decision to teach through what they called a "computer game," he's now head of MSU's Creative Research Lab and has the backing of the university's president who has an avatar of his own.

Students meet in virtual classrooms to discuss history and political science. Teachers give virtual presentations, and lead virtual field trips.

Guest lecturers visit from all over the world. At the University of California, Davis, psychiatrist Peter Yellowlees has set up virtual simulations to show students what happens in a schizophrenic episode.

Students can walk through a replica of his psychiatric ward, analyzing terrifying voices and eerie laughs, and can even see simulated schizophrenic hallucinations.

Many students find the images disturbing, but Second Life helps them comprehend the "lived experience" of patients who "constantly complain" that doctors don't understand them, says Yellowlees.

Several groups alleged that the Emerald viewer contained Trojan code which tracked user details and demographics in a way that the developers could later recover via in-world logging scripts , one of these groups was banned from Second Life by Linden Lab after publishing their discovery.

In response, Linden Lab revoked Emerald's third-party viewer approval and permanently banned several of Emerald's developers. The Phoenix team are now the developers behind Firestorm Viewer and work closely alongside Linden Lab, holding bi-weekly joint meetings with all third party viewers. Linden Lab has twice, in and , banned a California educational institution, Woodbury University , from having a representation within Second Life.

On April 20, , four simulators belonging to the university were deleted and the accounts of several students and professors terminated, according to The Chronicle of Higher Education. Professor Edward Clift, Dean of the School of Media, Culture and Design at Woodbury University, told The Chronicle of Higher Education that their campus "was a living, breathing campus in Second Life ", including educational spaces designed mostly by students, such as a mock representation of the former Soviet Union and a replica of the Berlin Wall.

According to Professor Clift, the virtual campus did not "conform to what Linden Lab wanted a campus to be. The article in The Chronicle of Higher Education concluded with: In , the newspaper The Alphaville Herald , founded and edited by the philosopher Peter Ludlow , migrated to Second Life, and in the following years the newspaper played a prominent role in reporting on Second Life and in the public discussion of the game. According to scholars Constantinescu and Decu, The Alphaville Herald was the first "virtual free press," pioneering mass communication in virtual worlds.

Since its debut in , Second Life has been referred to by various popular culture mediums, including literature, television, film and music. In addition, various personalities in such mediums have themselves used or employed Second Life for both their own works and for private purposes. Then, in June , author Charles Stross held a conference in Second Life to promote an upcoming novel.

Much of the published research conducted in Second Life is associated with education and learning. Unlike computer games, Second Life does not have a pre-defined purpose and allows for highly realistic enactment of real life activities online. Both problem-based learning and constructionism acted as framing pedagogies for the task, with students working in teams to design and build a learning experience which could be possible in real life.

Situated learning has also been examined in SL , in order to determine how the design and social dynamics of the virtual world support as well as constrain various types of learning. Second Life has also offered educational research potential within the medical and healthcare fields.

There have also been healthcare related studies done of SL residents. One survey suggests that users are engaged in a range of health-related activities in SL which are potentially impacting real-life behaviors.

Another focus of SL research has included the relationship of avatars or virtual personas to the 'real' or actual person. These studies have included research into social behavior and reported two main implications. The research indicated that virtual lives and physical lives are not independent, and our appearances and actions have both online and offline consequences. The SL avatar-self relationship was also studied via resident interviews, and various enactments of the avatar-self relationship were identified.

The study concluded that SL residents enacted multiple avatar-self relationships and cycled through them in quick succession, suggesting that these avatar-self relationships might be shaped and activated strategically in order to achieve the desired educational, commercial, or therapeutic outcomes.

From Wikipedia, the free encyclopedia. This article is about the virtual community. For the Portuguese film, see Second Life film. This article needs to be updated. Please update this article to reflect recent events or newly available information. Windows x Vista or higher macOS Economy of Second Life. Arts in Second Life. Education in Second Life. Criticism of Second Life. Retrieved October 1, Can It Stop Content Theft?

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Law of the Game. LSL, Gridbugs June 12, Retrieved September 9, Retrieved March 14, Archived from the original on September 23, She attributes much of her career success to her own past dating experiences, by relating to what her clients go through in the dating world and being able to empathize with them.

Courtney truly believes that there is someone out there for everyone, and her success rate proves that to be true. She is matchmaker and recruiter for our Platinum Members. Courtney is an Omaha native, and is well-connected within the city, having graduated from the University of Nebraska in in Communications.

They enjoy being active, spending time outdoors and being with friends and family. Alison has been setting friends up on dates as long as she can remember, a quality she attributes to her mother, which makes her a second generation matchmaker. She has been with Omaha Love since , and her intuitive gift has led to many of her clients meeting their match on their first date.

Born and raised in Omaha, she earned her Bachelor of Arts from the University of Nebraska, where psychology and behavior was an area that greatly interested her. As the Director of Matchmaking, she oversees every clients membership to make sure that they are all on track to finding love.

Alison has an active life outside of work, as a full time soccer mom to her teenage daughter, and a new baby boy. She recently married her long time love, John.

They enjoy traveling together, spending time with their families and taking their dog for walks in Elmwood Park. Throughout her life, Lisa has been the go-to person for many family and friends who've needed advice, or someone to listen, so transitioning those skills to her professional life as a matchmaker and dating coach was natural. Prior to graduating, she completed a capstone research project on the impact of social media on romantic relationships.

As someone who began dating when social media first became popular, she emphathizes with young daters, and the issues social media can bring to today's relationships.

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The "Linden Dollar" is a closed-loop virtual token for use only within the Second Life platform.

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second life dating service

As a result, many Second Life businesses and their intellectual property remains effectively unprotected. She recently married her long time love, John. FBI agents are investigating possible escond operations, and the German TV news program second life dating service Mainz" recently revealed allegations of child abuse in the virtual world. Security issues have also been a concern. The main way to find out if you are really meant to be someone is by talking to them. During a meeting with investors, Rosedale noticed that the participants second life dating service particularly responsive to the collaborative, creative potential of Second Life.