Second Life

Second Life

Tamara Kochen

Florida Atlantic University

Dr. Paul Hart

Management of Information Systems and Technology

ISM 6026

May 11, 2008

Table of Contents

Introduction……………………………………………………………………...…...........3

Linden Lab………………………………………………………………………………...4

Teen Life…………………………………………………………………………………..4

Capitalism……………………………………………………………...………………….5

Real World Connection……………………………………………………………………6

Education………………………………………………………………………………….8

Collaboration Tool……….………………………………………………………………10

Downsides………………………………………………………………………………..10

Conclusion….……………………………………………………………………………11

References……………………………………………………………………………..…13

Introduction

Second Life (SL) is a virtual world, with multiple members in a 3-D environment, owned and formed by its own residents. Members can create their own virtual three-dimensional character, Avatars, which represent them in the virtual world. Members meet new people, communicate with them through instant messaging, and interact through different activities and experiences, similar to real-world activities between humans. SL was invented by Linden Inc. in 2003, a company with a mission to “connect us all to an online world that advances the human condition” (Linden Lab Inc., 2008). SL provides unbelievable technology; a world of amazing opportunities for education and learning that delivers a new principled society. Interestingly, the capitalistic system embodied in the game is what makes SL so attractive. This paper introduces the SL world, explains the idea behind the revolutionary form of networking, and analyzes how SL could be used by companies to attract new customers and retain existing customers. The paper also examines how SL could be used for educational and training purposes.

 In contrast to other virtual world games, where players are required to solve problems or are challenged before advancing to a new level, SL constitutes simulation of the existing reality, with networking, accumulation of capital, and collection of property being the main purposes. SL is not so much a game, since there is no real goal or destination. An enormous number of players are present in one giant sphere, and as opposed to games such as World of Warcraft, there is no evil monster to kill. On the contrary, millions of members spend their time calmly, at work, in pubs, listening to rock concerts in different music clubs, etc. For those who are willing to pay (about $10 per month), SL offers members a piece of land, where they can build a house or a business with the option become the owners of an Island (Yaniv, 2008). Some build full cities, similar to the Sim City concept, or they construct tourist attractions to magnetize other players to come and visit. The more advanced members copy, through tens of pictures, big cities such as New-York and Amsterdam. To start the new adventure, all one needs is a keyboard, a mouse, and a computer with enough memory. Lastly, one has to register with a username and password, choose an avatar, and let the adventure begin.

Linden Labs

Linden Labs’ headquarters resides in San Francisco, and has over 200 employees around the globe, some formerly worked for companies such as Apple, Disney, Midway, etc. The company’s current estimated value is a little over one billion dollars (Silicon Alley Insider, n.d.). According to economic statistics published on SL’s website on May 22, 2008, there were 13 million members registered. However, this also includes members that have signed in once or twice and never came back. Nonetheless, almost 500,000 members were logged in throughout one week on May, 2008, and about 800,000 members throughout the entire month. Linden Lab works in a non-hierarchical system to encourage “creativity, individual initiative, and interactive participation” (Linden Lab Inc., 2008).

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Teen Life

SL also has a network for teens (13-17 years of age), free of charge, where adults are not allowed to enter unless they have a special matter with teens such as educational projects. An adult who wants to enter Teen Life (TL), also known as Teen Grid, has to pass a security check through real checkup services. Only after an approval an adult can enter TL, but solely to the project limits (Shalev, 2007). Much like the adult SL, TL is a world of endless possibilities and dreams, constant change, and virtual excitement; a place where teens ...

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