Virtual World: Second Life

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This virtual environment was based on the idea of Philip Rosedale which he unveiled to the world in 2003 through his company called Linden Lab (Mahar & Mahar, 2009). Despite numerous improvements in navigation, display, and popularity the program is still very much in its developmental phase. It has been argued that it is likely that the opportunity presented through this concept is likely to grow just as the internet and outgrow initial misconceptions.

In this concept, the use of a 3D simulator allows subscribers a platform that enables real-time interaction within the virtual environment. The virtual environment can be used to market real-world products, market virtual products, and participate as a developer or owner (Mahar & Mahar, 2009). The user can make use of the search tool incorporated in the software to locate various locations, institutions, cities, churches, etc. After identifying an appropriate location the user can enjoy the facilities just as if they were actually at the physical location (Mahar & Mahar, 2009). From the onset, it is clear to see that this virtual environment allows the owners to provide a much greater variety than a ‘real world’ physical experience.

To create a second life one is required to register with Linden Lab and provide their real name, create a log-in name and a password to access their account, and accept the company terms of service (Mahar & Mahar, 2009). Registration is free but billing information is required to allow for payment for any purchases made within the virtual environment (Hodge, Collins & Giordano, 2011). If the user is interested in the virtual environment for business purposes the orientation island is the destination of choice. Here they receive various tips and information on how to go about their business. Additional help is available via chat from experienced users and new users should consider building such contacts.

Though most newcomers join the second life via Linden Lab’s orientation island several other portals have been developed by collaborators such as NMC Virtual worlds, Big Pond, the NBA, the L Word, and CBS’s CSI: NY among others (Mahar & Mahar, 2009). There are other examples of virtual environments existing such as project wonderland, active worlds (Hodge, Collins & Giordano, 2011). These entry points are the most popular means of doing business in the second life environment.

It allows the business to set up shop and allow the customer much more in service than is normally available (Mahar & Mahar, 2009). For example, a motorcycle dealer can allow customers to build their virtual motorbike from available parts. The more exciting the venue the more business it is likely to create thus suggesting the business should enlist the services of a qualified 3D graphics technician.

The virtual environments reported having over 17 million avatars registered by 2007 (Hodge, Collins & Giordano, 2011). This suggests that these environments are gaining popularity. Among the major reasons, people visit these environments is to use facilities such as virtual conference facilities. One disadvantage of this use is the need to have several users that are conversant with computers and the software. These individuals can be useful in controlling traffic and acting as guides on the conference site (Hodge, Collins & Giordano, 2011). Other groups that have begun to use these environments increasingly include medical trainers, interior designers, hotels, though this should not be taken to suggest second life is only suited to these categories.

References

Hodge, E., Collins, S., & Giordano, T. (2011). The Virtual Worlds Handbook: How to use second life and other 3D virtual environments. Sudbury, MA: Jones and Bartlett Publishers, LLC.

Mahar, S. M., & Mahar, J. (2009). The unofficial guide to building your business in the second life virtual world. New York: Amacom Books.

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