Second Life

Second Life, launched in 2003 by Linden Lab, is one of the longest-standing virtual worlds, designed as a space for users to create, explore, and socialize in user-generated environments. Unlike most games, it doesn’t have a set goal, instead allowing users to freely build and inhabit a fully customizable virtual world. Over the years, it’s grown into a vibrant virtual society with a strong economy, thriving communities, and a wide range of experiences. 

OVERVIEW

‍Second Life (SL) evolved as an idea by founder and former CEO, Philip Rosedale (aka Philip Linden). He envisioned a vast green, continuous landscape, distributed across multiple servers — and went on to build it. While he dreamed of virtual worlds since his childhood, in 1994, Rosedale first thought of connecting computers via the Internet and creating a virtual world. In 1999, he founded Linden Lab (LL). Andrew Linden stated that Linden Lab started as a hardware company geared towards the research and development Although work was underway on a prototype called "The Rig, haptics were subsequently abandoned due to heavy patent concentration. The Linden Lab employees — commonly known as "Lindens" — needed a virtual world to go with their hardware, so in 2001 they started building "LindenWorld", as described in an early news story. Developed and owned by the San Francisco–based firm Linden Lab, it launched on June 23, 2003.

FEATURES

Second Life offers extensive world-building tools, allowing users to create custom avatars, design virtual environments, and trade virtual goods. Key features include its robust virtual economy powered by Linden Dollars (which can be exchanged for real currency), 3D creation tools for objects and buildings, interactive social spaces, and the ability to participate in a wide range of activities such as shopping, attending events, and role-playing. Users can own virtual land, run businesses, and engage in community events. Other features include: Change your Avatar, Chat, Groups, Move, Objects, Own land, Scripts, Search, and Sound.

CULTURE

The culture in Second Life is centered around creativity, social interaction, and commerce. It has a diverse and global user base, with communities that range from artists and musicians to entrepreneurs and educators. The platform thrives on self-expression, allowing users to craft unique identities and participate in everything from live music events and art exhibitions to role-playing and educational workshops. It also boasts a strong economy, where users buy and sell virtual goods, services, and real estate, creating a vibrant entrepreneurial ecosystem.

• Creative Expression: Second Life thrives on user-generated content, where users design their own avatars, worlds, clothing, and objects, fostering a highly creative and imaginative community.
• Virtual Economy: The platform has a thriving virtual economy, allowing users to buy, sell, and trade virtual goods, services, and real estate, promoting entrepreneurship and innovation.
• Social Communities: Second Life offers diverse social spaces where users can form friendships, join groups, and participate in community events, catering to various interests and subcultures.
• Live Music & Entertainment: Virtual concerts, performances, and entertainment events are a staple, allowing users to experience live music and shows in virtual venues.
• Role-Playing: Second Life has rich role-playing communities where users take on characters and immerse themselves in detailed, story-driven worlds.
• Education & Learning: Universities, educators, and learners use Second Life as a platform for virtual classrooms, workshops, and educational simulations.
• Art Galleries & Exhibitions: The platform hosts virtual galleries and art exhibitions, where users can display and explore digital art and creative projects.

visit the second life VR hub

Experience the Virtual Worlds Museum Second Life VR hub here soon!


For more info, visit the links below:
Github: https://github.com/secondlife
Linden Lab: https://lindenlab.com/

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