Title: Bruno Campolo, Roger Carman, Chase Miller, Jeremy Gove
1Group 4
- Bruno Campolo, Roger Carman, Chase Miller, Jeremy
Gove
2Introduction
2
- Created by the Linden Lab in 2003
- Became increasingly popular from 2006-on
- 9.8 million accounts have been registered
- 25 of Second Life's users are from outside the
USA, UK second-largest country of origin - Average age of users is 32
- 43 of users are female
3What is Second Life?
3
- It is a multiplayer online game
- An internet-based virtual world
- Players, or Residents, build themselves a
second life online - Description of SL as a game is disputed
- No points
- No scores
- No winners / losers
- No levels
- No end-strategy
- Can be thought of as a game on a more basic level
- Semi-structured, virtual environment
- Characters undertake activities for the purpose
of personal enjoyment.
4What is Second Life? (cont.)
4
- Offers players, aka residents, virtual
ownership rights - Unheard of in internet gaming
- Results in residents being more creative
- Ex. Tringo
- Real Money is used
- Second Life currency is the Linden Dollar
- Linden Dollars are exchanged for real money
- 5 million USD in virtual transactions per month
- Hundreds of members use SL as full time job
- 75 of users are buyers, 25 are sellers.
- Current Exchange Rate for the US 1 USD 300 LD
5Timeline The Evolution of Virtual Worlds
5
- Online virtual worlds go back decades
- Have evolved over time
- Have become more realistic over time
- Mid-1970s-1980s Dungeons Dragons takes off in
popularity. -
6Timeline The Evolution of Virtual Worlds (cont.)
- Early1980s-Late 1990s Role-Playing Games move
online - Text-based multiuser domains (MUDs) make it
possible - Mutli-player computer game that combines elements
of role-playing games, hack and slash style
computer games and social chat rooms. - Early 1990s-Late 1990s Chat rooms begin creating
online communities. - Precursor to chat rooms was BBS
- Bulletin board system is a system running
software for computers that enables users to dial
into the system via a phone line
7Timeline The Evolution of Virtual Worlds (cont.)
7
- Mid-1990s-Present 3-D MMORPGs on the rise
- MMORPGs massive multiplayer online role-playing
games - Spurred on by improved computer graphics and
faster Internet connections - Examples Ultima Online, Everquest, World of
Warcraft
8(No Transcript)
9Timeline The Evolution of Virtual Worlds (cont.)
- 2000 to Today The Sims computer game hits the
market - Offers a more open-ended game that resembles real
life - Encourages players create and control their
characters' lives
10Timeline The Evolution of Virtual Worlds (cont.)
10
- Late 1990s to Today Virtualworlds take the
Sims concept to a new level - Encourage players to go beyond roleplaying
- Give participants more power to create their own
experiences - Examples of virtualworlds
- There
- ActiveWorlds
- Second Life
11Playing The Game
11
- Consists of Three Steps
- 1. Sign Up
- 2. Recreate Yourself
- 3. Do What You Want and Have Fun
12Step 1 Sign Up
12
- Must sign up online
- Software is downloaded to computer
- Two types of accounts
- 1. Basic
- 2. Premium
13Basic Accounts
13
- Free
- Cannot own land on Second Life mainland
- Can own your own island
- Can be homeless
- Basic gives you the opportunity to customize your
avatar as well as gives you building options.
14Premium Accounts
14
- Costs 9.95 / month
- Can own land on Second Life mainland
- Subscribers get an allowance of L300 for each
week they log in and a signup bonus of L1,000
for going to premium
15Step 2 Recreate Yourself
15
- Avatar your character
- Basic avatar is human in appearance, but can
- Be of either sex
- Have a wide range of physical attributes
- Be clothed or customized take on humanoid or
other forms. - Can be changed at any point in the game
- Minute details can be changed such as shape of
nose and ears
16Step 2 Recreate Yourself (cont.)
16
- Your identity
- Much less anonymous in this virtual world
- Any other avatar and any thing can ask
- For your avatar's legal name
- For your avatar's date-of-birth
- If real payment info is on file for your avatar
- Your avatar is discussed without asking
permission or notification - Anything you create in Second Life is registered
to your avatar
17Step 3 Do What You Want and Have Fun
17
- Game is entirely open-ended
- The experience is what you make it
- Can buy from / sell to / chat and interact with
other residents - No points or score
- More of a social network than a game
- Games, puzzles, dance clubs, shopping malls,
movie theaters, etc. - Can search for something to do- Discussions,
Sports, Commercial, Entertainment, Games,
Pageants, Education, Arts and Culture and
Charity/Support Groups.
18Second Life More Than Just Entertainment
18
- Second Life has become more than just a game in
recent years. - American universities, foreign countries, and
local companies are finding Second Life to be a
valuable tool.
19Education
19
- Educational Applications of Second Life
- Interactive virtual classrooms that can be
accessed from anywhere - Spans the gap in long-distance learning
- Students interact with each other and there's a
regular sense of classroom interaction. It feels
like a college campus." - Rebecca Nesson,
Harvard Professor - Professor Nesson holds both class discussions and
office hours on Second Life.
20Education
20
- Explosive growth
- Last year there were 17 schools on SL
- Currently there are 60, including
- Rice University
- Harvard
- Drexel
- UNC at Chapel Hill
- Ohio University
- Stanford
21Political and National Relations
21
- Some political organizations have established
virtual HQs - National Front Party (France)
- Virtual Embassies
- Visitors can talk face-to-face with a
computer-generated ambassador - Can talk about visas, trade and other issues
22Political and National Relations Virtual
Embassies
22
- Several countries are currently using / planning
to create virtual embassies on SL - Examples of countries currently using Second
Life - The Maldives
- Sweden
- Examples of countries planning to use Second Life
- Estonia
- Malta
- Macedonia
- The Philippines
23Video Enhancing Business Using Second Life
23
- Text 100 is the first Public Relations company to
use Second Life - First portion of the clip talks about some of the
advantages companies can gain from using SL. - Enhancing Business Using Second Life
- http//www.youtube.com/watch?vsynxFmQJ_0A
24Opportunities in Business
24
- Many see Second Life as an investment opportunity
- Ex. Amazon.com
- Others are using Second Life to improve their
physical business - Companies can create, test out, and view new
designs virtually - Ex. Rivers Run Red (clothing company)
- Companies can experiment with creating new
methods of collaboration - Ex. Wal-Mart using Second Life as a virtual
classroom and as a training tool. - Breathes new life into online meetings
- Companies can experiment with new marketing
techniques - Almost no financial recoil
25Opportunities in Business (cont.)
25
- Companies are also looking to tap into Second
Lifes creativity reservoir - Large quantity of good quality technical work for
a low price - Some Second Life ideas have proven profitable
both virtually and in real life - Ex. Cuddle avatar
- Is a virtual product
- Creator makes money off of selling customized
versions - Sold 1,900 in the last month
26Opportunities in Business (cont.)
26
- Another profitable product from Second Life is
Tringo - Mix between Tetris and Bingo
- Originally created and played on Second Life
- Recently licensed to Nintendo
27Video Advertising in Second Life
27
- This video shows many of the brands that are
advertised in various ways on SL. - Brands in Second Life
- http//www.youtube.com/watch?vtEGHJuCbGdo
28Any Questions?