Second Life
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Second Life is a multi-user virtual world that allows people to create an avatar for themselves and then interact with other users (known as 'Residents') and user-created content within a multi-user online environment. Developed for personal computers by the San Francisco-based firm Linden Lab, it publicly launched on June 23, 2003, and saw rapid growth for some years; in 2013, it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017, the active user count had fallen to "between 800,000 and 900,000". In many ways, Second Life is similar to massively multiplayer online role-playing video games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective." The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. Second Life users, also called 'residents', create virtual representations of themselves, called avatars, and are able to interact with places, objects and other avatars. They can explore the world (known as the grid), meet other residents, socialize, participate in both individual and group activities, build, create, shop, and trade virtual property and services with one another. The platform principally features 3D-based user-generated content.…
Second Life is a multi-user virtual world that allows people to create an avatar for themselves and then interact with other users (known as 'Residents') and user-created content within a multi-user online environment. Developed for personal computers by the San Francisco-based firm Linden Lab, it publicly launched on June 23, 2003, and saw rapid growth for some years; in 2013, it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017, the active user count had fallen to "between 800,000 and 900,000". In many ways, Second Life is similar to massively multiplayer online role-playing video games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective." The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. Second Life users, also called 'residents', create virtual representations of themselves, called avatars, and are able to interact with places, objects and other avatars. They can explore the world (known as the grid), meet other residents, socialize, participate in both individual and group activities, build, create, shop, and trade virtual property and services with one another. The platform principally features 3D-based user-generated content. Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency. Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school).
Vlogger
Vlogger is a 2011 Spanish political thriller film that makes heavy use of Second Life through machinima production. The film follows a Pakistani computer specialist who discovers that her brother has been recruited into an Islamic extremist group in the video game. With six days until he plans to commit a suicide bombing, the protagonist enters the digital world of Second Life to stop him. The film debuted at the 2011 Sitges Film Festival.
Text derived from https://en.wikipedia.org/w/index.php?oldid=1374127750 under CC BY-SA 4.0; modifications have been made.