Archive for September, 2008


You can explore a very large 3D virtual environment in an online world called Second Life (http://www.secondlife.com).  Once you log in you can create a virtual being tailored to your preferences which represents you in Second Life.  This character is called an avatar.  You can change the look of your avatar, as well as the clothing style, hair, skin, weapons if needed, even down to the style of shoes.

You then use your avatar to go exploring, dancing, or even meditating in the Second Life world. You can meet other avatars in this world, these are called residents ingame, and you can communicate with other residents using text messages and, with a headset and microphone, you can use voice chat.

There are currently over 10 million avatars registered in Second Life, although usually "only" about 55 thousand or so are ingame at any one time.  If you do not care to be bothered by anyone while exploring, just set a "Busy" switch — this tells nearby avatars you cannot receive any text messages or voice chat with them.  Besides just exploring Second Life, you can also attend quite a few live events at any given time, such as music concerts, book discussions at ingame libraries, even rummage sales where you can buy discounted clothes and even eyeglasses.

This just scratches the surface of the many activities you can experience in Second Life. Give it a whirl.  There are many people around who will gladly help you out, and the Second Life website has a lot of newbie information to make you feel right at home.

Tim Jameson is a Second Life resident, and maintains a blog related to Second Life news and videos.  Visit Second Life Absorption!

Save Time Making Money in SL

There are three definitions of intelligence.  You can learn from your own mistakes, or you can learn from other people’s mistakes, or….I can’t remember the third one. Anyway, if you want to save a lot of time and learn how to make money on Second Life….Click Here!

Check this one out too…Click Here Too!

How ’bout that! Two blatant filthy lucre ads for your perusal.

See you ingame.

Monet Netizen

SECOND LIFE, Sept 11 (Reuters) – OpenSim remains in pre-release and the interoperability standards to allow avatars to travel between virtual worlds are still being drafted. But that’s not stopping entrepreneurs from creating a fledgling industry around what’s to come.

Enter Metaverse Ink, which its creators say is the first search engine to find objects on both the Second Life Grid and in OpenSim worlds.

The product presents both a vindication and challenge for Linden Lab. OpenSim-using startups demonstrate the enduring faith of many in Linden founder Philip Rosedale’s vision for virtual worlds. But Metaverse Ink is also a competitive threat. In a July interview with Reuters Linden VP Joe Miller named “search services” as a potential revenue stream for his company in the coming age of interoperability.

Traditionally within Second Life, as residents grow more adept at building content they form in-world businesses and sell their creations to other users. Linden Lab frequently touts the number of users with a positive currency inflow — over 61,000 according to the latest statistics — in its marketing.

But with OpenSim in the works, some of Second Life’s most talented programmers are beginning to form businesses that compete directly against Linden Lab.

“Linden Lab’s search is bad, it’s like AltaVista in the old days,” said Metaverse Ink co-founder William Cook (Second Life: Felix Wakmann), a computer science professor at the University of Texas at Austin.

Cook and co-founder Cristina Videira Lopes (Second Life: Diva Canto), a computer science professor at the University of California at Irvine, have designed a series of automated programs, called “bots,” to search through both Second Life and OpenSim. The results of their searches are indexed and made searchable to users, in much the same way Google does for the World Wide Web.

To date the MI database catalogs over two million virtual objects, spread over 100,000 regions.

Problems with Linden’s built-in search functionality have been ongoing, and this isn’t the first time a third party has tried to create an independent virtual worlds search engine. A similar attempt to index Second Life by the Electric Sheep Company last year was abandoned after a protest campaign by Second Life users over privacy concerns.

MI says their product respects user wishes. “We’re only publishing things marked ‘for search,’” Lopes said. “These bots can ’see’ everything, but not everything should be seen.”

Cook said his new company isn’t yet looking for venture capital, and is currently focusing on attracting users beyond MI’s current average of about 900 a day. A third MI partner from Techcoastworks, a California-based incubator, is helping to commercialize the product.

But Cook, a serial entrepreneur, has worked with VC firms in the past, having raised US$60 million for a previous start-up from sources including Benchmark Capital, which also funded Linden Lab.

Lopes said MI is the first company to be indexing OpenSim worlds for search. But how does she feel that Linden Lab has said search is an area it wants to explore in the future?

Lopes paused. “Well, we’re doing it already,” she said.

Read more…

Cool Second Life Videos

More Second Life Videos

Second Life Is What You Make Of It

Talk about Second Life Absorption!  Here’s a terrific take on Second Life by Madison Lockwood.

Second Life Is What You Make Of It

Second Life (SL) is a privately owned, partly subscription-based 3-D virtual world, introduced in 2003 by West Coast company Linden Lab. Users can visit this virtual world almost as if it were a real place via their home computer and an internet connection. Visitors can explore, meet and communicate with other people, learn skills that expand their gaming activities and develop more sophisticated social skills.

Technically, Second Life has the most in common in the gamming industry with Massively Multiplayer Online Role Playing Games, or MMORPGs. It differs in a number of significant ways from the typical MMO, though, so the term "virtual world" is ultimately a more accurate description. Depending on whom you ask there are over 1.2 million members; 200,000 users in any given month who are online 40 hours per week on an average.

Each player in Second Life creates an avatar, an onscreen representation that is their identity within the game world. Some players have multiple avatars; moreover, the appearance of an avatar can be easily changed. For these reasons, it’s a little difficult to determine how many active players there are.

The game is played on servers operated by Linden Lab. According to their statistics, in mid October of 2006, the number of registered accounts in Second Life reached one million. By mid December, this number had doubled to two million – and the rapid growth continues. However, there is a difference between registered accounts and unique, returning users. Many accounts are created by users who log in once or a few times and never return, and some regular users have multiple active accounts.

The User Generated World The principal characteristic that differentiates Second Life from other MMOs is the fact that players create most of the online content, as opposed to landscapes and scenes provided by game developers. There is a 3D modeling tool in SL that allows any resident with the right skills to build virtual buildings, landscape, vehicles, furniture, and machines to use, trade, or sell.

This creative process is a primary source of activity in the game. It is a variation of Sims-like activity with an injection of real life economics. Players can also upload unique graphics into the game, which, become the intellectual property of that player.

Content generation and sale is a primary motivator of the game’s economy. Any resident can also make gestures from small animations and sounds from the standard library. Outside SL, users can use various graphics, animation, and sound tools to create more elaborate items, and upload them into the world. Once the creation is in the world of SL, the system makes efforts to help protect the intellectual property of the content creator. That creation can remain sole property of the developer, or transferred – or sold – to another player. Players who meet online can communicate via instant messaging, keeping their dialogue private.

Not only are visual elements popular, but music has become a standard component of the SL experience. Players are uploading music that they have recorded or produced themselves, and have become a regular feature in the game in the form of scheduled events. Linden Lab took note of this phenomenon and developed a component in the game’s structure that provides for musicians to exhibit their own creations and use the site for outreach, much as bands have used YouTube for introduction of music videos.

Virtual Economics, Real Estate, and Real Money SL has its own economy, which is based on value in real dollars. Linden Dollars (L$), the game’s form of currency, are bought using real currency, based on a variable exchange rate. Players buy and sell hard-won assets developed in the game on eBay and other forums. Within the context of the game, items change hands with Linden dollars, which are acquired through various labors or through buying and selling.

Real estate is an important commodity in SL. There is only so much of it, with new releases of landscape orchestrated periodically by Linden Lab. Once a player buys a piece of real estate, he can build on it and sell his improved property to another player. At least one player has become a real estate speculator, buying property as it becomes available and reselling it for a profit in real dollars. Linden also makes its cut in the real estate market, as there is a monthly fee for significant land ownership.

SL has tapped into a similar desire to create that is found in the Sims, and it has proven to be a powerful force. Residents spend a quarter of the time they’re logged in, tens of thousands of hours a day, creating things that become part of the world, part of the landscape for everyone else. This includes everything from nightclubs to psychiatrists’ offices to Asian tea houses. Players with suitable software skills go to elaborate lengths to create environments, both as personal assets and as potential items for sale.

You can join the game for no fee and go about playing – but you cannot own real estate. Beyond the entry level there is a tiered structure of fees; basic membership is $9.95 per month. Paid members receive a weekly stipend of Linden dollars to keep their activities afloat. In fact, people are spending $15 million in real dollars every month within the confines of the game. You can go to a virtual boutique for clothing, buy a home, a plot of land, and the items of value introduced into the game increases every month.

Overlaps with the "First Life" The budding opportunities presented by the MMO virtual environment have not bypassed professional advertisers and marketers. One enterprising individual has opened an agency in San Francisco offering to get real products introduced into SL, for exposure to the real consumers behind the avatars. Corporate America will continue to expand its presence in SL just as it has begun to recognize the power of YouTube and MySpace.

It’s not only the marketing types that see opportunity here; software geeks are selling applets that allow couples to cuddle or dance. An accomplished player with knowledge of the environment can meet a newcomer online and teleport him or her to a boutique, a nightclub, a resort – the tools of socialization are streamlined somewhat by your digital composition. A team of Northwestern University students developed a virtual newscast that utilizes video clips from online sources and an avatar as the ‘talking head’ reading the voice over.

One of the interesting challenges for Linden Lab is the growth of their phenomenal success. Because they utilize open source software and their online environment is constantly growing, the technological support must grow with it. The headaches in the shop have ranged from access problems to Linden $ banking difficulties to the continuing need for more bandwidth. But as the optimists say, these are Cadillac difficulties – nice problems to have.

Many think that SL is one more step in the utilization of the Internet as a social networking tool that transcends mortal human socialization – both geographically and emotionally. With the ever-increasing interaction between Second Life and the one in which we all labor, in form of "virtual" press conferences", product announcements, and more, SL offers not only purely escapist opportunities, but ways learn more about the people and world outside the game.

By: Madison Lockwood - Article Directory: http://www.articledashboard.com

Madison Lockwood is a customer relations associate, specializing in small business development, for Apollo Hosting. Apollo Hosting provides website hosting, ecommerce hosting, vps hosting, and web design services to a wide range of customers.

 Well, that’s the real skinny from someone who knows what he’s talking about.  Thanks, Madison!

Here is good information about the commercial side of Second Life written by Darko Veljovic. Hey Darko, you have a great name (…is this guy an avatar???)

 Second Life: Online Virtual World – Place For Internet Marketers

Second Life is a 3D Virtual World where users (residents) can socialize, connect and create using voice and text chat. If you are an Internet Marketer you must visit this place.

Domain age is over 6 years. Google Page Rank is 8. According to Alexa.com this site has an traffic rank of 2,543 wich is in the 0.01% of all websites. Second Life has a population of more than 10,721,535. Residents include people from 18 to 85 and they are housewives, artists, musicians, programmers, lawyers, fireman, political activists, college students, business owners, among many others. Just create yor avatar and start exploring the world, so that you can find a perfect parcel of land to build your house or business. A Single basic account costs a $9.95 one-time fee. If you prefer premium accounts which are reguired for getting land, fee starts at $9.95 per mount and up.

Bruce Willis chatted with movie fans in second life to promote his upcoming Die Hard 4.0 release in a move that is being seen as good example of virtual world marketing.

Second Life is a virtual world developed by a company called Linden Labs. In second life you can create your own persona and travel through virtual islands. You can also buy virtual land, from Linden Labs; you can receive virtual gifts, listen to live music, attend meetings and events and conduct ecommerce using Linden dollars which have real world value. Anshe Chung a second life real estate investor and innovator has declared herself the first person to become a real world millionaire through transactions made in second life.

Many companies, like Reebok or IBM have their islands in second life for education, training, selling…

When you’ve built something, you can easily begin selling it to other residents, because you control the IP Rights (Intellectual Property Rights) of your creations. What if you want something but don’t quite have the time or skills to make it? Just do a quick search to find and buy what you want.

By: Darko Veljovic

Article Directory: http://www.articledashboard.com

Darko Veljovic Internet Marketing – How to Promote Website, Service or Product

So there you have it.  Just don’t fall into the Second Life Absorption syndrome while you’re spending all that money!

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